1 Minetest Lua Modding API Reference 0.4.0
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit integers. The engine uses them for certain
258 automated functions. If you don't use these functions, you can use them to
259 store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
426 An example: Make meat soup from any meat, any water and any bowl
428 output = 'food:meat_soup_raw',
434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
436 An another example: Make red wool from white wool and red dye
440 recipe = {'wool:white', 'group:dye,basecolor_red'},
445 - immortal: Disables the group damage system for an entity
446 - level: Can be used to give an additional sense of progression in the game.
447 - A larger level will cause eg. a weapon of a lower level make much less
448 damage, and get weared out much faster, or not be able to get drops
449 from destroyed nodes.
450 - 0 is something that is directly accessible at the start of gameplay
451 - There is no upper limit
452 - dig_immediate: (player can always pick up node without tool wear)
453 - 2: node is removed without tool wear after 0.5 seconds or so
455 - 3: node is removed without tool wear immediately (torch)
456 - disable_jump: Player (and possibly other things) cannot jump from node
457 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
459 Known damage and digging time defining groups
460 ----------------------------------------------
461 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
462 - crumbly: dirt, sand
463 - cracky: tough but crackable stuff like stone.
464 - snappy: something that can be cut using fine tools; eg. leaves, small
465 plants, wire, sheets of metal
466 - choppy: something that can be cut using force; eg. trees, wooden planks
467 - fleshy: Living things like animals and the player. This could imply
468 some blood effects when hitting.
469 - explody: Especially prone to explosions
470 - oddly_breakable_by_hand:
471 Can be added to nodes that shouldn't logically be breakable by the
472 hand but are. Somewhat similar to dig_immediate, but times are more
473 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
474 speed of a tool if the tool can dig at a faster speed than this
475 suggests for the hand.
477 Examples of custom groups
478 --------------------------
479 Item groups are often used for defining, well, //groups of items//.
480 - meat: any meat-kind of a thing (rating might define the size or healing
481 ability or be irrelevant - it is not defined as of yet)
482 - eatable: anything that can be eaten. Rating might define HP gain in half
484 - flammable: can be set on fire. Rating might define the intensity of the
485 fire, affecting eg. the speed of the spreading of an open fire.
486 - wool: any wool (any origin, any color)
489 - heavy: anything considerably heavy
491 Digging time calculation specifics
492 -----------------------------------
493 Groups such as **crumbly**, **cracky** and **snappy** are used for this
494 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
497 The **level** group is used to limit the toughness of nodes a tool can dig
498 and to scale the digging times / damage to a greater extent.
500 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
503 Tools define their properties by a list of parameters for groups. They
504 cannot dig other groups; thus it is important to use a standard bunch of
505 groups to enable interaction with tools.
508 * Full punch interval
510 * For an arbitrary list of groups:
511 * Uses (until the tool breaks)
512 * Maximum level (usually 0, 1, 2 or 3)
515 **Full punch interval**:
516 When used as a weapon, the tool will do full damage if this time is spent
517 between punches. If eg. half the time is spent, the tool will do half
520 **Maximum drop level**
521 Suggests the maximum level of node, when dug with the tool, that will drop
522 it's useful item. (eg. iron ore to drop a lump of iron).
523 - This is not automated; it is the responsibility of the node definition
527 Determines how many uses the tool has when it is used for digging a node,
528 of this group, of the maximum level. For lower leveled nodes, the use count
529 is multiplied by 3^leveldiff.
530 - uses=10, leveldiff=0 -> actual uses: 10
531 - uses=10, leveldiff=1 -> actual uses: 30
532 - uses=10, leveldiff=2 -> actual uses: 90
535 Tells what is the maximum level of a node of this group that the tool will
539 List of digging times for different ratings of the group, for nodes of the
541 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
542 result in the tool to be able to dig nodes that have a rating of 2 or 3
543 for this group, and unable to dig the rating 1, which is the toughest.
544 Unless there is a matching group that enables digging otherwise.
545 * For entities, damage equals the amount of nodes dug in the time spent
546 between hits, with a maximum time of ''full_punch_interval''.
548 Example definition of the capabilities of a tool
549 -------------------------------------------------
550 tool_capabilities = {
551 full_punch_interval=1.5,
554 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
558 This makes the tool be able to dig nodes that fullfill both of these:
559 - Have the **crumbly** group
560 - Have a **level** group less or equal to 2
562 Table of resulting digging times:
563 crumbly 0 1 2 3 4 <- level
569 level diff: 2 1 0 -1 -2
571 Table of resulting tool uses:
578 - At crumbly=0, the node is not diggable.
579 - At crumbly=3, the level difference digging time divider kicks in and makes
580 easy nodes to be quickly breakable.
581 - At level > 2, the node is not diggable, because it's level > maxlevel
583 Entity damage mechanism
584 ------------------------
586 - Take the time spent after the last hit
587 - Limit time to full_punch_interval
588 - Take the damage groups and imagine a bunch of nodes that have them
589 - Damage in HP is the amount of nodes destroyed in this time.
591 Client predicts damage based on damage groups. Because of this, it is able to
592 give an immediate response when an entity is damaged or dies; the response is
593 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
595 - Currently a smoke puff will appear when an entity dies.
597 The group **immortal** completely disables normal damage.
599 Entities can define a special armor group, which is **punch_operable**. This
600 group disables the regular damage mechanism for players punching it by hand or
601 a non-tool item, so that it can do something else than take damage.
603 On the Lua side, every punch calls ''entity:on_punch(puncher,
604 time_from_last_punch, tool_capabilities, direction)''. This should never be
605 called directly, because damage is usually not handled by the entity itself.
606 * ''puncher'' is the object performing the punch. Can be nil. Should never be
607 accessed unless absolutely required, to encourage interoperability.
608 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
609 * ''tool_capabilities'' can be nil.
610 * ''direction'' is a unit vector, pointing from the source of the punch to
613 To punch an entity/object in Lua, call ''object:punch(puncher,
614 time_from_last_punch, tool_capabilities, direction)''.
615 * Return value is tool wear.
616 * Parameters are equal to the above callback.
617 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
618 automatically filled in based on the location of ''puncher''.
622 The instance of a node in the world normally only contains the three values
623 mentioned in "Nodes". However, it is possible to insert extra data into a
624 node. It is called "node metadata"; See "NodeMetaRef".
626 Metadata contains two things:
630 Some of the values in the key-value store are handled specially:
631 - formspec: Defines a right-click inventory menu. See "Formspec".
632 - infotext: Text shown on the screen when the node is pointed at
636 local meta = minetest.env:get_meta(pos)
637 meta:set_string("formspec",
639 "list[context;main;0,0;8,4;]"..
640 "list[current_player;main;0,5;8,4;]")
641 meta:set_string("infotext", "Chest");
642 local inv = meta:get_inventory()
643 inv:set_size("main", 8*4)
644 print(dump(meta:to_table()))
647 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] = ""}
650 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
657 Formspec defines a menu. Currently not much else than inventories are
658 supported. It is a string, with a somewhat strange format.
660 Spaces and newlines can be inserted between the blocks, as is used in the
666 list[context;main;0,0;8,4;]
667 list[current_player;main;0,5;8,4;]
670 list[context;fuel;2,3;1,1;]
671 list[context;src;2,1;1,1;]
672 list[context;dst;5,1;2,2;]
673 list[current_player;main;0,5;8,4;]
674 - Minecraft-like player inventory
676 image[1,0.6;1,2;player.png]
677 list[current_player;main;0,3.5;8,4;]
678 list[current_player;craft;3,0;3,3;]
679 list[current_player;craftpreview;7,1;1,1;]
684 ^ Define the size of the menu in inventory slots
685 ^ deprecated: invsize[<W>,<H>;]
687 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
688 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
689 ^ Show an inventory list
691 image[<X>,<Y>;<W>,<H>;<texture name>]
693 ^ Position and size units are inventory slots
695 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
696 ^ Textual field; will be sent to server when a button is clicked
697 ^ x and y position the field relative to the top left of the menu
698 ^ w and h are the size of the field
699 ^ fields are a set height, but will be vertically centred on h
700 ^ Position and size units are inventory slots
701 ^ name is the name of the field as returned in fields to on_receive_fields
702 ^ label, if not blank, will be text printed on the top left above the field
703 ^ default is the default value of the field
704 ^ default may contain variable references such as '${text}' which
705 will fill the value from the metadata value 'text'
706 ^ Note: no extra text or more than a single variable is supported ATM.
708 field[<name>;<label>;<default>]
709 ^ as above but without position/size units
710 ^ special field for creating simple forms, such as sign text input
711 ^ must be used without a size[] element
712 ^ a 'Proceed' button will be added automatically
714 label[<X>,<Y>;<label>]
715 ^ x and y work as per field
716 ^ label is the text on the label
717 ^ Position and size units are inventory slots
719 button[<X>,<Y>;<W>,<H>;<name>;<label>]
720 ^ Clickable button. When clicked, fields will be sent.
721 ^ x, y and name work as per field
722 ^ w and h are the size of the button
723 ^ label is the text on the button
724 ^ Position and size units are inventory slots
726 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
727 ^ x, y, w, h, and name work as per button
728 ^ image is the filename of an image
729 ^ Position and size units are inventory slots
731 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
732 ^ When clicked, fields will be sent and the form will quit.
734 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
735 ^ When clicked, fields will be sent and the form will quit.
739 - "context": Selected node metadata (deprecated: "current_name")
740 - "current_player": Player to whom the menu is shown
741 - "player:<name>": Any player
742 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
743 - "detached:<name>": A detached inventory
747 dump2(obj, name="_", dumped={})
748 ^ Return object serialized as a string, handles reference loops
750 ^ Return object serialized as a string
751 string:split(separator)
752 ^ eg. string:split("a,b", ",") == {"a","b"}
754 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
755 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
756 ^ Convert position to a printable string
757 minetest.string_to_pos(string) -> position
759 minetest namespace reference
760 -----------------------------
761 minetest.get_current_modname() -> string
762 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
763 ^ Useful for loading additional .lua modules or static data from mod
764 minetest.get_modnames() -> list of installed mods
765 ^ Return a list of installed mods, sorted alphabetically
766 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
767 ^ Useful for storing custom data
768 minetest.is_singleplayer()
771 ^ Always printed to stderr and logfile (print() is redirected here)
773 minetest.log(loglevel, line)
774 ^ loglevel one of "error", "action", "info", "verbose"
776 Registration functions: (Call these only at load time)
777 minetest.register_entity(name, prototype table)
778 minetest.register_abm(abm definition)
779 minetest.register_node(name, node definition)
780 minetest.register_tool(name, item definition)
781 minetest.register_craftitem(name, item definition)
782 minetest.register_alias(name, convert_to)
783 minetest.register_craft(recipe)
785 Global callback registration functions: (Call these only at load time)
786 minetest.register_globalstep(func(dtime))
787 ^ Called every server step, usually interval of 0.05s
788 minetest.register_on_placenode(func(pos, newnode, placer, oldnode))
789 ^ Called when a node has been placed
790 ^ Deprecated: Use on_construct or after_place_node in node definition instead
791 minetest.register_on_dignode(func(pos, oldnode, digger))
792 ^ Called when a node has been dug.
793 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
794 minetest.register_on_punchnode(func(pos, node, puncher))
795 ^ Called when a node is punched
796 minetest.register_on_generated(func(minp, maxp, blockseed))
797 ^ Called after generating a piece of world. Modifying nodes inside the area
798 is a bit faster than usually.
799 minetest.register_on_newplayer(func(ObjectRef))
800 ^ Called after a new player has been created
801 minetest.register_on_dieplayer(func(ObjectRef))
802 ^ Called when a player dies
803 minetest.register_on_respawnplayer(func(ObjectRef))
804 ^ Called when player is to be respawned
805 ^ Called _before_ repositioning of player occurs
806 ^ return true in func to disable regular player placement
807 minetest.register_on_joinplayer(func(ObjectRef))
808 ^ Called when a player joins the game
809 minetest.register_on_leaveplayer(func(ObjectRef))
810 ^ Called when a player leaves the game
811 minetest.register_on_chat_message(func(name, message))
812 ^ Called always when a player says something
813 minetest.register_on_player_receive_fields(func(player, formname, fields))
814 ^ Called when a button is pressed in player's inventory form
815 ^ Newest functions are called first
816 ^ If function returns true, remaining functions are not called
818 Other registration functions:
819 minetest.register_chatcommand(cmd, chatcommand definition)
820 minetest.register_privilege(name, definition)
821 ^ definition: "description text"
823 description = "description text",
824 give_to_singleplayer = boolean, -- default: true
826 minetest.register_authentication_handler(handler)
827 ^ See minetest.builtin_auth_handler in builtin.lua for reference
830 minetest.setting_set(name, value)
831 minetest.setting_get(name) -> string or nil
832 minetest.setting_getbool(name) -> boolean value or nil
833 minetest.setting_get_pos(name) -> position or nil
834 minetest.add_to_creative_inventory(itemstring)
837 minetest.notify_authentication_modified(name)
838 ^ Should be called by the authentication handler if privileges change.
839 ^ To report everybody, set name=nil.
840 minetest.get_password_hash(name, raw_password)
841 ^ Convert a name-password pair to a password hash that minetest can use
842 minetest.string_to_privs(str) -> {priv1=true,...}
843 minetest.privs_to_string(privs) -> "priv1,priv2,..."
844 ^ Convert between two privilege representations
845 minetest.set_player_password(name, password_hash)
846 minetest.set_player_privs(name, {priv1=true,...})
847 minetest.get_player_privs(name) -> {priv1=true,...}
848 minetest.auth_reload()
849 ^ These call the authentication handler
850 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
851 ^ A quickhand for checking privileges
854 minetest.chat_send_all(text)
855 minetest.chat_send_player(name, text)
858 minetest.get_inventory(location) -> InvRef
859 ^ location = eg. {type="player", name="celeron55"}
860 {type="node", pos={x=, y=, z=}}
861 {type="detached", name="creative"}
862 minetest.create_detached_inventory(name, callbacks) -> InvRef
863 ^ callbacks: See "Detached inventory callbacks"
864 ^ Creates a detached inventory. If it already exists, it is cleared.
867 minetest.inventorycube(img1, img2, img3)
868 ^ Returns a string for making an image of a cube (useful as an item image)
869 minetest.get_pointed_thing_position(pointed_thing, above)
870 ^ Get position of a pointed_thing (that you can get from somewhere)
871 minetest.dir_to_facedir(dir)
872 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
873 minetest.dir_to_wallmounted(dir)
874 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
875 minetest.get_node_drops(nodename, toolname)
876 ^ Returns list of item names.
877 ^ Note: This will be removed or modified in a future version.
878 minetest.get_craft_result(input) -> output, decremented_input
879 ^ input.method = 'normal' or 'cooking' or 'fuel'
880 ^ input.width = for example 3
881 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
882 stack 5, stack 6, stack 7, stack 8, stack 9 }
883 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
884 ^ output.time = number, if unsuccessful: 0
885 ^ decremented_input = like input
886 minetest.get_craft_recipe(output) -> input
887 ^ output is a node or item type such as 'default:torch'
888 ^ input.method = 'normal' or 'cooking' or 'fuel'
889 ^ input.width = for example 3
890 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
891 stack 5, stack 6, stack 7, stack 8, stack 9 }
892 ^ input.items = nil if no recipe found
895 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
896 ^ Find who has done something to a node, or near a node
897 ^ actor: "player:<name>", also "liquid".
898 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
899 ^ Revert latest actions of someone
900 ^ actor: "player:<name>", also "liquid".
902 Defaults for the on_* item definition functions:
903 (These return the leftover itemstack)
904 minetest.item_place_node(itemstack, placer, pointed_thing)
905 ^ Place item as a node
906 minetest.item_place_object(itemstack, placer, pointed_thing)
908 minetest.item_place(itemstack, placer, pointed_thing)
909 ^ Use one of the above based on what the item is.
910 minetest.item_drop(itemstack, dropper, pos)
912 minetest.item_eat(hp_change, replace_with_item)
913 ^ Eat the item. replace_with_item can be nil.
915 Defaults for the on_punch and on_dig node definition callbacks:
916 minetest.node_punch(pos, node, puncher)
917 ^ Calls functions registered by minetest.register_on_punchnode()
918 minetest.node_dig(pos, node, digger)
919 ^ Checks if node can be dug, puts item into inventory, removes node
920 ^ Calls functions registered by minetest.registered_on_dignodes()
923 minetest.sound_play(spec, parameters) -> handle
924 ^ spec = SimpleSoundSpec
925 ^ parameters = sound parameter table
926 minetest.sound_stop(handle)
929 minetest.after(time, func, param)
930 ^ Call function after time seconds
931 ^ param is optional; to pass multiple parameters, pass a table.
934 minetest.request_shutdown() -> request for server shutdown
935 minetest.get_server_status() -> server status string
938 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
939 minetest.get_ban_description(ip_or_name) -> ban description (string)
940 minetest.ban_player(name) -> ban a player
941 minetest.unban_player_or_ip(name) -> unban player or IP address
944 minetest.get_connected_players() -> list of ObjectRefs
945 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
946 ^ Gives a unique hash number for a node position (16+16+16=48bit)
947 minetest.get_item_group(name, group) -> rating
948 ^ Get rating of a group of an item. (0 = not in group)
949 minetest.get_node_group(name, group) -> rating
950 ^ Deprecated: An alias for the former.
951 minetest.serialize(table) -> string
952 ^ Convert a table containing tables, strings, numbers, booleans and nils
953 into string form readable by minetest.deserialize
954 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
955 minetest.deserialize(string) -> table
956 ^ Convert a string returned by minetest.deserialize into a table
957 ^ String is loaded in an empty sandbox environment.
958 ^ Will load functions, but they cannot access the global environment.
959 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
960 ^ Example: deserialize('print("foo")') -> nil (function call fails)
961 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
964 minetest.env - EnvRef of the server environment and world.
965 ^ Using this you can access nodes and entities
968 minetest.registered_items
969 ^ List of registered items, indexed by name
970 minetest.registered_nodes
971 ^ List of registered node definitions, indexed by name
972 minetest.registered_craftitems
973 ^ List of registered craft item definitions, indexed by name
974 minetest.registered_tools
975 ^ List of registered tool definitions, indexed by name
976 minetest.registered_entities
977 ^ List of registered entity prototypes, indexed by name
979 ^ List of object references, indexed by active object id
981 ^ List of lua entities, indexed by active object id
983 Deprecated but defined for backwards compatibility:
984 minetest.digprop_constanttime(time)
985 minetest.digprop_stonelike(toughness)
986 minetest.digprop_dirtlike(toughness)
987 minetest.digprop_gravellike(toughness)
988 minetest.digprop_woodlike(toughness)
989 minetest.digprop_leaveslike(toughness)
990 minetest.digprop_glasslike(toughness)
994 EnvRef: basically ServerEnvironment and ServerMap combined.
996 - set_node(pos, node)
997 - add_node(pos, node): alias set_node(pos, node)
998 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1000 ^ Equivalent to set_node(pos, "air")
1002 ^ Returns {name="ignore", ...} for unloaded area
1003 - get_node_or_nil(pos)
1004 ^ Returns nil for unloaded area
1005 - get_node_light(pos, timeofday) -> 0...15 or nil
1006 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1008 - place_node(pos, node)
1009 ^ Place node with the same effects that a player would cause
1011 ^ Dig node with the same effects that a player would cause
1013 ^ Punch node with the same effects that a player would cause
1015 - get_meta(pos) -- Get a NodeMetaRef at that position
1016 - get_node_timer(pos) -- Get NodeTimerRef
1018 - add_entity(pos, name): Spawn Lua-defined entity at position
1019 ^ Returns ObjectRef, or nil if failed
1020 - add_item(pos, item): Spawn item
1021 ^ Returns ObjectRef, or nil if failed
1022 - get_player_by_name(name) -- Get an ObjectRef to a player
1023 - get_objects_inside_radius(pos, radius)
1024 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1026 - find_node_near(pos, radius, nodenames) -> pos or nil
1027 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1028 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1029 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1030 - get_perlin(seeddiff, octaves, persistence, scale)
1031 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1033 ^ clear all objects in the environments
1035 - add_rat(pos): Add C++ rat object (no-op)
1036 - add_firefly(pos): Add C++ firefly object (no-op)
1038 NodeMetaRef: Node metadata - reference extra data and functionality stored
1040 - Can be gotten via minetest.env:get_nodemeta(pos)
1042 - set_string(name, value)
1044 - set_int(name, value)
1046 - set_float(name, value)
1048 - get_inventory() -> InvRef
1049 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1050 - from_table(nil or {})
1051 ^ See "Node Metadata"
1053 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1054 - Can be gotten via minetest.env:get_node_timer(pos)
1056 - set(timeout,elapsed)
1057 ^ set a timer's state
1058 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1059 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1060 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1063 ^ equivelent to set(timeout,0)
1066 - get_timeout() -> current timeout in seconds
1067 ^ if timeout is 0, timer is inactive
1068 - get_elapsed() -> current elapsed time in seconds
1069 ^ the node's on_timer function will be called after timeout-elapsed seconds
1070 - is_started() -> boolean state of timer
1071 ^ returns true if timer is started, otherwise false
1073 ObjectRef: Moving things in the game are generally these
1074 (basically reference to a C++ ServerActiveObject)
1076 - remove(): remove object (after returning from Lua)
1077 - getpos() -> {x=num, y=num, z=num}
1078 - setpos(pos); pos={x=num, y=num, z=num}
1079 - moveto(pos, continuous=false): interpolated move
1080 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1081 ^ puncher = an another ObjectRef,
1082 ^ time_from_last_punch = time since last punch action of the puncher
1083 - right_click(clicker); clicker = an another ObjectRef
1084 - get_hp(): returns number of hitpoints (2 * number of hearts)
1085 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1086 - get_inventory() -> InvRef
1087 - get_wield_list(): returns the name of the inventory list the wielded item is in
1088 - get_wield_index(): returns the index of the wielded item
1089 - get_wielded_item() -> ItemStack
1090 - set_wielded_item(item): replaces the wielded item, returns true if successful
1091 - set_armor_groups({group1=rating, group2=rating, ...})
1092 - set_properties(object property table)
1093 LuaEntitySAO-only: (no-op for other objects)
1094 - setvelocity({x=num, y=num, z=num})
1095 - getvelocity() -> {x=num, y=num, z=num}
1096 - setacceleration({x=num, y=num, z=num})
1097 - getacceleration() -> {x=num, y=num, z=num}
1099 - getyaw() -> radians
1100 - settexturemod(mod)
1101 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1102 - select_horiz_by_yawpitch=false)
1103 ^ Select sprite from spritesheet with optional animation and DM-style
1104 texture selection based on yaw relative to camera
1105 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1107 Player-only: (no-op for other objects)
1108 - is_player(): true for players, false for others
1109 - get_player_name(): returns "" if is not a player
1110 - get_look_dir(): get camera direction as a unit vector
1111 - get_look_pitch(): pitch in radians
1112 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1113 - set_inventory_formspec(formspec)
1114 ^ Redefine player's inventory form
1115 ^ Should usually be called in on_joinplayer
1116 - get_inventory_formspec() -> formspec string
1118 InvRef: Reference to an inventory
1120 - is_empty(listname): return true if list is empty
1121 - get_size(listname): get size of a list
1122 - set_size(listname, size): set size of a list
1123 - get_width(listname): get width of a list
1124 - set_width(listname, width): set width of list; currently used for crafting
1125 - get_stack(listname, i): get a copy of stack index i in list
1126 - set_stack(listname, i, stack): copy stack to index i in list
1127 - get_list(listname): return full list
1128 - set_list(listname, list): set full list (size will not change)
1129 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1130 - room_for_item(listname, stack): returns true if the stack of items
1131 can be fully added to the list
1132 - contains_item(listname, stack): returns true if the stack of items
1133 can be fully taken from the list
1134 remove_item(listname, stack): take as many items as specified from the list,
1135 returns the items that were actually removed (as an ItemStack)
1137 ItemStack: A stack of items.
1138 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1140 - is_empty(): return true if stack is empty
1141 - get_name(): returns item name (e.g. "default:stone")
1142 - get_count(): returns number of items on the stack
1143 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1144 - get_metadata(): returns metadata (a string attached to an item stack)
1145 - clear(): removes all items from the stack, making it empty
1146 - replace(item): replace the contents of this stack (item can also
1147 be an itemstring or table)
1148 - to_string(): returns the stack in itemstring form
1149 - to_table(): returns the stack in Lua table form
1150 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1151 - get_free_space(): returns get_stack_max() - get_count()
1152 - is_known(): returns true if the item name refers to a defined item type
1153 - get_definition(): returns the item definition table
1154 - get_tool_capabilities(): returns the digging properties of the item,
1155 ^ or those of the hand if none are defined for this item type
1156 - add_wear(amount): increases wear by amount if the item is a tool
1157 - add_item(item): put some item or stack onto this stack,
1158 ^ returns leftover ItemStack
1159 - item_fits(item): returns true if item or stack can be fully added to this one
1160 - take_item(n): take (and remove) up to n items from this stack
1161 ^ returns taken ItemStack
1162 ^ if n is omitted, n=1 is used
1163 - peek_item(n): copy (don't remove) up to n items from this stack
1164 ^ returns copied ItemStack
1165 ^ if n is omitted, n=1 is used
1167 PseudoRandom: A pseudorandom number generator
1168 - Can be created via PseudoRandom(seed)
1170 - next(): return next integer random number [0...32767]
1171 - next(min, max): return next integer random number [min...max]
1172 (max - min) must be 32767 or <= 6553 due to the simple
1173 implementation making bad distribution otherwise.
1175 PerlinNoise: A perlin noise generator
1176 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1177 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1179 - get2d(pos) -> 2d noise value at pos={x=,y=}
1180 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1183 --------------------
1184 - Functions receive a "luaentity" as self:
1185 - It has the member .name, which is the registered name ("mod:thing")
1186 - It has the member .object, which is an ObjectRef pointing to the object
1187 - The original prototype stuff is visible directly via a metatable
1189 - on_activate(self, staticdata)
1190 ^ Called when the object is instantiated.
1191 - on_step(self, dtime)
1192 ^ Called on every server tick (dtime is usually 0.05 seconds)
1193 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1194 ^ Called when somebody punches the object.
1195 ^ Note that you probably want to handle most punches using the
1196 automatic armor group system.
1197 ^ puncher: ObjectRef (can be nil)
1198 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1199 ^ tool_capabilities: capability table of used tool (can be nil)
1200 ^ dir: unit vector of direction of punch. Always defined. Points from
1201 the puncher to the punched.
1202 - on_rightclick(self, clicker)
1203 - get_staticdata(self)
1204 ^ Should return a string that will be passed to on_activate when
1205 the object is instantiated the next time.
1215 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1216 visual = "cube"/"sprite"/"upright_sprite",
1217 visual_size = {x=1, y=1},
1218 textures = {}, -- number of required textures depends on visual
1219 spritediv = {x=1, y=1},
1220 initial_sprite_basepos = {x=0, y=0},
1222 makes_footstep_sound = false,
1223 automatic_rotate = false,
1226 Entity definition (register_entity)
1228 (Deprecated: Everything in object properties is read directly from here)
1230 initial_properties = <initial object properties>,
1232 on_activate = function(self, staticdata),
1233 on_step = function(self, dtime),
1234 on_punch = function(self, hitter),
1235 on_rightclick = function(self, clicker),
1236 get_staticdata = function(self),
1237 ^ Called sometimes; the string returned is passed to on_activate when
1238 the entity is re-activated from static state
1240 # Also you can define arbitrary member variables here
1241 myvariable = whatever,
1244 ABM (ActiveBlockModifier) definition (register_abm)
1246 -- In the following two fields, also group:groupname will work.
1247 nodenames = {"default:lava_source"},
1248 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1249 ^ If left out or empty, any neighbor will do
1250 interval = 1.0, -- (operation interval)
1251 chance = 1, -- (chance of trigger is 1.0/this)
1252 action = func(pos, node, active_object_count, active_object_count_wider),
1255 Item definition (register_node, register_craftitem, register_tool)
1257 description = "Steel Axe",
1258 groups = {}, -- key=name, value=rating; rating=1..3.
1259 if rating not applicable, use 1.
1260 eg. {wool=1, fluffy=3}
1261 {soil=2, outerspace=1, crumbly=1}
1262 {bendy=2, snappy=1},
1263 {hard=1, metal=1, spikes=1}
1264 inventory_image = "default_tool_steelaxe.png",
1266 wield_scale = {x=1,y=1,z=1},
1268 liquids_pointable = false,
1269 tool_capabilities = {
1270 full_punch_interval = 1.0,
1274 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1275 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1276 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1279 node_placement_prediction = nil,
1280 ^ If nil and item is node, prediction is made automatically
1281 ^ If nil and item is not a node, no prediction is made
1282 ^ If "" and item is anything, no prediction is made
1283 ^ Otherwise should be name of node which the client immediately places
1284 on ground when the player places the item. Server will always update
1285 actual result to client in a short moment.
1287 on_place = func(itemstack, placer, pointed_thing),
1288 ^ Shall place item and return the leftover itemstack
1289 ^ default: minetest.item_place
1290 on_drop = func(itemstack, dropper, pos),
1291 ^ Shall drop item and return the leftover itemstack
1292 ^ default: minetest.item_drop
1293 on_use = func(itemstack, user, pointed_thing),
1295 ^ Function must return either nil if no item shall be removed from
1296 inventory, or an itemstack to replace the original itemstack.
1297 eg. itemstack:take_item(); return itemstack
1298 ^ Otherwise, the function is free to do what it wants.
1299 ^ The default functions handle regular use cases.
1304 - {name="image.png", animation={Tile Animation definition}}
1305 - {name="image.png", backface_culling=bool}
1306 ^ backface culling only supported in special tiles
1307 - deprecated still supported field names:
1310 Tile animation definition:
1311 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1313 Node definition (register_node)
1315 <all fields allowed in item definitions>,
1317 drawtype = "normal", -- See "Node drawtypes"
1319 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1320 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1321 ^ List can be shortened to needed length
1322 special_tiles = {tile definition 1, Tile definition 2},
1323 ^ Special textures of node; used rarely (old field name: special_materials)
1324 ^ List can be shortened to needed length
1326 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1327 paramtype = "none", -- See "Nodes"
1328 paramtype2 = "none", -- See "Nodes"
1329 is_ground_content = false, -- Currently not used for anything
1330 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1331 walkable = true, -- If true, objects collide with node
1332 pointable = true, -- If true, can be pointed at
1333 diggable = true, -- If false, can never be dug
1334 climbable = false, -- If true, can be climbed on (ladder)
1335 buildable_to = false, -- If true, placed nodes can replace this node
1336 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1337 liquidtype = "none", -- "none"/"source"/"flowing"
1338 liquid_alternative_flowing = "", -- Flowing version of source liquid
1339 liquid_alternative_source = "", -- Source version of flowing liquid
1340 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1341 light_source = 0, -- Amount of light emitted by node
1342 damage_per_second = 0, -- If player is inside node, this damage is caused
1343 node_box = {type="regular"}, -- See "Node boxes"
1344 selection_box = {type="regular"}, -- See "Node boxes"
1345 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1346 legacy_wallmounted = false, -- Support maps made in and before January 2012
1348 footstep = <SimpleSoundSpec>,
1349 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1350 dug = <SimpleSoundSpec>,
1353 on_construct = func(pos),
1354 ^ Node constructor; always called after adding node
1355 ^ Can set up metadata and stuff like that
1357 on_destruct = func(pos),
1358 ^ Node destructor; always called before removing node
1360 after_destruct = func(pos, oldnode),
1361 ^ Node destructor; always called after removing node
1364 after_place_node = func(pos, placer),
1365 ^ Called after constructing node when node was placed using
1366 minetest.item_place_node / minetest.env:place_node
1368 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1369 ^ oldmetadata is in table format
1370 ^ Called after destructing node when node was dug using
1371 minetest.node_dig / minetest.env:dig_node
1373 can_dig = function(pos,player)
1374 ^ returns true if node can be dug, or false if not
1377 on_punch = func(pos, node, puncher),
1378 ^ default: minetest.node_punch
1379 ^ By default: does nothing
1380 on_dig = func(pos, node, digger),
1381 ^ default: minetest.node_dig
1382 ^ By default: checks privileges, wears out tool and removes node
1384 on_timer = function(pos,elapsed),
1386 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1387 ^ elapsed is the total time passed since the timer was started
1388 ^ return true to run the timer for another cycle with the same timeout value
1390 on_receive_fields = func(pos, formname, fields, sender),
1391 ^ fields = {name1 = value1, name2 = value2, ...}
1392 ^ Called when an UI form (eg. sign text input) returns data
1395 allow_metadata_inventory_move = func(pos, from_list, from_index,
1396 to_list, to_index, count, player),
1397 ^ Called when a player wants to move items inside the inventory
1398 ^ Return value: number of items allowed to move
1400 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1401 ^ Called when a player wants to put something into the inventory
1402 ^ Return value: number of items allowed to put
1403 ^ Return value: -1: Allow and don't modify item count in inventory
1405 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1406 ^ Called when a player wants to take something out of the inventory
1407 ^ Return value: number of items allowed to take
1408 ^ Return value: -1: Allow and don't modify item count in inventory
1410 on_metadata_inventory_move = func(pos, from_list, from_index,
1411 to_list, to_index, count, player),
1412 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1413 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1414 ^ Called after the actual action has happened, according to what was allowed.
1418 Recipe for register_craft: (shaped)
1420 output = 'default:pick_stone',
1422 {'default:cobble', 'default:cobble', 'default:cobble'},
1423 {'', 'default:stick', ''},
1424 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1426 replacements = <optional list of item pairs,
1427 replace one input item with another item on crafting>
1430 Recipe for register_craft (shapeless)
1433 output = 'mushrooms:mushroom_stew',
1436 "mushrooms:mushroom_brown",
1437 "mushrooms:mushroom_red",
1439 replacements = <optional list of item pairs,
1440 replace one input item with another item on crafting>
1443 Recipe for register_craft (tool repair)
1445 type = "toolrepair",
1446 additional_wear = -0.02,
1449 Recipe for register_craft (cooking)
1452 output = "default:glass",
1453 recipe = "default:sand",
1457 Recipe for register_craft (furnace fuel)
1460 recipe = "default:leaves",
1464 Chatcommand definition (register_chatcommand)
1466 params = "<name> <privilege>", -- short parameter description
1467 description = "Remove privilege from player", -- full description
1468 privs = {privs=true}, -- require the "privs" privilege to run
1469 func = function(name, param), -- called when command is run
1472 Detached inventory callbacks
1474 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1475 ^ Called when a player wants to move items inside the inventory
1476 ^ Return value: number of items allowed to move
1478 allow_put = func(inv, listname, index, stack, player),
1479 ^ Called when a player wants to put something into the inventory
1480 ^ Return value: number of items allowed to put
1481 ^ Return value: -1: Allow and don't modify item count in inventory
1483 allow_take = func(inv, listname, index, stack, player),
1484 ^ Called when a player wants to take something out of the inventory
1485 ^ Return value: number of items allowed to take
1486 ^ Return value: -1: Allow and don't modify item count in inventory
1488 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1489 on_put = func(inv, listname, index, stack, player),
1490 on_take = func(inv, listname, index, stack, player),
1491 ^ Called after the actual action has happened, according to what was allowed.