1 Minetest Lua Modding API Reference 0.4.10
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 (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- 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/ <-- 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 e.g. 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 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing description to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, e.g. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, e.g. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 e.g. foomod_foothing.png
191 Only OGG Vorbis files are supported.
193 For positional playing of sounds, only single-channel (mono) files are
194 supported. Otherwise OpenAL will play them non-positionally.
196 Mods should generally prefix their sounds with modname_, e.g. given
197 the mod name "foomod", a sound could be called
198 "foomod_foosound.ogg"
200 Sounds are referred to by their name with a dot, a single digit and the
201 file extension stripped out. When a sound is played, the actual sound file
202 is chosen randomly from the matching sounds.
204 When playing the sound "foomod_foosound", the sound is chosen randomly
205 from the available ones of the following files:
207 foomod_foosound.0.ogg
208 foomod_foosound.1.ogg
210 foomod_foosound.9.ogg
212 Examples of sound parameter tables:
213 -- Play location-less on all clients
215 gain = 1.0, -- default
217 -- Play location-less to a player
220 gain = 1.0, -- default
222 -- Play in a location
225 gain = 1.0, -- default
226 max_hear_distance = 32, -- default
228 -- Play connected to an object, looped
230 object = <an ObjectRef>,
231 gain = 1.0, -- default
232 max_hear_distance = 32, -- default
233 loop = true, -- only sounds connected to objects can be looped
238 e.g. "default_place_node"
240 e.g. {name="default_place_node"}
241 e.g. {name="default_place_node", gain=1.0}
243 Registered definitions of stuff
244 --------------------------------
245 Anything added using certain minetest.register_* functions get added to
246 the global minetest.registered_* tables.
248 minetest.register_entity(name, prototype table)
249 -> minetest.registered_entities[name]
251 minetest.register_node(name, node definition)
252 -> minetest.registered_items[name]
253 -> minetest.registered_nodes[name]
255 minetest.register_tool(name, item definition)
256 -> minetest.registered_items[name]
258 minetest.register_craftitem(name, item definition)
259 -> minetest.registered_items[name]
261 Note that in some cases you will stumble upon things that are not contained
262 in these tables (e.g. when a mod has been removed). Always check for
263 existence before trying to access the fields.
265 Example: If you want to check the drawtype of a node, you could do:
267 local function get_nodedef_field(nodename, fieldname)
268 if not minetest.registered_nodes[nodename] then
271 return minetest.registered_nodes[nodename][fieldname]
273 local drawtype = get_nodedef_field(nodename, "drawtype")
275 Example: minetest.get_item_group(name, group) has been implemented as:
277 function minetest.get_item_group(name, group)
278 if not minetest.registered_items[name] or not
279 minetest.registered_items[name].groups[group] then
282 return minetest.registered_items[name].groups[group]
287 Nodes are the bulk data of the world: cubes and other things that take the
288 space of a cube. Huge amounts of them are handled efficiently, but they
291 The definition of a node is stored and can be accessed by name in
292 minetest.registered_nodes[node.name]
293 See "Registered definitions of stuff".
295 Nodes are passed by value between Lua and the engine.
296 They are represented by a table:
297 {name="name", param1=num, param2=num}
299 param1 and param2 are 8 bit integers. The engine uses them for certain
300 automated functions. If you don't use these functions, you can use them to
301 store arbitrary values.
303 The functions of param1 and param2 are determined by certain fields in the
305 param1 is reserved for the engine when paramtype != "none":
307 ^ The value stores light with and without sun in it's
308 upper and lower 4 bits.
309 param2 is reserved for the engine when any of these are used:
310 liquidtype == "flowing"
311 ^ The level and some flags of the liquid is stored in param2
312 drawtype == "flowingliquid"
313 ^ The drawn liquid level is read from param2
314 drawtype == "torchlike"
315 drawtype == "signlike"
316 paramtype2 == "wallmounted"
317 ^ The rotation of the node is stored in param2. You can make this value
318 by using minetest.dir_to_wallmounted().
319 paramtype2 == "facedir"
320 ^ The rotation of the node is stored in param2. Furnaces and chests are
321 rotated this way. Can be made by using minetest.dir_to_facedir().
323 facedir modulo 4 = axisdir
324 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
325 facedir's two less significant bits are rotation around the axis
326 paramtype2 == "leveled"
327 ^ The drawn node level is read from param2, like flowingliquid
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" and "leveled" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
387 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
391 These tell in what manner the ore is generated.
392 All default ores are of the uniformly-distributed scatter type.
395 Randomly chooses a location and generates a cluster of ore.
396 If noise_params is specified, the ore will be placed if the 3d perlin noise at
397 that point is greater than the noise_threshhold, giving the ability to create a non-equal
400 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
401 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
402 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
403 scale when comparing against the noise threshhold, but scale is used to determine relative height.
404 The height of the blob is randomly scattered, with a maximum height of clust_size.
405 clust_scarcity and clust_num_ores are ignored.
406 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
407 - claylike - NOT YET IMPLEMENTED
408 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
409 neighborhood of clust_size radius.
413 See section Flag Specifier Format.
414 Currently supported flags: absheight
416 Also produce this same ore between the height range of -height_max and -height_min.
417 Useful for having ore in sky realms without having to duplicate ore entries.
421 The varying types of decorations that can be placed.
422 The default value is simple, and is currently the only type supported.
425 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
426 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
427 for example. Can also generate a decoration of random height between a specified lower and
428 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
431 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
432 probability of a node randomly appearing when placed. This decoration type is intended to be used
433 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
437 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
438 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
439 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
440 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
441 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
443 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
444 probability of that node appearing in the structure.
445 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
446 - A probability value of 0 means that node will never appear (0% chance).
447 - A probability value of 255 means the node will always appear (100% chance).
448 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
449 will appear when the schematic is placed on the map.
451 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
454 ---------------------
455 See section Flag Specifier Format.
456 Currently supported flags: place_center_x, place_center_y, place_center_z
458 Placement of this decoration is centered along the X axis.
460 Placement of this decoration is centered along the Y axis.
462 Placement of this decoration is centered along the Z axis.
466 The position field is used for all element types.
467 To account for differing resolutions, the position coordinates are the percentage of the screen,
468 ranging in value from 0 to 1.
469 The name field is not yet used, but should contain a description of what the HUD element represents.
470 The direction field is the direction in which something is drawn.
471 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.
472 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
473 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
475 The offset field specifies a pixel offset from the position. Contrary to position,
476 the offset is not scaled to screen size. This allows for some precisely-positioned
478 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
479 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
481 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
484 Displays an image on the HUD.
485 - scale: The scale of the image, with 1 being the original texture size.
486 Only the X coordinate scale is used (positive values)
487 Negative values represent that percentage of the screen it
488 should take; e.g. x=-100 means 100% (width)
489 - text: The name of the texture that is displayed.
490 - alignment: The alignment of the image.
491 - offset: offset in pixels from position.
493 Displays text on the HUD.
494 - scale: Defines the bounding rectangle of the text.
495 A value such as {x=100, y=100} should work.
496 - text: The text to be displayed in the HUD element.
497 - number: An integer containing the RGB value of the color used to draw the text.
498 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
499 - alignment: The alignment of the text.
500 - offset: offset in pixels from position.
502 Displays a horizontal bar made up of half-images.
503 - text: The name of the texture that is used.
504 - number: The number of half-textures that are displayed.
505 If odd, will end with a vertically center-split texture.
507 - offset: offset in pixels from position.
508 - size: If used will force full-image size to this value (override texture pack image size)
510 - text: The name of the inventory list to be displayed.
511 - number: Number of items in the inventory to be displayed.
512 - item: Position of item that is selected.
515 Displays distance to selected world position.
516 - name: The name of the waypoint.
517 - text: Distance suffix. Can be blank.
518 - number: An integer containing the RGB value of the color used to draw the text.
519 - world_pos: World position of the waypoint.
521 Representations of simple things
522 --------------------------------
524 {x=num, y=num, z=num}
525 For helper functions see "Vector helpers".
529 {type="node", under=pos, above=pos}
530 {type="object", ref=ObjectRef}
532 Flag Specifier Format
533 -----------------------
534 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
535 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
536 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
537 clears the flag from whatever the default may be.
538 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
539 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
540 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
542 e.g. A flag field of value
543 {place_center_x = true, place_center_y=false, place_center_z=true}
545 {place_center_x = true, noplace_center_y=true, place_center_z=true}
546 which is equivalent to
547 "place_center_x, noplace_center_y, place_center_z"
549 "place_center_x, place_center_z"
550 since, by default, no schematic attributes are set.
554 Node (register_node):
555 A node from the world
556 Tool (register_tool):
557 A tool/weapon that can dig and damage things according to tool_capabilities
558 Craftitem (register_craftitem):
561 Items and item stacks can exist in three formats:
563 Serialized; This is called stackstring or itemstring:
564 e.g. 'default:dirt 5'
565 e.g. 'default:pick_wood 21323'
569 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
571 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
572 ^ a wooden pick about 1/3 worn out
573 e.g. {name="default:apple", count=1, wear=0, metadata=""}
577 C++ native format with many helper methods. Useful for converting between
578 formats. See the Class reference section for details.
580 When an item must be passed to a function, it can usually be in any of
585 In a number of places, there is a group table. Groups define the
586 properties of a thing (item, node, armor of entity, capabilities of
587 tool) in such a way that the engine and other mods can can interact with
588 the thing without actually knowing what the thing is.
591 - Groups are stored in a table, having the group names with keys and the
592 group ratings as values. For example:
593 groups = {crumbly=3, soil=1}
595 groups = {crumbly=2, soil=1, level=2, outerspace=1}
596 ^ A more special dirt-kind of thing
597 - Groups always have a rating associated with them. If there is no
598 useful meaning for a rating for an enabled group, it shall be 1.
599 - When not defined, the rating of a group defaults to 0. Thus when you
600 read groups, you must interpret nil and 0 as the same value, 0.
602 You can read the rating of a group for an item or a node by using
603 minetest.get_item_group(itemname, groupname)
607 Groups of items can define what kind of an item it is (e.g. wool).
611 In addition to the general item things, groups are used to define whether
612 a node is destroyable and how long it takes to destroy by a tool.
616 For entities, groups are, as of now, used only for calculating damage.
617 The rating is the percentage of damage caused by tools with this damage group.
618 See "Entity damage mechanism".
620 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
621 object.set_armor_groups({fleshy=30, cracky=80})
625 Groups in tools define which groups of nodes and entities they are
628 Groups in crafting recipes
629 ---------------------------
630 An example: Make meat soup from any meat, any water and any bowl
632 output = 'food:meat_soup_raw',
638 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
640 An another example: Make red wool from white wool and red dye
644 recipe = {'wool:white', 'group:dye,basecolor_red'},
649 - immortal: Disables the group damage system for an entity
650 - level: Can be used to give an additional sense of progression in the game.
651 - A larger level will cause e.g. a weapon of a lower level make much less
652 damage, and get worn out much faster, or not be able to get drops
653 from destroyed nodes.
654 - 0 is something that is directly accessible at the start of gameplay
655 - There is no upper limit
656 - dig_immediate: (player can always pick up node without tool wear)
657 - 2: node is removed without tool wear after 0.5 seconds or so
659 - 3: node is removed without tool wear immediately (torch)
660 - disable_jump: Player (and possibly other things) cannot jump from node
661 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
662 - bouncy: value is bounce speed in percent
663 - falling_node: if there is no walkable block under the node it will fall
664 - attached_node: if the node under it is not a walkable block the node will be
665 dropped as an item. If the node is wallmounted the
666 wallmounted direction is checked.
667 - soil: saplings will grow on nodes in this group
668 - connect_to_raillike: makes nodes of raillike drawtype connect to
669 other group members with same drawtype
671 Known damage and digging time defining groups
672 ----------------------------------------------
673 - crumbly: dirt, sand
674 - cracky: tough but crackable stuff like stone.
675 - snappy: something that can be cut using fine tools; e.g. leaves, small
676 plants, wire, sheets of metal
677 - choppy: something that can be cut using force; e.g. trees, wooden planks
678 - fleshy: Living things like animals and the player. This could imply
679 some blood effects when hitting.
680 - explody: Especially prone to explosions
681 - oddly_breakable_by_hand:
682 Can be added to nodes that shouldn't logically be breakable by the
683 hand but are. Somewhat similar to dig_immediate, but times are more
684 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
685 speed of a tool if the tool can dig at a faster speed than this
686 suggests for the hand.
688 Examples of custom groups
689 --------------------------
690 Item groups are often used for defining, well, //groups of items//.
691 - meat: any meat-kind of a thing (rating might define the size or healing
692 ability or be irrelevant - it is not defined as of yet)
693 - eatable: anything that can be eaten. Rating might define HP gain in half
695 - flammable: can be set on fire. Rating might define the intensity of the
696 fire, affecting e.g. the speed of the spreading of an open fire.
697 - wool: any wool (any origin, any color)
700 - heavy: anything considerably heavy
702 Digging time calculation specifics
703 -----------------------------------
704 Groups such as **crumbly**, **cracky** and **snappy** are used for this
705 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
708 The **level** group is used to limit the toughness of nodes a tool can dig
709 and to scale the digging times / damage to a greater extent.
711 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
714 Tools define their properties by a list of parameters for groups. They
715 cannot dig other groups; thus it is important to use a standard bunch of
716 groups to enable interaction with tools.
719 * Full punch interval
721 * For an arbitrary list of groups:
722 * Uses (until the tool breaks)
723 * Maximum level (usually 0, 1, 2 or 3)
727 **Full punch interval**:
728 When used as a weapon, the tool will do full damage if this time is spent
729 between punches. If e.g. half the time is spent, the tool will do half
732 **Maximum drop level**
733 Suggests the maximum level of node, when dug with the tool, that will drop
734 it's useful item. (e.g. iron ore to drop a lump of iron).
735 - This is not automated; it is the responsibility of the node definition
739 Determines how many uses the tool has when it is used for digging a node,
740 of this group, of the maximum level. For lower leveled nodes, the use count
741 is multiplied by 3^leveldiff.
742 - uses=10, leveldiff=0 -> actual uses: 10
743 - uses=10, leveldiff=1 -> actual uses: 30
744 - uses=10, leveldiff=2 -> actual uses: 90
747 Tells what is the maximum level of a node of this group that the tool will
751 List of digging times for different ratings of the group, for nodes of the
753 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
754 result in the tool to be able to dig nodes that have a rating of 2 or 3
755 for this group, and unable to dig the rating 1, which is the toughest.
756 Unless there is a matching group that enables digging otherwise.
759 List of damage for groups of entities. See "Entity damage mechanism".
761 Example definition of the capabilities of a tool
762 -------------------------------------------------
763 tool_capabilities = {
764 full_punch_interval=1.5,
767 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
769 damage_groups = {fleshy=2},
772 This makes the tool be able to dig nodes that fulfill both of these:
773 - Have the **crumbly** group
774 - Have a **level** group less or equal to 2
776 Table of resulting digging times:
777 crumbly 0 1 2 3 4 <- level
783 level diff: 2 1 0 -1 -2
785 Table of resulting tool uses:
792 - At crumbly=0, the node is not diggable.
793 - At crumbly=3, the level difference digging time divider kicks in and makes
794 easy nodes to be quickly breakable.
795 - At level > 2, the node is not diggable, because it's level > maxlevel
797 Entity damage mechanism
798 ------------------------
801 foreach group in cap.damage_groups:
802 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
803 * (object.armor_groups[group] / 100.0)
804 -- Where object.armor_groups[group] is 0 for inexistent values
807 Client predicts damage based on damage groups. Because of this, it is able to
808 give an immediate response when an entity is damaged or dies; the response is
809 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
811 - Currently a smoke puff will appear when an entity dies.
813 The group **immortal** completely disables normal damage.
815 Entities can define a special armor group, which is **punch_operable**. This
816 group disables the regular damage mechanism for players punching it by hand or
817 a non-tool item, so that it can do something else than take damage.
819 On the Lua side, every punch calls ''entity:on_punch(puncher,
820 time_from_last_punch, tool_capabilities, direction)''. This should never be
821 called directly, because damage is usually not handled by the entity itself.
822 * ''puncher'' is the object performing the punch. Can be nil. Should never be
823 accessed unless absolutely required, to encourage interoperability.
824 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
825 * ''tool_capabilities'' can be nil.
826 * ''direction'' is a unit vector, pointing from the source of the punch to
829 To punch an entity/object in Lua, call ''object:punch(puncher,
830 time_from_last_punch, tool_capabilities, direction)''.
831 * Return value is tool wear.
832 * Parameters are equal to the above callback.
833 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
834 automatically filled in based on the location of ''puncher''.
838 The instance of a node in the world normally only contains the three values
839 mentioned in "Nodes". However, it is possible to insert extra data into a
840 node. It is called "node metadata"; See "NodeMetaRef".
842 Metadata contains two things:
846 Some of the values in the key-value store are handled specially:
847 - formspec: Defines a right-click inventory menu. See "Formspec".
848 - infotext: Text shown on the screen when the node is pointed at
852 local meta = minetest.get_meta(pos)
853 meta:set_string("formspec",
855 "list[context;main;0,0;8,4;]"..
856 "list[current_player;main;0,5;8,4;]")
857 meta:set_string("infotext", "Chest");
858 local inv = meta:get_inventory()
859 inv:set_size("main", 8*4)
860 print(dump(meta:to_table()))
863 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] = ""}
866 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
873 Formspec defines a menu. Currently not much else than inventories are
874 supported. It is a string, with a somewhat strange format.
876 Spaces and newlines can be inserted between the blocks, as is used in the
882 list[context;main;0,0;8,4;]
883 list[current_player;main;0,5;8,4;]
886 list[context;fuel;2,3;1,1;]
887 list[context;src;2,1;1,1;]
888 list[context;dst;5,1;2,2;]
889 list[current_player;main;0,5;8,4;]
890 - Minecraft-like player inventory
892 image[1,0.6;1,2;player.png]
893 list[current_player;main;0,3.5;8,4;]
894 list[current_player;craft;3,0;3,3;]
895 list[current_player;craftpreview;7,1;1,1;]
899 size[<W>,<H>,<fixed_size>]
900 ^ Define the size of the menu in inventory slots
901 ^ fixed_size true/false (optional)
902 ^ deprecated: invsize[<W>,<H>;]
904 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
905 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
906 ^ Show an inventory list
908 listcolors[<slot_bg_normal>;<slot_bg_hover>]
909 ^ Sets background color of slots in HEX-Color format
910 ^ Sets background color of slots on mouse hovering
912 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
913 ^ Sets background color of slots in HEX-Color format
914 ^ Sets background color of slots on mouse hovering
915 ^ Sets color of slots border
917 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
918 ^ Sets background color of slots in HEX-Color format
919 ^ Sets background color of slots on mouse hovering
920 ^ Sets color of slots border
921 ^ Sets default background color of tooltips
922 ^ Sets default font color of tooltips
924 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
925 ^ Adds tooltip for an element
926 ^ <bgcolor> tooltip background color in HEX-Color format (optional)
927 ^ <fontcolor> tooltip font color in HEX-Color format (optional)
930 image[<X>,<Y>;<W>,<H>;<texture name>]
932 ^ Position and size units are inventory slots
934 item_image[<X>,<Y>;<W>,<H>;<item name>]
935 ^ Show an inventory image of registered item/node
936 ^ Position and size units are inventory slots
938 bgcolor[<color>;<fullscreen>]
939 ^ Sets background color of formspec in HEX-Color format
940 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
942 background[<X>,<Y>;<W>,<H>;<texture name>]
943 ^ Use a background. Inventory rectangles are not drawn then.
944 ^ Position and size units are inventory slots
945 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
947 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
948 ^ Use a background. Inventory rectangles are not drawn then.
949 ^ Position and size units are inventory slots
950 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
951 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
953 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
954 ^ Textual password style field; will be sent to server when a button is clicked
955 ^ x and y position the field relative to the top left of the menu
956 ^ w and h are the size of the field
957 ^ fields are a set height, but will be vertically centred on h
958 ^ Position and size units are inventory slots
959 ^ name is the name of the field as returned in fields to on_receive_fields
960 ^ label, if not blank, will be text printed on the top left above the field
962 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
963 ^ Textual field; will be sent to server when a button is clicked
964 ^ x and y position the field relative to the top left of the menu
965 ^ w and h are the size of the field
966 ^ fields are a set height, but will be vertically centred on h
967 ^ Position and size units are inventory slots
968 ^ name is the name of the field as returned in fields to on_receive_fields
969 ^ label, if not blank, will be text printed on the top left above the field
970 ^ default is the default value of the field
971 ^ default may contain variable references such as '${text}' which
972 will fill the value from the metadata value 'text'
973 ^ Note: no extra text or more than a single variable is supported ATM.
975 field[<name>;<label>;<default>]
976 ^ as above but without position/size units
977 ^ special field for creating simple forms, such as sign text input
978 ^ must be used without a size[] element
979 ^ a 'Proceed' button will be added automatically
981 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
982 ^ same as fields above, but with multi-line input
984 label[<X>,<Y>;<label>]
985 ^ x and y work as per field
986 ^ label is the text on the label
987 ^ Position and size units are inventory slots
989 vertlabel[<X>,<Y>;<label>]
990 ^ Textual label drawn vertically
991 ^ x and y work as per field
992 ^ label is the text on the label
993 ^ Position and size units are inventory slots
995 button[<X>,<Y>;<W>,<H>;<name>;<label>]
996 ^ Clickable button. When clicked, fields will be sent.
997 ^ x, y and name work as per field
998 ^ w and h are the size of the button
999 ^ label is the text on the button
1000 ^ Position and size units are inventory slots
1002 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1003 ^ x, y, w, h, and name work as per button
1004 ^ texture name is the filename of an image
1005 ^ Position and size units are inventory slots
1007 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1008 ^ x, y, w, h, and name work as per button
1009 ^ texture name is the filename of an image
1010 ^ Position and size units are inventory slots
1011 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1012 ^ drawborder draw button border or not
1013 ^ pressed texture name is the filename of an image on pressed state
1015 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1016 ^ x, y, w, h, name and label work as per button
1017 ^ item name is the registered name of an item/node,
1018 tooltip will be made out of its description
1019 to override it use tooltip element
1020 ^ Position and size units are inventory slots
1022 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1023 ^ When clicked, fields will be sent and the form will quit.
1025 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1026 ^ When clicked, fields will be sent and the form will quit.
1028 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1029 ^ Scrollable item list showing arbitrary text elements
1030 ^ x and y position the itemlist relative to the top left of the menu
1031 ^ w and h are the size of the itemlist
1032 ^ name fieldname sent to server on doubleclick value is current selected element
1033 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1034 ^ if you want a listelement to start with # write ##
1036 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1037 ^ Scrollable itemlist showing arbitrary text elements
1038 ^ x and y position the itemlist relative to the top left of the menu
1039 ^ w and h are the size of the itemlist
1040 ^ name fieldname sent to server on doubleclick value is current selected element
1041 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1042 ^ if you want a listelement to start with # write ##
1043 ^ index to be selected within textlist
1044 ^ true/false draw transparent background
1045 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1047 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1048 ^ show a tabHEADER at specific position (ignores formsize)
1049 ^ x and y position the itemlist relative to the top left of the menu
1050 ^ name fieldname data is transfered to Lua
1051 ^ caption 1... name shown on top of tab
1052 ^ current_tab index of selected tab 1...
1053 ^ transparent (optional) show transparent
1054 ^ draw_border (optional) draw border
1056 box[<X>,<Y>;<W>,<H>;<color>]
1057 ^ simple colored semitransparent box
1058 ^ x and y position the box relative to the top left of the menu
1059 ^ w and h are the size of box
1060 ^ color in HEX-Color format
1062 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1063 ^ show a dropdown field
1064 ^ IMPORTANT NOTE: There are two different operation modes:
1065 ^ 1) handle directly on change (only changed dropdown is submitted)
1066 ^ 2) read the value on pressing a button (all dropdown values are available)
1067 ^ x and y position of dropdown
1069 ^ fieldname data is transfered to Lua
1070 ^ items to be shown in dropdown
1071 ^ index of currently selected dropdown item
1073 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1075 ^ x and y position of checkbox
1076 ^ name fieldname data is transfered to Lua
1077 ^ label to be shown left of checkbox
1078 ^ selected (optional) true/false
1079 ^ tooltip (optional)
1081 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1083 ^ there are two ways to use it:
1084 ^ 1) handle the changed event (only changed scrollbar is available)
1085 ^ 2) read the value on pressing a button (all scrollbars are available)
1086 ^ x and y position of trackbar
1088 ^ orientation vertical/horizontal
1089 ^ fieldname data is transfered to lua
1090 ^ value this trackbar is set to (0-1000)
1091 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1093 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1094 ^ show scrollable table using options defined by the previous tableoptions[]
1095 ^ displays cells as defined by the previous tablecolumns[]
1096 ^ x and y position the itemlist relative to the top left of the menu
1097 ^ w and h are the size of the itemlist
1098 ^ name fieldname sent to server on row select or doubleclick
1099 ^ cell 1...n cell contents given in row-major order
1100 ^ selected idx: index of row to be selected within table (first row = 1)
1101 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1103 tableoptions[<opt 1>;<opt 2>;...]
1104 ^ sets options for table[]:
1106 ^^ default text color (HEX-Color), defaults to #FFFFFF
1107 ^ background=#RRGGBB
1108 ^^ table background color (HEX-Color), defaults to #000000
1109 ^ border=<true/false>
1110 ^^ should the table be drawn with a border? (default true)
1112 ^^ highlight background color (HEX-Color), defaults to #466432
1113 ^ highlight_text=#RRGGBB
1114 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1116 ^^ all subtrees up to depth < value are open (default value = 0)
1117 ^^ only useful when there is a column of type "tree"
1119 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1120 ^ sets columns for table[]:
1121 ^ types: text, image, color, indent, tree
1122 ^^ text: show cell contents as text
1123 ^^ image: cell contents are an image index, use column options to define images
1124 ^^ color: cell contents are a HEX-Color and define color of following cell
1125 ^^ indent: cell contents are a number and define indentation of following cell
1126 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1128 ^^ align=<value> for "text" and "image": content alignment within cells
1129 ^^ available values: left (default), center, right, inline
1130 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1131 ^^ for "indent" and "tree": indent width in em (default 1.5)
1132 ^^ padding=<value> padding left of the column, in em (default 0.5)
1133 ^^ exception: defaults to 0 for indent columns
1134 ^^ tooltip=<value> tooltip text (default empty)
1135 ^ "image" column options:
1136 ^^ 0=<value> sets image for image index 0
1137 ^^ 1=<value> sets image for image index 1
1138 ^^ 2=<value> sets image for image index 2
1139 ^^ and so on; defined indices need not be contiguous
1140 ^^ empty or non-numeric cells are treated as 0
1141 ^ "color" column options:
1142 ^^ span=<value> number of following columns to affect (default infinite)
1144 Note: do NOT use a element name starting with "key_" those names are reserved to
1145 pass key press events to formspec!
1149 - "context": Selected node metadata (deprecated: "current_name")
1150 - "current_player": Player to whom the menu is shown
1151 - "player:<name>": Any player
1152 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1153 - "detached:<name>": A detached inventory
1158 ^ defines a color in hexadecimal format
1160 ^ defines a color in hexadecimal format and alpha channel
1162 ^ defines a color in hexadecimal format
1164 ^ defines a color in hexadecimal format and alpha channel
1168 vector.new([x[, y, z]]) -> vector
1169 ^ x is a table or the x position.
1170 vector.direction(p1, p2) -> vector
1171 vector.distance(p1, p2) -> number
1172 vector.length(v) -> number
1173 vector.normalize(v) -> vector
1174 vector.round(v) -> vector
1175 vector.equals(v1, v2) -> bool
1176 For the following functions x can be either a vector or a number.
1177 vector.add(v, x) -> vector
1178 vector.subtract(v, x) -> vector
1179 vector.multiply(v, x) -> vector
1180 vector.divide(v, x) -> vector
1184 dump2(obj, name="_", dumped={})
1185 ^ Return object serialized as a string, handles reference loops
1186 dump(obj, dumped={})
1187 ^ Return object serialized as a string
1189 ^ Get the hypotenuse of a triangle with legs x and y.
1190 Useful for distance calculation.
1191 string:split(separator)
1192 ^ e.g. string:split("a,b", ",") == {"a","b"}
1194 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1195 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1196 ^ Convert position to a printable string
1197 minetest.string_to_pos(string) -> position
1198 ^ Same but in reverse
1199 minetest.formspec_escape(string) -> string
1200 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1201 minetest.is_yes(arg)
1202 ^ returns whether arg can be interpreted as yes
1204 minetest namespace reference
1205 -----------------------------
1207 minetest.get_current_modname() -> string
1208 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1209 ^ Useful for loading additional .lua modules or static data from mod
1210 minetest.get_modnames() -> list of installed mods
1211 ^ Return a list of installed mods, sorted alphabetically
1212 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1213 ^ Useful for storing custom data
1214 minetest.is_singleplayer()
1216 ^ table containing API feature flags: {foo=true, bar=true}
1217 minetest.has_feature(arg) -> bool, missing_features
1218 ^ arg: string or table in format {foo=true, bar=true}
1219 ^ missing_features: {foo=true, bar=true}
1220 minetest.get_player_information(playername)
1221 ^ table containing information about player peer:
1223 address = "127.0.0.1", -- IP address of client
1224 ip_version = 4, -- IPv4 / IPv6
1225 min_rtt = 0.01, -- minimum round trip time
1226 max_rtt = 0.2, -- maximum round trip time
1227 avg_rtt = 0.02, -- average round trip time
1228 min_jitter = 0.01, -- minimum packet time jitter
1229 max_jitter = 0.5, -- maximum packet time jitter
1230 avg_jitter = 0.03, -- average packet time jitter
1231 connection_uptime = 200, -- seconds since client connected
1233 -- following information is available on debug build only!!!
1234 -- DO NOT USE IN MODS
1235 --ser_vers = 26, -- serialization version used by client
1236 --prot_vers = 23, -- protocol version used by client
1237 --major = 0, -- major version number
1238 --minor = 4, -- minor version number
1239 --patch = 10, -- patch version number
1240 --vers_string = "0.4.9-git", -- full version string
1241 --state = "Active" -- current client state
1245 minetest.debug(line)
1246 ^ Always printed to stderr and logfile (print() is redirected here)
1248 minetest.log(loglevel, line)
1249 ^ loglevel one of "error", "action", "info", "verbose"
1251 Registration functions: (Call these only at load time)
1252 minetest.register_entity(name, prototype table)
1253 minetest.register_abm(abm definition)
1254 minetest.register_node(name, node definition)
1255 minetest.register_tool(name, item definition)
1256 minetest.register_craftitem(name, item definition)
1257 minetest.register_alias(name, convert_to)
1258 minetest.register_craft(recipe)
1259 minetest.register_ore(ore definition)
1260 minetest.register_decoration(decoration definition)
1261 minetest.override_item(name, redefinition)
1262 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1263 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1264 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1266 Global callback registration functions: (Call these only at load time)
1267 minetest.register_globalstep(func(dtime))
1268 ^ Called every server step, usually interval of 0.1s
1269 minetest.register_on_shutdown(func())
1270 ^ Called before server shutdown
1271 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1272 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1273 semi-frequent intervals as well as on server shutdown.
1274 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1275 ^ Called when a node has been placed
1276 ^ If return true no item is taken from itemstack
1277 ^ Not recommended; use on_construct or after_place_node in node definition
1279 minetest.register_on_dignode(func(pos, oldnode, digger))
1280 ^ Called when a node has been dug.
1281 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1283 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1284 ^ Called when a node is punched
1285 minetest.register_on_generated(func(minp, maxp, blockseed))
1286 ^ Called after generating a piece of world. Modifying nodes inside the area
1287 is a bit faster than usually.
1288 minetest.register_on_newplayer(func(ObjectRef))
1289 ^ Called after a new player has been created
1290 minetest.register_on_dieplayer(func(ObjectRef))
1291 ^ Called when a player dies
1292 minetest.register_on_respawnplayer(func(ObjectRef))
1293 ^ Called when player is to be respawned
1294 ^ Called _before_ repositioning of player occurs
1295 ^ return true in func to disable regular player placement
1296 minetest.register_on_prejoinplayer(func(name, ip))
1297 ^ Called before a player joins the game
1298 ^ If it returns a string, the player is disconnected with that string as reason
1299 minetest.register_on_joinplayer(func(ObjectRef))
1300 ^ Called when a player joins the game
1301 minetest.register_on_leaveplayer(func(ObjectRef))
1302 ^ Called when a player leaves the game
1303 minetest.register_on_cheat(func(ObjectRef, cheat))
1304 ^ Called when a player cheats
1305 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1306 minetest.register_on_chat_message(func(name, message))
1307 ^ Called always when a player says something
1308 minetest.register_on_player_receive_fields(func(player, formname, fields))
1309 ^ Called when a button is pressed in player's inventory form
1310 ^ Newest functions are called first
1311 ^ If function returns true, remaining functions are not called
1312 minetest.register_on_mapgen_init(func(MapgenParams))
1313 ^ Called just before the map generator is initialized but before the environment is initialized
1314 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1315 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1316 ^ Called when player crafts something
1317 ^ itemstack is the output
1318 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1319 ^ craft_inv is the inventory with the crafting grid
1320 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1321 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1322 ^ The same as before, except that it is called before the player crafts, to make
1323 ^ craft prediction, and it should not change anything.
1324 minetest.register_on_protection_violation(func(pos, name))
1325 ^ Called by builtin and mods when a player violates protection at a position
1326 (eg, digs a node or punches a protected entity).
1327 ^ The registered functions can be called using minetest.record_protection_violation
1328 ^ The provided function should check that the position is protected by the mod
1329 calling this function before it prints a message, if it does, to allow for
1330 multiple protection mods.
1331 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1332 ^ Called when an item is eaten, by minetest.item_eat
1333 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1335 Other registration functions:
1336 minetest.register_chatcommand(cmd, chatcommand definition)
1337 minetest.register_privilege(name, definition)
1338 ^ definition: "description text"
1340 description = "description text",
1341 give_to_singleplayer = boolean, -- default: true
1343 minetest.register_authentication_handler(handler)
1344 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1347 minetest.setting_set(name, value)
1348 minetest.setting_get(name) -> string or nil
1349 minetest.setting_setbool(name, value)
1350 minetest.setting_getbool(name) -> boolean value or nil
1351 minetest.setting_get_pos(name) -> position or nil
1352 minetest.setting_save() -> nil, save all settings to config file
1355 minetest.notify_authentication_modified(name)
1356 ^ Should be called by the authentication handler if privileges change.
1357 ^ To report everybody, set name=nil.
1358 minetest.get_password_hash(name, raw_password)
1359 ^ Convert a name-password pair to a password hash that minetest can use
1360 minetest.string_to_privs(str) -> {priv1=true,...}
1361 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1362 ^ Convert between two privilege representations
1363 minetest.set_player_password(name, password_hash)
1364 minetest.set_player_privs(name, {priv1=true,...})
1365 minetest.get_player_privs(name) -> {priv1=true,...}
1366 minetest.auth_reload()
1367 ^ These call the authentication handler
1368 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1369 ^ A quickhand for checking privileges
1370 minetest.get_player_ip(name) -> IP address string
1373 minetest.chat_send_all(text)
1374 minetest.chat_send_player(name, text)
1378 minetest.set_node(pos, node)
1379 minetest.add_node(pos, node): alias set_node(pos, node)
1380 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1381 minetest.swap_node(pos, node)
1382 ^ Set node at position, but don't remove metadata
1383 minetest.remove_node(pos)
1384 ^ Equivalent to set_node(pos, "air")
1385 minetest.get_node(pos)
1386 ^ Returns {name="ignore", ...} for unloaded area
1387 minetest.get_node_or_nil(pos)
1388 ^ Returns nil for unloaded area
1389 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1390 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1392 minetest.place_node(pos, node)
1393 ^ Place node with the same effects that a player would cause
1394 minetest.dig_node(pos)
1395 ^ Dig node with the same effects that a player would cause
1396 minetest.punch_node(pos)
1397 ^ Punch node with the same effects that a player would cause
1399 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1400 minetest.get_node_timer(pos) -- Get NodeTimerRef
1402 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1403 ^ Returns ObjectRef, or nil if failed
1404 minetest.add_item(pos, item): Spawn item
1405 ^ Returns ObjectRef, or nil if failed
1406 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1407 minetest.get_objects_inside_radius(pos, radius)
1408 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1409 minetest.get_timeofday()
1410 minetest.get_gametime(): returns the time, in seconds, since the world was created
1411 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1412 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1413 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1414 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1415 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1416 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1417 minetest.get_voxel_manip()
1418 ^ Return voxel manipulator object
1419 minetest.set_gen_notify(flags)
1420 ^ Set the types of on-generate notifications that should be collected
1421 ^ flags is a comma-delimited combination of:
1422 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1423 minetest.get_mapgen_object(objectname)
1424 ^ Return requested mapgen object if available (see Mapgen objects)
1425 minetest.set_mapgen_params(MapgenParams)
1426 ^ Set map generation parameters
1427 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1428 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1429 ^ Leave field unset to leave that parameter unchanged
1430 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1431 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1432 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1433 ^ Sets the default value of a noiseparam setting
1434 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1435 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1436 minetest.clear_objects()
1437 ^ clear all objects in the environments
1438 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1439 ^ Check if there is a direct line of sight between pos1 and pos2
1440 ^ Returns the position of the blocking node when false
1441 ^ pos1 First position
1442 ^ pos2 Second position
1443 ^ stepsize smaller gives more accurate results but requires more computing
1445 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1446 ^ -> table containing path
1447 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1448 ^ pos1: start position
1449 ^ pos2: end position
1450 ^ searchdistance: number of blocks to search in each direction
1451 ^ max_jump: maximum height difference to consider walkable
1452 ^ max_drop: maximum height difference to consider droppable
1453 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1454 minetest.spawn_tree (pos, {treedef})
1455 ^ spawns L-System tree at given pos with definition in treedef table
1456 minetest.transforming_liquid_add(pos)
1457 ^ add node to liquid update queue
1458 minetest.get_node_max_level(pos)
1459 ^ get max available level for leveled node
1460 minetest.get_node_level(pos)
1461 ^ get level of leveled node (water, snow)
1462 minetest.set_node_level(pos, level)
1463 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1464 minetest.add_node_level(pos, level)
1465 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1468 minetest.get_inventory(location) -> InvRef
1469 ^ location = e.g. {type="player", name="celeron55"}
1470 {type="node", pos={x=, y=, z=}}
1471 {type="detached", name="creative"}
1472 minetest.create_detached_inventory(name, callbacks) -> InvRef
1473 ^ callbacks: See "Detached inventory callbacks"
1474 ^ Creates a detached inventory. If it already exists, it is cleared.
1477 minetest.show_formspec(playername, formname, formspec)
1478 ^ playername: name of player to show formspec
1479 ^ formname: name passed to on_player_receive_fields callbacks
1480 ^ should follow "modname:<whatever>" naming convention
1481 ^ formspec: formspec to display
1482 minetest.formspec_escape(string) -> string
1483 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1484 minetest.explode_table_event(string) -> table
1485 ^ returns e.g. {type="CHG", row=1, column=2}
1486 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1487 minetest.explode_textlist_event(string) -> table
1488 ^ returns e.g. {type="CHG", index=1}
1489 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1490 minetest.explode_scrollbar_event(string) -> table
1491 ^ returns e.g. {type="CHG", value=500}
1492 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1495 minetest.inventorycube(img1, img2, img3)
1496 ^ Returns a string for making an image of a cube (useful as an item image)
1497 minetest.get_pointed_thing_position(pointed_thing, above)
1498 ^ Get position of a pointed_thing (that you can get from somewhere)
1499 minetest.dir_to_facedir(dir, is6d)
1500 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1501 minetest.facedir_to_dir(facedir)
1502 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1503 minetest.dir_to_wallmounted(dir)
1504 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1505 minetest.get_node_drops(nodename, toolname)
1506 ^ Returns list of item names.
1507 ^ Note: This will be removed or modified in a future version.
1508 minetest.get_craft_result(input) -> output, decremented_input
1509 ^ input.method = 'normal' or 'cooking' or 'fuel'
1510 ^ input.width = for example 3
1511 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1512 stack 5, stack 6, stack 7, stack 8, stack 9 }
1513 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1514 ^ output.time = number, if unsuccessful: 0
1515 ^ decremented_input = like input
1516 minetest.get_craft_recipe(output) -> input
1517 ^ returns last registered recipe for output item (node)
1518 ^ output is a node or item type such as 'default:torch'
1519 ^ input.method = 'normal' or 'cooking' or 'fuel'
1520 ^ input.width = for example 3
1521 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1522 stack 5, stack 6, stack 7, stack 8, stack 9 }
1523 ^ input.items = nil if no recipe found
1524 minetest.get_all_craft_recipes(query item) -> table or nil
1525 ^ returns indexed table with all registered recipes for query item (node)
1526 or nil if no recipe was found
1529 method = 'normal' or 'cooking' or 'fuel'
1530 width = 0-3, 0 means shapeless recipe
1531 items = indexed [1-9] table with recipe items
1532 output = string with item name and quantity
1534 Example query for default:gold_ingot will return table:
1536 1={type = "cooking", width = 3, output = "default:gold_ingot",
1537 items = {1 = "default:gold_lump"}},
1538 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1539 items = {1 = "default:goldblock"}}
1541 minetest.handle_node_drops(pos, drops, digger)
1542 ^ drops: list of itemstrings
1543 ^ Handles drops from nodes after digging: Default action is to put them into
1545 ^ Can be overridden to get different functionality (e.g. dropping items on
1549 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1550 ^ Find who has done something to a node, or near a node
1551 ^ actor: "player:<name>", also "liquid".
1552 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1553 ^ Revert latest actions of someone
1554 ^ actor: "player:<name>", also "liquid".
1556 Defaults for the on_* item definition functions:
1557 (These return the leftover itemstack)
1558 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1559 ^ Place item as a node
1560 ^ param2 overrides facedir and wallmounted param2
1561 ^ returns itemstack, success
1562 minetest.item_place_object(itemstack, placer, pointed_thing)
1564 minetest.item_place(itemstack, placer, pointed_thing, param2)
1565 ^ Use one of the above based on what the item is.
1566 ^ Calls on_rightclick of pointed_thing.under if defined instead
1567 ^ Note: is not called when wielded item overrides on_place
1568 ^ param2 overrides facedir and wallmounted param2
1569 ^ returns itemstack, success
1570 minetest.item_drop(itemstack, dropper, pos)
1572 minetest.item_eat(hp_change, replace_with_item)
1573 ^ Eat the item. replace_with_item can be nil.
1575 Defaults for the on_punch and on_dig node definition callbacks:
1576 minetest.node_punch(pos, node, puncher, pointed_thing)
1577 ^ Calls functions registered by minetest.register_on_punchnode()
1578 minetest.node_dig(pos, node, digger)
1579 ^ Checks if node can be dug, puts item into inventory, removes node
1580 ^ Calls functions registered by minetest.registered_on_dignodes()
1583 minetest.sound_play(spec, parameters) -> handle
1584 ^ spec = SimpleSoundSpec
1585 ^ parameters = sound parameter table
1586 minetest.sound_stop(handle)
1589 minetest.after(time, func, ...)
1590 ^ Call function after time seconds
1591 ^ Optional: Variable number of arguments that are passed to func
1594 minetest.request_shutdown() -> request for server shutdown
1595 minetest.get_server_status() -> server status string
1598 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1599 minetest.get_ban_description(ip_or_name) -> ban description (string)
1600 minetest.ban_player(name) -> ban a player
1601 minetest.unban_player_or_ip(name) -> unban player or IP address
1602 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1605 minetest.add_particle(particle definition)
1606 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1607 size, collisiondetection, texture, playername)
1609 minetest.add_particlespawner(particlespawner definition)
1610 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1612 ^ Deprecated: minetest.add_particlespawner(amount, time,
1616 minexptime, maxexptime,
1618 collisiondetection, texture, playername)
1620 minetest.delete_particlespawner(id, player)
1621 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1622 ^ If playername is specified, only deletes on the player's client,
1623 ^ otherwise on all clients
1626 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1627 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1628 ^ Apply the specified probability values to the specified nodes in probability_list.
1629 ^ probability_list is an array of tables containing two fields, pos and prob.
1630 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1631 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1632 ^ If there are two or more entries with the same pos value, the last entry is used.
1633 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1634 ^ If probability_list is nil, no probabilities are applied.
1635 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1636 ^ the y position of the slice with a probability applied.
1637 ^ If slice probability list is nil, no slice probabilities are applied.
1638 ^ Saves schematic in the Minetest Schematic format to filename.
1640 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1641 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1642 ^ Rotation can be "0", "90", "180", "270", or "random".
1643 ^ If the rotation parameter is omitted, the schematic is not rotated.
1644 ^ replacements = {{"oldname", "convert_to"}, ...}
1645 ^ force_placement is a boolean indicating whether nodes other than air and
1646 ^ ignore are replaced by the schematic
1649 minetest.get_connected_players() -> list of ObjectRefs
1650 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1651 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1652 minetest.get_position_from_hash(hash) -> position
1653 ^ Inverse transform of minetest.hash_node_position
1654 minetest.get_item_group(name, group) -> rating
1655 ^ Get rating of a group of an item. (0 = not in group)
1656 minetest.get_node_group(name, group) -> rating
1657 ^ Deprecated: An alias for the former.
1658 minetest.get_content_id(name) -> integer
1659 ^ Gets the internal content ID of name
1660 minetest.get_name_from_content_id(content_id) -> string
1661 ^ Gets the name of the content with that content ID
1662 minetest.parse_json(string[, nullvalue]) -> something
1663 ^ Convert a string containing JSON data into the Lua equivalent
1664 ^ nullvalue: returned in place of the JSON null; defaults to nil
1665 ^ On success returns a table, a string, a number, a boolean or nullvalue
1666 ^ On failure outputs an error message and returns nil
1667 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1668 minetest.write_json(data[, styled]) -> string or nil and error message
1669 ^ Convert a Lua table into a JSON string
1670 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1671 ^ Un-serializable things like functions and userdata are saved as null.
1672 ^ Warning: JSON is more strict than the Lua table format.
1673 1. You can only use strings and positive integers of at least one as keys.
1674 2. You can not mix string and integer keys.
1675 This is due to the fact that JSON has two distinct array and object values.
1676 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1677 minetest.serialize(table) -> string
1678 ^ Convert a table containing tables, strings, numbers, booleans and nils
1679 into string form readable by minetest.deserialize
1680 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1681 minetest.deserialize(string) -> table
1682 ^ Convert a string returned by minetest.deserialize into a table
1683 ^ String is loaded in an empty sandbox environment.
1684 ^ Will load functions, but they cannot access the global environment.
1685 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1686 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1687 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1688 minetest.is_protected(pos, name) -> bool
1689 ^ This function should be overridden by protection mods and should be used to
1690 check if a player can interact at a position.
1691 ^ This function should call the old version of itself if the position is not
1692 protected by the mod.
1694 local old_is_protected = minetest.is_protected
1695 function minetest.is_protected(pos, name)
1696 if mymod:position_protected_from(pos, name) then
1699 return old_is_protected(pos, name)
1701 minetest.record_protection_violation(pos, name)
1702 ^ This function calls functions registered with
1703 minetest.register_on_protection_violation.
1704 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1705 ^ Attempt to predict the desired orientation of the facedir-capable node
1706 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1707 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1708 field is false or omitted (else, the itemstack is not changed). orient_flags
1709 is an optional table containing extra tweaks to the placement code:
1710 invert_wall: if true, place wall-orientation on the ground and ground-
1711 orientation on the wall.
1712 force_wall: if true, always place the node in wall orientation.
1713 force_ceiling: if true, always place on the ceiling.
1714 force_floor: if true, always place the node on the floor.
1716 The above four options are mutually-exclusive; the last in the list takes
1717 precedence over the first.
1719 force_facedir: if true, forcefully reset the facedir to north when placing on
1720 the floor or ceiling
1722 minetest.rotate_node(itemstack, placer, pointed_thing)
1723 ^ calls rotate_and_place() with infinitestacks set according to the state of
1724 the creative mode setting, and checks for "sneak" to set the invert_wall
1727 minetest.forceload_block(pos)
1728 ^ forceloads the position pos.
1729 ^ returns true if area could be forceloaded
1731 minetest.forceload_free_block(pos)
1732 ^ stops forceloading the position pos.
1734 Please note that forceloaded areas are saved when the server restarts.
1737 minetest.env - EnvRef of the server environment and world.
1738 ^ Any function in the minetest namespace can be called using the syntax
1739 minetest.env:somefunction(somearguments)
1741 minetest.somefunction(somearguments)
1742 ^ Deprecated, but support is not to be dropped soon
1745 minetest.registered_items
1746 ^ List of registered items, indexed by name
1747 minetest.registered_nodes
1748 ^ List of registered node definitions, indexed by name
1749 minetest.registered_craftitems
1750 ^ List of registered craft item definitions, indexed by name
1751 minetest.registered_tools
1752 ^ List of registered tool definitions, indexed by name
1753 minetest.registered_entities
1754 ^ List of registered entity prototypes, indexed by name
1755 minetest.object_refs
1756 ^ List of object references, indexed by active object id
1757 minetest.luaentities
1758 ^ List of Lua entities, indexed by active object id
1762 NodeMetaRef: Node metadata - reference extra data and functionality stored
1764 - Can be gotten via minetest.get_nodemeta(pos)
1766 - set_string(name, value)
1768 - set_int(name, value)
1770 - set_float(name, value)
1772 - get_inventory() -> InvRef
1773 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1774 - from_table(nil or {})
1775 ^ See "Node Metadata"
1777 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1778 - Can be gotten via minetest.get_node_timer(pos)
1780 - set(timeout,elapsed)
1781 ^ set a timer's state
1782 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1783 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1784 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1787 ^ equivalent to set(timeout,0)
1790 - get_timeout() -> current timeout in seconds
1791 ^ if timeout is 0, timer is inactive
1792 - get_elapsed() -> current elapsed time in seconds
1793 ^ the node's on_timer function will be called after timeout-elapsed seconds
1794 - is_started() -> boolean state of timer
1795 ^ returns true if timer is started, otherwise false
1797 ObjectRef: Moving things in the game are generally these
1798 (basically reference to a C++ ServerActiveObject)
1800 - remove(): remove object (after returning from Lua)
1801 - getpos() -> {x=num, y=num, z=num}
1802 - setpos(pos); pos={x=num, y=num, z=num}
1803 - moveto(pos, continuous=false): interpolated move
1804 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1805 ^ puncher = an another ObjectRef,
1806 ^ time_from_last_punch = time since last punch action of the puncher
1807 ^ direction: can be nil
1808 - right_click(clicker); clicker = an another ObjectRef
1809 - get_hp(): returns number of hitpoints (2 * number of hearts)
1810 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1811 - get_inventory() -> InvRef
1812 - get_wield_list(): returns the name of the inventory list the wielded item is in
1813 - get_wield_index(): returns the index of the wielded item
1814 - get_wielded_item() -> ItemStack
1815 - set_wielded_item(item): replaces the wielded item, returns true if successful
1816 - set_armor_groups({group1=rating, group2=rating, ...})
1817 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1818 - set_attach(parent, bone, position, rotation)
1820 ^ position = {x=num, y=num, z=num} (relative)
1821 ^ rotation = {x=num, y=num, z=num}
1823 - set_bone_position(bone, position, rotation)
1825 ^ position = {x=num, y=num, z=num} (relative)
1826 ^ rotation = {x=num, y=num, z=num}
1827 - set_properties(object property table)
1828 LuaEntitySAO-only: (no-op for other objects)
1829 - setvelocity({x=num, y=num, z=num})
1830 - getvelocity() -> {x=num, y=num, z=num}
1831 - setacceleration({x=num, y=num, z=num})
1832 - getacceleration() -> {x=num, y=num, z=num}
1834 - getyaw() -> radians
1835 - settexturemod(mod)
1836 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1837 - select_horiz_by_yawpitch=false)
1838 ^ Select sprite from spritesheet with optional animation and DM-style
1839 texture selection based on yaw relative to camera
1840 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1842 Player-only: (no-op for other objects)
1843 - is_player(): true for players, false for others
1844 - get_player_name(): returns "" if is not a player
1845 - get_look_dir(): get camera direction as a unit vector
1846 - get_look_pitch(): pitch in radians
1847 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1848 - set_look_pitch(radians): sets look pitch
1849 - set_look_yaw(radians): sets look yaw
1850 - get_breath() : returns players breath
1851 - set_breath(value) : sets players breath
1852 values: 0 player is drowning,
1853 1-10 number of bubbles remain,
1854 11 bubbles bar is not shown
1855 - set_inventory_formspec(formspec)
1856 ^ Redefine player's inventory form
1857 ^ Should usually be called in on_joinplayer
1858 - get_inventory_formspec() -> formspec string
1859 - get_player_control(): returns table with player pressed keys
1860 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1861 - get_player_control_bits(): returns integer with bit packed player pressed keys
1862 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1863 - set_physics_override({
1864 speed = 1.0, -- multiplier to default value
1865 jump = 1.0, -- multiplier to default value
1866 gravity = 1.0, -- multiplier to default value
1867 sneak = true, -- whether player can sneak
1868 sneak_glitch = true, -- whether player can use the sneak glitch
1870 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1871 - hud_remove(id): remove the HUD element of the specified id
1872 - hud_change(id, stat, value): change a value of a previously added HUD element
1873 ^ element stat values: position, name, scale, text, number, item, dir
1874 - hud_get(id): gets the HUD element definition structure of the specified ID
1875 - hud_set_flags(flags): sets specified HUD flags to true/false
1876 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1877 ^ pass a table containing a true/false value of each flag to be set or unset
1878 ^ if a flag is nil, the flag is not modified
1879 - hud_get_flags(): returns a table containing status of hud flags
1880 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1881 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1882 ^ count: number of items, must be between 1 and 23
1883 - hud_set_hotbar_image(texturename)
1884 ^ sets background image for hotbar
1885 - hud_set_hotbar_selected_image(texturename)
1886 ^ sets image for selected item of hotbar
1887 - hud_replace_builtin(name, hud definition)
1888 ^ replace definition of a builtin hud element
1889 ^ name: "breath" or "health"
1890 ^ hud definition: definition to replace builtin definition
1891 - set_sky(bgcolor, type, {texture names})
1892 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1894 - "regular": Uses 0 textures, bgcolor ignored
1895 - "skybox": Uses 6 textures, bgcolor used
1896 - "plain": Uses 0 textures, bgcolor used
1897 ^ Note: currently does not work directly in on_joinplayer; use
1898 minetest.after(0) in there.
1899 - override_day_night_ratio(ratio or nil)
1900 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1901 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1902 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
1903 ^ stand/idle animation key frames
1904 ^ walk animation key frames
1905 ^ dig animation key frames
1906 ^ walk+dig animation key frames
1907 ^ animation frame speed
1908 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
1909 ^ in first person view
1910 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
1912 InvRef: Reference to an inventory
1914 - is_empty(listname): return true if list is empty
1915 - get_size(listname): get size of a list
1916 - set_size(listname, size): set size of a list
1917 ^ returns false on error (e.g. invalid listname or listsize)
1918 - get_width(listname): get width of a list
1919 - set_width(listname, width): set width of list; currently used for crafting
1920 - get_stack(listname, i): get a copy of stack index i in list
1921 - set_stack(listname, i, stack): copy stack to index i in list
1922 - get_list(listname): return full list
1923 - set_list(listname, list): set full list (size will not change)
1924 - get_lists(): returns list of inventory lists
1925 - set_lists(lists): sets inventory lists (size will not change)
1926 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1927 - room_for_item(listname, stack): returns true if the stack of items
1928 can be fully added to the list
1929 - contains_item(listname, stack): returns true if the stack of items
1930 can be fully taken from the list
1931 remove_item(listname, stack): take as many items as specified from the list,
1932 returns the items that were actually removed (as an ItemStack)
1933 - get_location() -> location compatible to minetest.get_inventory(location)
1934 -> {type="undefined"} in case location is not known
1936 ItemStack: A stack of items.
1937 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1939 - is_empty(): return true if stack is empty
1940 - get_name(): returns item name (e.g. "default:stone")
1941 - set_name(itemname)
1942 - get_count(): returns number of items on the stack
1944 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1946 - get_metadata(): returns metadata (a string attached to an item stack)
1947 - set_metadata(metadata)
1948 - clear(): removes all items from the stack, making it empty
1949 - replace(item): replace the contents of this stack (item can also
1950 be an itemstring or table)
1951 - to_string(): returns the stack in itemstring form
1952 - to_table(): returns the stack in Lua table form
1953 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1954 - get_free_space(): returns get_stack_max() - get_count()
1955 - is_known(): returns true if the item name refers to a defined item type
1956 - get_definition(): returns the item definition table
1957 - get_tool_capabilities(): returns the digging properties of the item,
1958 ^ or those of the hand if none are defined for this item type
1959 - add_wear(amount): increases wear by amount if the item is a tool
1960 - add_item(item): put some item or stack onto this stack,
1961 ^ returns leftover ItemStack
1962 - item_fits(item): returns true if item or stack can be fully added to this one
1963 - take_item(n): take (and remove) up to n items from this stack
1964 ^ returns taken ItemStack
1965 ^ if n is omitted, n=1 is used
1966 - peek_item(n): copy (don't remove) up to n items from this stack
1967 ^ returns copied ItemStack
1968 ^ if n is omitted, n=1 is used
1970 PseudoRandom: A pseudorandom number generator
1971 - Can be created via PseudoRandom(seed)
1973 - next(): return next integer random number [0...32767]
1974 - next(min, max): return next integer random number [min...max]
1975 (max - min) must be 32767 or <= 6553 due to the simple
1976 implementation making bad distribution otherwise.
1978 PerlinNoise: A perlin noise generator
1979 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1980 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1982 - get2d(pos) -> 2d noise value at pos={x=,y=}
1983 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1985 PerlinNoiseMap: A fast, bulk perlin noise generator
1986 - Can be created via PerlinNoiseMap(noiseparams, size)
1987 - Also minetest.get_perlin_map(noiseparams, size)
1989 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1990 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1991 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1992 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1994 VoxelManip: An interface to the MapVoxelManipulator for Lua
1995 - Can be created via VoxelManip()
1996 - Also minetest.get_voxel_manip()
1998 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1999 ^ returns actual emerged pmin, actual emerged pmax
2000 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2001 ^ important: data must be set using VoxelManip:set_data before calling this
2002 - get_data(): Gets the data read into the VoxelManip object
2003 ^ returns raw node data is in the form of an array of node content ids
2004 - set_data(data): Sets the data contents of the VoxelManip object
2005 - update_map(): Update map after writing chunk back to map.
2006 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2007 ^ retrieved from minetest.get_mapgen_object
2008 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2009 ^ light is a table, {day=<0...15>, night=<0...15>}
2010 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2011 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2012 - get_light_data(): Gets the light data read into the VoxelManip object
2013 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
2014 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2015 ^ light = day + (night * 16)
2016 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2017 ^ expects lighting data in the same format that get_light_data() returns
2018 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2019 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2020 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2021 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2022 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2023 - update_liquids(): Update liquid flow
2025 VoxelArea: A helper class for voxel areas
2026 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2027 - Coordinates are *inclusive*, like most other things in Minetest
2029 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2030 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2031 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2032 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2033 - indexp(p): same as above, except takes a vector
2034 - position(i): returns the absolute position vector corresponding to index i
2035 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2036 - containsp(p): same as above, except takes a vector
2037 - containsi(i): same as above, except takes an index
2038 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2039 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2040 - iterp(minp, maxp): same as above, except takes a vector
2042 Settings: An interface to read config files in the format of minetest.conf
2043 - Can be created via Settings(filename)
2046 - get_bool(key) -> boolean
2048 - remove(key) -> success
2049 - get_names() -> {key1,...}
2050 - write() -> success
2051 ^ write changes to file
2052 - to_table() -> {[key1]=value1,...}
2056 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2057 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2058 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2059 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2061 The following Mapgen objects are currently available:
2064 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2065 order. All mapgens support this object.
2068 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2069 generated chunk by the current mapgen.
2072 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2076 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2080 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2084 Returns a table mapping requested generation notification types to arrays of positions at which the
2085 corresponding generated structures are located at within the current chunk. To set the capture of positions
2086 of interest to be recorded on generate, use minetest.set_gen_notify().
2087 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2090 --------------------
2091 - Functions receive a "luaentity" as self:
2092 - It has the member .name, which is the registered name ("mod:thing")
2093 - It has the member .object, which is an ObjectRef pointing to the object
2094 - The original prototype stuff is visible directly via a metatable
2096 - on_activate(self, staticdata)
2097 ^ Called when the object is instantiated.
2098 - on_step(self, dtime)
2099 ^ Called on every server tick (dtime is usually 0.1 seconds)
2100 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2101 ^ Called when somebody punches the object.
2102 ^ Note that you probably want to handle most punches using the
2103 automatic armor group system.
2104 ^ puncher: ObjectRef (can be nil)
2105 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2106 ^ tool_capabilities: capability table of used tool (can be nil)
2107 ^ dir: unit vector of direction of punch. Always defined. Points from
2108 the puncher to the punched.
2109 - on_rightclick(self, clicker)
2110 - get_staticdata(self)
2111 ^ Should return a string that will be passed to on_activate when
2112 the object is instantiated the next time.
2117 axiom, - string initial tree axiom
2118 rules_a, - string rules set A
2119 rules_b, - string rules set B
2120 rules_c, - string rules set C
2121 rules_d, - string rules set D
2122 trunk, - string trunk node name
2123 leaves, - string leaves node name
2124 leaves2, - string secondary leaves node name
2125 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2126 angle, - num angle in deg
2127 iterations, - num max # of iterations, usually 2 -5
2128 random_level, - num factor to lower nr of iterations, usually 0 - 3
2129 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2130 thin_branches, - boolean true -> use thin (1 node) branches
2131 fruit, - string fruit node name
2132 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2133 seed, - num random seed
2136 Key for Special L-System Symbols used in Axioms
2137 G - move forward one unit with the pen up
2138 F - move forward one unit with the pen down drawing trunks and branches
2139 f - move forward one unit with the pen down drawing leaves (100% chance)
2140 T - move forward one unit with the pen down drawing trunks only
2141 R - move forward one unit with the pen down placing fruit
2142 A - replace with rules set A
2143 B - replace with rules set B
2144 C - replace with rules set C
2145 D - replace with rules set D
2146 a - replace with rules set A, chance 90%
2147 b - replace with rules set B, chance 80%
2148 c - replace with rules set C, chance 70%
2149 d - replace with rules set D, chance 60%
2150 + - yaw the turtle right by angle parameter
2151 - - yaw the turtle left by angle parameter
2152 & - pitch the turtle down by angle parameter
2153 ^ - pitch the turtle up by angle parameter
2154 / - roll the turtle to the right by angle parameter
2155 * - roll the turtle to the left by angle parameter
2156 [ - save in stack current state info
2157 ] - recover from stack state info
2159 Example usage: spawn small apple tree
2162 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2163 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2164 trunk="default:tree",
2165 leaves="default:leaves",
2169 trunk_type="single",
2172 fruit="default:apple"
2174 minetest.spawn_tree(pos,apple_tree)
2183 collide_with_objects = true, -- collide with other objects if physical=true
2185 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2186 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2187 visual_size = {x=1, y=1},
2189 textures = {}, -- number of required textures depends on visual
2190 colors = {}, -- number of required colors depends on visual
2191 spritediv = {x=1, y=1},
2192 initial_sprite_basepos = {x=0, y=0},
2194 makes_footstep_sound = false,
2195 automatic_rotate = false,
2197 automatic_face_movement_dir = 0.0,
2198 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2201 Entity definition (register_entity)
2203 (Deprecated: Everything in object properties is read directly from here)
2205 initial_properties = <initial object properties>,
2207 on_activate = function(self, staticdata, dtime_s),
2208 on_step = function(self, dtime),
2209 on_punch = function(self, hitter),
2210 on_rightclick = function(self, clicker),
2211 get_staticdata = function(self),
2212 ^ Called sometimes; the string returned is passed to on_activate when
2213 the entity is re-activated from static state
2215 # Also you can define arbitrary member variables here
2216 myvariable = whatever,
2219 ABM (ActiveBlockModifier) definition (register_abm)
2221 -- In the following two fields, also group:groupname will work.
2222 nodenames = {"default:lava_source"},
2223 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2224 ^ If left out or empty, any neighbor will do
2225 interval = 1.0, -- (operation interval)
2226 chance = 1, -- (chance of trigger is 1.0/this)
2227 action = func(pos, node, active_object_count, active_object_count_wider),
2230 Item definition (register_node, register_craftitem, register_tool)
2232 description = "Steel Axe",
2233 groups = {}, -- key=name, value=rating; rating=1..3.
2234 if rating not applicable, use 1.
2235 e.g. {wool=1, fluffy=3}
2236 {soil=2, outerspace=1, crumbly=1}
2237 {bendy=2, snappy=1},
2238 {hard=1, metal=1, spikes=1}
2239 inventory_image = "default_tool_steelaxe.png",
2241 wield_scale = {x=1,y=1,z=1},
2244 liquids_pointable = false,
2245 tool_capabilities = {
2246 full_punch_interval = 1.0,
2250 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2251 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2253 damage_groups = {groupname=damage},
2255 node_placement_prediction = nil,
2256 ^ If nil and item is node, prediction is made automatically
2257 ^ If nil and item is not a node, no prediction is made
2258 ^ If "" and item is anything, no prediction is made
2259 ^ Otherwise should be name of node which the client immediately places
2260 on ground when the player places the item. Server will always update
2261 actual result to client in a short moment.
2263 place = <SimpleSoundSpec>,
2266 on_place = func(itemstack, placer, pointed_thing),
2267 ^ Shall place item and return the leftover itemstack
2268 ^ default: minetest.item_place
2269 on_drop = func(itemstack, dropper, pos),
2270 ^ Shall drop item and return the leftover itemstack
2271 ^ default: minetest.item_drop
2272 on_use = func(itemstack, user, pointed_thing),
2274 ^ Function must return either nil if no item shall be removed from
2275 inventory, or an itemstack to replace the original itemstack.
2276 e.g. itemstack:take_item(); return itemstack
2277 ^ Otherwise, the function is free to do what it wants.
2278 ^ The default functions handle regular use cases.
2279 after_use = func(itemstack, user, node, digparams),
2281 ^ If defined, should return an itemstack and will be called instead of
2282 wearing out the tool. If returns nil, does nothing.
2283 If after_use doesn't exist, it is the same as:
2284 function(itemstack, user, node, digparams)
2285 itemstack:add_wear(digparams.wear)
2292 - {name="image.png", animation={Tile Animation definition}}
2293 - {name="image.png", backface_culling=bool}
2294 ^ backface culling only supported in special tiles
2295 - deprecated still supported field names:
2298 Tile animation definition:
2299 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2301 Node definition (register_node)
2303 <all fields allowed in item definitions>,
2305 drawtype = "normal", -- See "Node drawtypes"
2307 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2308 ^ For plantlike, the image will start at the bottom of the node; for the
2309 ^ other drawtypes, the image will be centered on the node.
2310 ^ Note that positioning for "torchlike" may still change.
2311 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2312 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2313 ^ List can be shortened to needed length
2314 special_tiles = {tile definition 1, Tile definition 2},
2315 ^ Special textures of node; used rarely (old field name: special_materials)
2316 ^ List can be shortened to needed length
2318 use_texture_alpha = false, -- Use texture's alpha channel
2319 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2320 paramtype = "none", -- See "Nodes"
2321 paramtype2 = "none", -- See "Nodes"
2322 is_ground_content = true, -- If false, the cave generator will not carve through this
2323 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2324 walkable = true, -- If true, objects collide with node
2325 pointable = true, -- If true, can be pointed at
2326 diggable = true, -- If false, can never be dug
2327 climbable = false, -- If true, can be climbed on (ladder)
2328 buildable_to = false, -- If true, placed nodes can replace this node
2329 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2330 liquidtype = "none", -- "none"/"source"/"flowing"
2331 liquid_alternative_flowing = "", -- Flowing version of source liquid
2332 liquid_alternative_source = "", -- Source version of flowing liquid
2333 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2334 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2335 freezemelt = "", -- water for snow/ice, ice/snow for water
2336 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2337 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2338 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2339 light_source = 0, -- Amount of light emitted by node
2340 damage_per_second = 0, -- If player is inside node, this damage is caused
2341 node_box = {type="regular"}, -- See "Node boxes"
2342 selection_box = {type="regular"}, -- See "Node boxes"
2343 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2344 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2345 legacy_wallmounted = false, -- Support maps made in and before January 2012
2347 footstep = <SimpleSoundSpec>,
2348 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2349 dug = <SimpleSoundSpec>,
2350 place = <SimpleSoundSpec>,
2353 on_construct = func(pos),
2354 ^ Node constructor; always called after adding node
2355 ^ Can set up metadata and stuff like that
2357 on_destruct = func(pos),
2358 ^ Node destructor; always called before removing node
2360 after_destruct = func(pos, oldnode),
2361 ^ Node destructor; always called after removing node
2364 after_place_node = func(pos, placer, itemstack, pointed_thing),
2365 ^ Called after constructing node when node was placed using
2366 minetest.item_place_node / minetest.place_node
2367 ^ If return true no item is taken from itemstack
2369 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2370 ^ oldmetadata is in table format
2371 ^ Called after destructing node when node was dug using
2372 minetest.node_dig / minetest.dig_node
2374 can_dig = function(pos,player)
2375 ^ returns true if node can be dug, or false if not
2378 on_punch = func(pos, node, puncher, pointed_thing),
2379 ^ default: minetest.node_punch
2380 ^ By default: Calls minetest.register_on_punchnode callbacks
2381 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2383 ^ if defined, itemstack will hold clicker's wielded item
2384 ^ Shall return the leftover itemstack
2385 ^ Note: pointed_thing can be nil, if a mod calls this function
2387 on_dig = func(pos, node, digger),
2388 ^ default: minetest.node_dig
2389 ^ By default: checks privileges, wears out tool and removes node
2391 on_timer = function(pos,elapsed),
2393 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2394 ^ elapsed is the total time passed since the timer was started
2395 ^ return true to run the timer for another cycle with the same timeout value
2397 on_receive_fields = func(pos, formname, fields, sender),
2398 ^ fields = {name1 = value1, name2 = value2, ...}
2399 ^ Called when an UI form (e.g. sign text input) returns data
2402 allow_metadata_inventory_move = func(pos, from_list, from_index,
2403 to_list, to_index, count, player),
2404 ^ Called when a player wants to move items inside the inventory
2405 ^ Return value: number of items allowed to move
2407 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2408 ^ Called when a player wants to put something into the inventory
2409 ^ Return value: number of items allowed to put
2410 ^ Return value: -1: Allow and don't modify item count in inventory
2412 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2413 ^ Called when a player wants to take something out of the inventory
2414 ^ Return value: number of items allowed to take
2415 ^ Return value: -1: Allow and don't modify item count in inventory
2417 on_metadata_inventory_move = func(pos, from_list, from_index,
2418 to_list, to_index, count, player),
2419 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2420 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2421 ^ Called after the actual action has happened, according to what was allowed.
2424 on_blast = func(pos, intensity),
2425 ^ intensity: 1.0 = mid range of regular TNT
2426 ^ If defined, called when an explosion touches the node, instead of
2430 Recipe for register_craft: (shaped)
2432 output = 'default:pick_stone',
2434 {'default:cobble', 'default:cobble', 'default:cobble'},
2435 {'', 'default:stick', ''},
2436 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2438 replacements = <optional list of item pairs,
2439 replace one input item with another item on crafting>
2442 Recipe for register_craft (shapeless)
2445 output = 'mushrooms:mushroom_stew',
2448 "mushrooms:mushroom_brown",
2449 "mushrooms:mushroom_red",
2451 replacements = <optional list of item pairs,
2452 replace one input item with another item on crafting>
2455 Recipe for register_craft (tool repair)
2457 type = "toolrepair",
2458 additional_wear = -0.02,
2461 Recipe for register_craft (cooking)
2464 output = "default:glass",
2465 recipe = "default:sand",
2469 Recipe for register_craft (furnace fuel)
2472 recipe = "default:leaves",
2476 Ore definition (register_ore)
2478 ore_type = "scatter", -- See "Ore types"
2479 ore = "default:stone_with_coal",
2480 wherein = "default:stone",
2481 ^ a list of nodenames is supported too
2482 clust_scarcity = 8*8*8,
2483 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2484 ^ This value should be *MUCH* higher than your intuition might tell you!
2486 ^ Number of ores in a cluster
2488 ^ Size of the bounding box of the cluster
2489 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2490 height_min = -31000,
2493 ^ Attributes for this ore generation
2494 noise_threshhold = 0.5,
2495 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2496 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2497 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2498 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2501 Decoration definition (register_decoration)
2503 deco_type = "simple", -- See "Decoration types"
2504 place_on = "default:dirt_with_grass",
2505 ^ Node that decoration can be placed on
2507 ^ Size of divisions made in the chunk being generated.
2508 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2510 ^ Ratio of the area to be uniformly filled by the decoration.
2511 ^ Used only if noise_params is not specified.
2512 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2513 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2514 ^ The result of this is multiplied by the 2d area of the division being decorated.
2515 biomes = {"Oceanside", "Hills", "Plains"},
2516 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2517 ^ and ignored if the Mapgen being used does not support biomes.
2519 ----- Simple-type parameters
2520 decoration = "default:grass",
2521 ^ The node name used as the decoration.
2522 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2524 ^ Number of nodes high the decoration is made.
2525 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2527 ^ Number of nodes the decoration can be at maximum.
2528 ^ If absent, the parameter 'height' is used as a constant.
2529 spawn_by = "default:water",
2530 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2532 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2533 ^ If absent or -1, decorations occur next to any nodes.
2535 ----- Schematic-type parameters
2536 schematic = "foobar.mts",
2537 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2538 ^ specified Minetest schematic file.
2539 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2540 ^ and an optional table yslice_prob:
2542 size = {x=4, y=6, z=4},
2544 {name="cobble", param1=255, param2=0},
2545 {name="dirt_with_grass", param1=255, param2=0},
2554 ^ See 'Schematic specifier' for details.
2555 replacements = {{"oldname", "convert_to"}, ...},
2556 flags = "place_center_x, place_center_z",
2557 ^ Flags for schematic decorations. See 'Schematic attributes'.
2558 rotation = "90" -- rotate schematic 90 degrees on placement
2559 ^ Rotation can be "0", "90", "180", "270", or "random".
2562 Chatcommand definition (register_chatcommand)
2564 params = "<name> <privilege>", -- Short parameter description
2565 description = "Remove privilege from player", -- Full description
2566 privs = {privs=true}, -- Require the "privs" privilege to run
2567 func = function(name, param), -- Called when command is run.
2568 -- Returns boolean success and text output.
2571 Detached inventory callbacks
2573 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2574 ^ Called when a player wants to move items inside the inventory
2575 ^ Return value: number of items allowed to move
2577 allow_put = func(inv, listname, index, stack, player),
2578 ^ Called when a player wants to put something into the inventory
2579 ^ Return value: number of items allowed to put
2580 ^ Return value: -1: Allow and don't modify item count in inventory
2582 allow_take = func(inv, listname, index, stack, player),
2583 ^ Called when a player wants to take something out of the inventory
2584 ^ Return value: number of items allowed to take
2585 ^ Return value: -1: Allow and don't modify item count in inventory
2587 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2588 on_put = func(inv, listname, index, stack, player),
2589 on_take = func(inv, listname, index, stack, player),
2590 ^ Called after the actual action has happened, according to what was allowed.
2594 HUD Definition (hud_add, hud_get)
2596 hud_elem_type = "image", -- see HUD element types
2597 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2598 position = {x=0.5, y=0.5},
2599 ^ Left corner position of element
2605 ^ Selected item in inventory. 0 for no item selected.
2607 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2608 alignment = {x=0, y=0},
2609 ^ See "HUD Element Types"
2610 offset = {x=0, y=0},
2611 ^ See "HUD Element Types"
2612 size = { x=100, y=100 },
2613 ^ Size of element in pixels
2616 Particle definition (add_particle)
2618 pos = {x=0, y=0, z=0},
2619 velocity = {x=0, y=0, z=0},
2620 acceleration = {x=0, y=0, z=0},
2621 ^ Spawn particle at pos with velocity and acceleration
2623 ^ Disappears after expirationtime seconds
2625 collisiondetection = false,
2626 ^ collisiondetection: if true collides with physical objects
2628 ^ vertical: if true faces player using y axis only
2629 texture = "image.png",
2630 ^ Uses texture (string)
2631 playername = "singleplayer"
2632 ^ optional, if specified spawns particle only on the player's client
2635 ParticleSpawner definition (add_particlespawner)
2639 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2640 minpos = {x=0, y=0, z=0},
2641 maxpos = {x=0, y=0, z=0},
2642 minvel = {x=0, y=0, z=0},
2643 maxvel = {x=0, y=0, z=0},
2644 minacc = {x=0, y=0, z=0},
2645 maxacc = {x=0, y=0, z=0},
2650 ^ The particle's properties are random values in between the bounds:
2651 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2652 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2653 collisiondetection = false,
2654 ^ collisiondetection: if true uses collision detection
2656 ^ vertical: if true faces player using y axis only
2657 texture = "image.png",
2658 ^ Uses texture (string)
2659 playername = "singleplayer"
2660 ^ Playername is optional, if specified spawns particle only on the player's client