1 Minetest Lua Modding API Reference 0.4.9
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
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 desctiption 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, eg. 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_, eg. 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 eg. foomod_foothing.png
191 Only OGG 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_, eg. 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 locationless on all clients
215 gain = 1.0, -- default
217 -- Play locationless 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 eg. "default_place_node"
240 eg. {name="default_place_node"}
241 eg. {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 (eg. 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 automaticaly setted 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 Currently supported flags: absheight
415 Also produce this same ore between the height range of -height_max and -height_min.
416 Useful for having ore in sky realms without having to duplicate ore entries.
420 The varying types of decorations that can be placed.
421 The default value is simple, and is currently the only type supported.
424 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
425 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
426 for example. Can also generate a decoration of random height between a specified lower and
427 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
430 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
431 probability of a node randomly appearing when placed. This decoration type is intended to be used
432 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
436 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
437 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
438 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
439 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
440 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
442 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
443 probability of that node appearing in the structure.
444 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
445 - A probability value of 0 means that node will never appear (0% chance).
446 - A probability value of 255 means the node will always appear (100% chance).
447 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
448 will appear when the schematic is placed on the map.
450 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
453 ---------------------
454 Currently supported flags: place_center_x, place_center_y, place_center_z
456 Placement of this decoration is centered along the X axis.
458 Placement of this decoration is centered along the Y axis.
460 Placement of this decoration is centered along the Z axis.
464 The position field is used for all element types.
465 To account for differing resolutions, the position coordinates are the percentage of the screen,
466 ranging in value from 0 to 1.
467 The name field is not yet used, but should contain a description of what the HUD element represents.
468 The direction field is the direction in which something is drawn.
469 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.
470 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
471 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
473 The offset field specifies a pixel offset from the position. Contrary to position,
474 the offset is not scaled to screen size. This allows for some precisely-positioned
476 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
478 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
481 Displays an image on the HUD.
482 - scale: The scale of the image, with 1 being the original texture size.
483 Only the X coordinate scale is used (positive values)
484 Negative values represent that percentage of the screen it
485 should take; e.g. x=-100 means 100% (width)
486 - text: The name of the texture that is displayed.
487 - alignment: The alignment of the image.
488 - offset: offset in pixels from position.
490 Displays text on the HUD.
491 - scale: Defines the bounding rectangle of the text.
492 A value such as {x=100, y=100} should work.
493 - text: The text to be displayed in the HUD element.
494 - number: An integer containing the RGB value of the color used to draw the text.
495 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
496 - alignment: The alignment of the text.
497 - offset: offset in pixels from position.
499 Displays a horizontal bar made up of half-images.
500 - text: The name of the texture that is used.
501 - number: The number of half-textures that are displayed.
502 If odd, will end with a vertically center-split texture.
504 - offset: offset in pixels from position.
506 - text: The name of the inventory list to be displayed.
507 - number: Number of items in the inventory to be displayed.
508 - item: Position of item that is selected.
511 Representations of simple things
512 --------------------------------
514 {x=num, y=num, z=num}
515 For helper functions see "Vector helpers".
519 {type="node", under=pos, above=pos}
520 {type="object", ref=ObjectRef}
524 Node (register_node):
525 A node from the world
526 Tool (register_tool):
527 A tool/weapon that can dig and damage things according to tool_capabilities
528 Craftitem (register_craftitem):
531 Items and item stacks can exist in three formats:
533 Serialized; This is called stackstring or itemstring:
535 eg. 'default:pick_wood 21323'
539 eg. {name="default:dirt", count=5, wear=0, metadata=""}
541 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
542 ^ a wooden pick about 1/3 weared out
543 eg. {name="default:apple", count=1, wear=0, metadata=""}
547 C++ native format with many helper methods. Useful for converting between
548 formats. See the Class reference section for details.
550 When an item must be passed to a function, it can usually be in any of
555 In a number of places, there is a group table. Groups define the
556 properties of a thing (item, node, armor of entity, capabilities of
557 tool) in such a way that the engine and other mods can can interact with
558 the thing without actually knowing what the thing is.
561 - Groups are stored in a table, having the group names with keys and the
562 group ratings as values. For example:
563 groups = {crumbly=3, soil=1}
565 groups = {crumbly=2, soil=1, level=2, outerspace=1}
566 ^ A more special dirt-kind of thing
567 - Groups always have a rating associated with them. If there is no
568 useful meaning for a rating for an enabled group, it shall be 1.
569 - When not defined, the rating of a group defaults to 0. Thus when you
570 read groups, you must interpret nil and 0 as the same value, 0.
572 You can read the rating of a group for an item or a node by using
573 minetest.get_item_group(itemname, groupname)
577 Groups of items can define what kind of an item it is (eg. wool).
581 In addition to the general item things, groups are used to define whether
582 a node is destroyable and how long it takes to destroy by a tool.
586 For entities, groups are, as of now, used only for calculating damage.
587 The rating is the percentage of damage caused by tools with this damage group.
588 See "Entity damage mechanism".
590 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
591 object.set_armor_groups({fleshy=30, cracky=80})
595 Groups in tools define which groups of nodes and entities they are
598 Groups in crafting recipes
599 ---------------------------
600 An example: Make meat soup from any meat, any water and any bowl
602 output = 'food:meat_soup_raw',
608 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
610 An another example: Make red wool from white wool and red dye
614 recipe = {'wool:white', 'group:dye,basecolor_red'},
619 - immortal: Disables the group damage system for an entity
620 - level: Can be used to give an additional sense of progression in the game.
621 - A larger level will cause eg. a weapon of a lower level make much less
622 damage, and get weared out much faster, or not be able to get drops
623 from destroyed nodes.
624 - 0 is something that is directly accessible at the start of gameplay
625 - There is no upper limit
626 - dig_immediate: (player can always pick up node without tool wear)
627 - 2: node is removed without tool wear after 0.5 seconds or so
629 - 3: node is removed without tool wear immediately (torch)
630 - disable_jump: Player (and possibly other things) cannot jump from node
631 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
632 - bouncy: value is bounce speed in percent
633 - falling_node: if there is no walkable block under the node it will fall
634 - attached_node: if the node under it is not a walkable block the node will be
635 dropped as an item. If the node is wallmounted the
636 wallmounted direction is checked.
637 - soil: saplings will grow on nodes in this group
638 - connect_to_raillike: makes nodes of raillike drawtype connect to
639 other group members with same drawtype
641 Known damage and digging time defining groups
642 ----------------------------------------------
643 - crumbly: dirt, sand
644 - cracky: tough but crackable stuff like stone.
645 - snappy: something that can be cut using fine tools; eg. leaves, small
646 plants, wire, sheets of metal
647 - choppy: something that can be cut using force; eg. trees, wooden planks
648 - fleshy: Living things like animals and the player. This could imply
649 some blood effects when hitting.
650 - explody: Especially prone to explosions
651 - oddly_breakable_by_hand:
652 Can be added to nodes that shouldn't logically be breakable by the
653 hand but are. Somewhat similar to dig_immediate, but times are more
654 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
655 speed of a tool if the tool can dig at a faster speed than this
656 suggests for the hand.
658 Examples of custom groups
659 --------------------------
660 Item groups are often used for defining, well, //groups of items//.
661 - meat: any meat-kind of a thing (rating might define the size or healing
662 ability or be irrelevant - it is not defined as of yet)
663 - eatable: anything that can be eaten. Rating might define HP gain in half
665 - flammable: can be set on fire. Rating might define the intensity of the
666 fire, affecting eg. the speed of the spreading of an open fire.
667 - wool: any wool (any origin, any color)
670 - heavy: anything considerably heavy
672 Digging time calculation specifics
673 -----------------------------------
674 Groups such as **crumbly**, **cracky** and **snappy** are used for this
675 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
678 The **level** group is used to limit the toughness of nodes a tool can dig
679 and to scale the digging times / damage to a greater extent.
681 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
684 Tools define their properties by a list of parameters for groups. They
685 cannot dig other groups; thus it is important to use a standard bunch of
686 groups to enable interaction with tools.
689 * Full punch interval
691 * For an arbitrary list of groups:
692 * Uses (until the tool breaks)
693 * Maximum level (usually 0, 1, 2 or 3)
697 **Full punch interval**:
698 When used as a weapon, the tool will do full damage if this time is spent
699 between punches. If eg. half the time is spent, the tool will do half
702 **Maximum drop level**
703 Suggests the maximum level of node, when dug with the tool, that will drop
704 it's useful item. (eg. iron ore to drop a lump of iron).
705 - This is not automated; it is the responsibility of the node definition
709 Determines how many uses the tool has when it is used for digging a node,
710 of this group, of the maximum level. For lower leveled nodes, the use count
711 is multiplied by 3^leveldiff.
712 - uses=10, leveldiff=0 -> actual uses: 10
713 - uses=10, leveldiff=1 -> actual uses: 30
714 - uses=10, leveldiff=2 -> actual uses: 90
717 Tells what is the maximum level of a node of this group that the tool will
721 List of digging times for different ratings of the group, for nodes of the
723 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
724 result in the tool to be able to dig nodes that have a rating of 2 or 3
725 for this group, and unable to dig the rating 1, which is the toughest.
726 Unless there is a matching group that enables digging otherwise.
729 List of damage for groups of entities. See "Entity damage mechanism".
731 Example definition of the capabilities of a tool
732 -------------------------------------------------
733 tool_capabilities = {
734 full_punch_interval=1.5,
737 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
739 damage_groups = {fleshy=2},
742 This makes the tool be able to dig nodes that fullfill both of these:
743 - Have the **crumbly** group
744 - Have a **level** group less or equal to 2
746 Table of resulting digging times:
747 crumbly 0 1 2 3 4 <- level
753 level diff: 2 1 0 -1 -2
755 Table of resulting tool uses:
762 - At crumbly=0, the node is not diggable.
763 - At crumbly=3, the level difference digging time divider kicks in and makes
764 easy nodes to be quickly breakable.
765 - At level > 2, the node is not diggable, because it's level > maxlevel
767 Entity damage mechanism
768 ------------------------
771 foreach group in cap.damage_groups:
772 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
773 * (object.armor_groups[group] / 100.0)
774 -- Where object.armor_groups[group] is 0 for inexisting values
777 Client predicts damage based on damage groups. Because of this, it is able to
778 give an immediate response when an entity is damaged or dies; the response is
779 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
781 - Currently a smoke puff will appear when an entity dies.
783 The group **immortal** completely disables normal damage.
785 Entities can define a special armor group, which is **punch_operable**. This
786 group disables the regular damage mechanism for players punching it by hand or
787 a non-tool item, so that it can do something else than take damage.
789 On the Lua side, every punch calls ''entity:on_punch(puncher,
790 time_from_last_punch, tool_capabilities, direction)''. This should never be
791 called directly, because damage is usually not handled by the entity itself.
792 * ''puncher'' is the object performing the punch. Can be nil. Should never be
793 accessed unless absolutely required, to encourage interoperability.
794 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
795 * ''tool_capabilities'' can be nil.
796 * ''direction'' is a unit vector, pointing from the source of the punch to
799 To punch an entity/object in Lua, call ''object:punch(puncher,
800 time_from_last_punch, tool_capabilities, direction)''.
801 * Return value is tool wear.
802 * Parameters are equal to the above callback.
803 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
804 automatically filled in based on the location of ''puncher''.
808 The instance of a node in the world normally only contains the three values
809 mentioned in "Nodes". However, it is possible to insert extra data into a
810 node. It is called "node metadata"; See "NodeMetaRef".
812 Metadata contains two things:
816 Some of the values in the key-value store are handled specially:
817 - formspec: Defines a right-click inventory menu. See "Formspec".
818 - infotext: Text shown on the screen when the node is pointed at
822 local meta = minetest.get_meta(pos)
823 meta:set_string("formspec",
825 "list[context;main;0,0;8,4;]"..
826 "list[current_player;main;0,5;8,4;]")
827 meta:set_string("infotext", "Chest");
828 local inv = meta:get_inventory()
829 inv:set_size("main", 8*4)
830 print(dump(meta:to_table()))
833 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] = ""}
836 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
843 Formspec defines a menu. Currently not much else than inventories are
844 supported. It is a string, with a somewhat strange format.
846 Spaces and newlines can be inserted between the blocks, as is used in the
852 list[context;main;0,0;8,4;]
853 list[current_player;main;0,5;8,4;]
856 list[context;fuel;2,3;1,1;]
857 list[context;src;2,1;1,1;]
858 list[context;dst;5,1;2,2;]
859 list[current_player;main;0,5;8,4;]
860 - Minecraft-like player inventory
862 image[1,0.6;1,2;player.png]
863 list[current_player;main;0,3.5;8,4;]
864 list[current_player;craft;3,0;3,3;]
865 list[current_player;craftpreview;7,1;1,1;]
870 ^ Define the size of the menu in inventory slots
871 ^ deprecated: invsize[<W>,<H>;]
873 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
874 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
875 ^ Show an inventory list
877 listcolors[<slot_bg_normal>;<slot_bg_hover>]
878 ^ Sets background color of slots in HEX-Color format
879 ^ Sets background color of slots on mouse hovering
881 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
882 ^ Sets background color of slots in HEX-Color format
883 ^ Sets background color of slots on mouse hovering
884 ^ Sets color of slots border
886 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
887 ^ Sets background color of slots in HEX-Color format
888 ^ Sets background color of slots on mouse hovering
889 ^ Sets color of slots border
890 ^ Sets background color of tooltips
891 ^ Sets font color of tooltips
893 image[<X>,<Y>;<W>,<H>;<texture name>]
895 ^ Position and size units are inventory slots
897 item_image[<X>,<Y>;<W>,<H>;<item name>]
898 ^ Show an inventory image of registered item/node
899 ^ Position and size units are inventory slots
901 bgcolor[<color>;<fullscreen>]
902 ^ Sets background color of formspec in HEX-Color format
903 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
905 background[<X>,<Y>;<W>,<H>;<texture name>]
906 ^ Use a background. Inventory rectangles are not drawn then.
907 ^ Position and size units are inventory slots
908 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
910 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
911 ^ Use a background. Inventory rectangles are not drawn then.
912 ^ Position and size units are inventory slots
913 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
914 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
916 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
917 ^ Textual password style field; will be sent to server when a button is clicked
918 ^ x and y position the field relative to the top left of the menu
919 ^ w and h are the size of the field
920 ^ fields are a set height, but will be vertically centred on h
921 ^ Position and size units are inventory slots
922 ^ name is the name of the field as returned in fields to on_receive_fields
923 ^ label, if not blank, will be text printed on the top left above the field
925 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
926 ^ Textual field; will be sent to server when a button is clicked
927 ^ x and y position the field relative to the top left of the menu
928 ^ w and h are the size of the field
929 ^ fields are a set height, but will be vertically centred on h
930 ^ Position and size units are inventory slots
931 ^ name is the name of the field as returned in fields to on_receive_fields
932 ^ label, if not blank, will be text printed on the top left above the field
933 ^ default is the default value of the field
934 ^ default may contain variable references such as '${text}' which
935 will fill the value from the metadata value 'text'
936 ^ Note: no extra text or more than a single variable is supported ATM.
938 field[<name>;<label>;<default>]
939 ^ as above but without position/size units
940 ^ special field for creating simple forms, such as sign text input
941 ^ must be used without a size[] element
942 ^ a 'Proceed' button will be added automatically
944 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
945 ^ same as fields above, but with multi-line input
947 label[<X>,<Y>;<label>]
948 ^ x and y work as per field
949 ^ label is the text on the label
950 ^ Position and size units are inventory slots
952 vertlabel[<X>,<Y>;<label>]
953 ^ Textual label drawn verticaly
954 ^ x and y work as per field
955 ^ label is the text on the label
956 ^ Position and size units are inventory slots
958 button[<X>,<Y>;<W>,<H>;<name>;<label>]
959 ^ Clickable button. When clicked, fields will be sent.
960 ^ x, y and name work as per field
961 ^ w and h are the size of the button
962 ^ label is the text on the button
963 ^ Position and size units are inventory slots
965 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
966 ^ x, y, w, h, and name work as per button
967 ^ texture name is the filename of an image
968 ^ Position and size units are inventory slots
970 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
971 ^ x, y, w, h, and name work as per button
972 ^ texture name is the filename of an image
973 ^ Position and size units are inventory slots
974 ^ noclip true meand imagebutton doesn't need to be within specified formsize
975 ^ drawborder draw button bodrer or not
977 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
978 ^ x, y, w, h, and name work as per button
979 ^ texture name is the filename of an image
980 ^ Position and size units are inventory slots
981 ^ noclip true meand imagebutton doesn't need to be within specified formsize
982 ^ drawborder draw button bodrer or not
983 ^ pressed texture name is the filename of an image on pressed state
985 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
986 ^ x, y, w, h, name and label work as per button
987 ^ item name is the registered name of an item/node,
988 tooltip will be made out of its descritption
989 ^ Position and size units are inventory slots
991 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
992 ^ When clicked, fields will be sent and the form will quit.
994 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
995 ^ When clicked, fields will be sent and the form will quit.
997 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
998 ^Scrollabel itemlist showing arbitrary text elements
999 ^ x and y position the itemlist relative to the top left of the menu
1000 ^ w and h are the size of the itemlist
1001 ^ name fieldname sent to server on doubleclick value is current selected element
1002 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1003 ^ if you want a listelement to start with # write ##
1005 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1006 ^Scrollabel itemlist showing arbitrary text elements
1007 ^ x and y position the itemlist relative to the top left of the menu
1008 ^ w and h are the size of the itemlist
1009 ^ name fieldname sent to server on doubleclick value is current selected element
1010 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1011 ^ if you want a listelement to start with # write ##
1012 ^ index to be selected within textlist
1013 ^ true/false draw transparent background
1015 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1016 ^ show a tabHEADER at specific position (ignores formsize)
1017 ^ x and y position the itemlist relative to the top left of the menu
1018 ^ name fieldname data is transfered to lua
1019 ^ caption 1... name shown on top of tab
1020 ^ current_tab index of selected tab 1...
1021 ^ transparent (optional) show transparent
1022 ^ draw_border (optional) draw border
1024 box[<X>,<Y>;<W>,<H>;<color>]
1025 ^ simple colored semitransparent box
1026 ^ x and y position the box relative to the top left of the menu
1027 ^ w and h are the size of box
1028 ^ color in HEX-Color format
1030 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1031 ^ show a dropdown field
1032 ^ x and y position of dropdown
1034 ^ fieldname data is transfered to lua
1035 ^ items to be shown in dropdown
1036 ^ index of currently selected dropdown item
1037 ^ color in hexadecimal format RRGGBB (only)
1039 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1041 ^ x and y position of checkbox
1042 ^ name fieldname data is transfered to lua
1043 ^ label to be shown left of checkbox
1044 ^ selected (optional) true/false
1046 Note: do NOT use a element name starting with "key_" those names are reserved to
1047 pass key press events to formspec!
1051 - "context": Selected node metadata (deprecated: "current_name")
1052 - "current_player": Player to whom the menu is shown
1053 - "player:<name>": Any player
1054 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1055 - "detached:<name>": A detached inventory
1060 ^ defines a color in hexadecimal format
1062 ^ defines a color in hexadecimal format and alpha channel
1064 ^ defines a color in hexadecimal format
1066 ^ defines a color in hexadecimal format and alpha channel
1070 vector.new([x[, y, z]]) -> vector
1071 ^ x is a table or the x position.
1072 vector.direction(p1, p2) -> vector
1073 vector.distance(p1, p2) -> number
1074 vector.length(v) -> number
1075 vector.normalize(v) -> vector
1076 vector.round(v) -> vector
1077 vector.equals(v1, v2) -> bool
1078 For the folowing x can be either a vector or a number.
1079 vector.add(v, x) -> vector
1080 vector.subtract(v, x) -> vector
1081 vector.multiply(v, x) -> vector
1082 vector.divide(v, x) -> vector
1086 dump2(obj, name="_", dumped={})
1087 ^ Return object serialized as a string, handles reference loops
1088 dump(obj, dumped={})
1089 ^ Return object serialized as a string
1091 ^ Get the hypotenuse of a triangle with legs x and y.
1092 Usefull for distance calculation.
1093 string:split(separator)
1094 ^ eg. string:split("a,b", ",") == {"a","b"}
1096 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1097 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1098 ^ Convert position to a printable string
1099 minetest.string_to_pos(string) -> position
1100 ^ Same but in reverse
1101 minetest.formspec_escape(string) -> string
1102 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1103 minetest.is_yes(arg)
1104 ^ returns whether arg can be interpreted as yes
1106 minetest namespace reference
1107 -----------------------------
1109 minetest.get_current_modname() -> string
1110 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1111 ^ Useful for loading additional .lua modules or static data from mod
1112 minetest.get_modnames() -> list of installed mods
1113 ^ Return a list of installed mods, sorted alphabetically
1114 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1115 ^ Useful for storing custom data
1116 minetest.is_singleplayer()
1118 ^ table containing API feature flags: {foo=true, bar=true}
1119 minetest.has_feature(arg) -> bool, missing_features
1120 ^ arg: string or table in format {foo=true, bar=true}
1121 ^ missing_features: {foo=true, bar=true}
1124 minetest.debug(line)
1125 ^ Always printed to stderr and logfile (print() is redirected here)
1127 minetest.log(loglevel, line)
1128 ^ loglevel one of "error", "action", "info", "verbose"
1130 Registration functions: (Call these only at load time)
1131 minetest.register_entity(name, prototype table)
1132 minetest.register_abm(abm definition)
1133 minetest.register_node(name, node definition)
1134 minetest.register_tool(name, item definition)
1135 minetest.register_craftitem(name, item definition)
1136 minetest.register_alias(name, convert_to)
1137 minetest.register_craft(recipe)
1138 minetest.register_ore(ore definition)
1139 minetest.register_decoration(decoration definition)
1141 Global callback registration functions: (Call these only at load time)
1142 minetest.register_globalstep(func(dtime))
1143 ^ Called every server step, usually interval of 0.1s
1144 minetest.register_on_shutdown(func())
1145 ^ Called before server shutdown
1146 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1147 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1148 semi-frequent intervals as well as on server shutdown.
1149 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1150 ^ Called when a node has been placed
1151 ^ If return true no item is taken from itemstack
1152 ^ Not recommended; use on_construct or after_place_node in node definition
1154 minetest.register_on_dignode(func(pos, oldnode, digger))
1155 ^ Called when a node has been dug.
1156 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1158 minetest.register_on_punchnode(func(pos, node, puncher))
1159 ^ Called when a node is punched
1160 minetest.register_on_generated(func(minp, maxp, blockseed))
1161 ^ Called after generating a piece of world. Modifying nodes inside the area
1162 is a bit faster than usually.
1163 minetest.register_on_newplayer(func(ObjectRef))
1164 ^ Called after a new player has been created
1165 minetest.register_on_dieplayer(func(ObjectRef))
1166 ^ Called when a player dies
1167 minetest.register_on_respawnplayer(func(ObjectRef))
1168 ^ Called when player is to be respawned
1169 ^ Called _before_ repositioning of player occurs
1170 ^ return true in func to disable regular player placement
1171 minetest.register_on_prejoinplayer(func(name, ip))
1172 ^ Called before a player joins the game
1173 ^ If it returns a string, the player is disconnected with that string as reason
1174 minetest.register_on_joinplayer(func(ObjectRef))
1175 ^ Called when a player joins the game
1176 minetest.register_on_leaveplayer(func(ObjectRef))
1177 ^ Called when a player leaves the game
1178 minetest.register_on_cheat(func(ObjectRef, cheat))
1179 ^ Called when a player cheats
1180 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1181 minetest.register_on_chat_message(func(name, message))
1182 ^ Called always when a player says something
1183 minetest.register_on_player_receive_fields(func(player, formname, fields))
1184 ^ Called when a button is pressed in player's inventory form
1185 ^ Newest functions are called first
1186 ^ If function returns true, remaining functions are not called
1187 minetest.register_on_mapgen_init(func(MapgenParams))
1188 ^ Called just before the map generator is initialized but before the environment is initialized
1189 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1190 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1191 ^ Called when player crafts something
1192 ^ itemstack is the output
1193 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1194 ^ craft_inv is the inventory with the crafting grid
1195 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1196 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1197 ^ The same as before, except that it is called before the player crafts, to make
1198 ^ craft prediction, and it should not change anything.
1199 minetest.register_on_protection_violation(func(pos, name))
1200 ^ Called by builtin and mods when a player violates protection at a position
1201 (eg, digs a node or punches a protected entity).
1202 ^ The registered functions can be called using minetest.record_protection_violation
1203 ^ The provided function should check that the position is protected by the mod
1204 calling this function before it prints a message, if it does, to allow for
1205 multiple protection mods.
1207 Other registration functions:
1208 minetest.register_chatcommand(cmd, chatcommand definition)
1209 minetest.register_privilege(name, definition)
1210 ^ definition: "description text"
1212 description = "description text",
1213 give_to_singleplayer = boolean, -- default: true
1215 minetest.register_authentication_handler(handler)
1216 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1219 minetest.setting_set(name, value)
1220 minetest.setting_get(name) -> string or nil
1221 minetest.setting_setbool(name, value)
1222 minetest.setting_getbool(name) -> boolean value or nil
1223 minetest.setting_get_pos(name) -> position or nil
1224 minetest.setting_save() -> nil, save all settings to config file
1227 minetest.notify_authentication_modified(name)
1228 ^ Should be called by the authentication handler if privileges change.
1229 ^ To report everybody, set name=nil.
1230 minetest.get_password_hash(name, raw_password)
1231 ^ Convert a name-password pair to a password hash that minetest can use
1232 minetest.string_to_privs(str) -> {priv1=true,...}
1233 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1234 ^ Convert between two privilege representations
1235 minetest.set_player_password(name, password_hash)
1236 minetest.set_player_privs(name, {priv1=true,...})
1237 minetest.get_player_privs(name) -> {priv1=true,...}
1238 minetest.auth_reload()
1239 ^ These call the authentication handler
1240 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1241 ^ A quickhand for checking privileges
1242 minetest.get_player_ip(name) -> IP address string
1245 minetest.chat_send_all(text)
1246 minetest.chat_send_player(name, text, prepend)
1247 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1251 minetest.set_node(pos, node)
1252 minetest.add_node(pos, node): alias set_node(pos, node)
1253 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1254 minetest.swap_node(pos, node)
1255 ^ Set node at position, but don't remove metadata
1256 minetest.remove_node(pos)
1257 ^ Equivalent to set_node(pos, "air")
1258 minetest.get_node(pos)
1259 ^ Returns {name="ignore", ...} for unloaded area
1260 minetest.get_node_or_nil(pos)
1261 ^ Returns nil for unloaded area
1262 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1263 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1265 minetest.place_node(pos, node)
1266 ^ Place node with the same effects that a player would cause
1267 minetest.dig_node(pos)
1268 ^ Dig node with the same effects that a player would cause
1269 minetest.punch_node(pos)
1270 ^ Punch node with the same effects that a player would cause
1272 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1273 minetest.get_node_timer(pos) -- Get NodeTimerRef
1275 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1276 ^ Returns ObjectRef, or nil if failed
1277 minetest.add_item(pos, item): Spawn item
1278 ^ Returns ObjectRef, or nil if failed
1279 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1280 minetest.get_objects_inside_radius(pos, radius)
1281 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1282 minetest.get_timeofday()
1283 minetest.get_gametime(): returns the time, in seconds, since the world was created
1284 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1285 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1286 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1287 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1288 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1289 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1290 minetest.get_voxel_manip()
1291 ^ Return voxel manipulator object
1292 minetest.set_gen_notify(flags)
1293 ^ Set the types of on-generate notifications that should be collected
1294 ^ flags is a comma-delimited combination of:
1295 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1296 minetest.get_mapgen_object(objectname)
1297 ^ Return requested mapgen object if available (see Mapgen objects)
1298 minetest.set_mapgen_params(MapgenParams)
1299 ^ Set map generation parameters
1300 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1301 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1302 ^ Leave field unset to leave that parameter unchanged
1303 ^ flagmask field must be set to all mapgen flags that are being modified
1304 ^ flags contains only the flags that are being set
1305 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1306 minetest.clear_objects()
1307 ^ clear all objects in the environments
1308 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1309 ^ Check if there is a direct line of sight between pos1 and pos2
1310 ^ Returns the position of the blocking node when false
1311 ^ pos1 First position
1312 ^ pos2 Second position
1313 ^ stepsize smaller gives more accurate results but requires more computing
1315 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1316 ^ -> table containing path
1317 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1318 ^ pos1: start position
1319 ^ pos2: end position
1320 ^ searchdistance: number of blocks to search in each direction
1321 ^ max_jump: maximum height difference to consider walkable
1322 ^ max_drop: maximum height difference to consider droppable
1323 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1324 minetest.spawn_tree (pos, {treedef})
1325 ^ spawns L-System tree at given pos with definition in treedef table
1326 minetest.transforming_liquid_add(pos)
1327 ^ add node to liquid update queue
1328 minetest.get_node_max_level(pos)
1329 ^ get max available level for leveled node
1330 minetest.get_node_level(pos)
1331 ^ get level of leveled node (water, snow)
1332 minetest.set_node_level(pos, level)
1333 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1334 minetest.add_node_level(pos, level)
1335 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1336 minetest.get_heat(pos)
1338 minetest.get_humidity(pos)
1342 minetest.get_inventory(location) -> InvRef
1343 ^ location = eg. {type="player", name="celeron55"}
1344 {type="node", pos={x=, y=, z=}}
1345 {type="detached", name="creative"}
1346 minetest.create_detached_inventory(name, callbacks) -> InvRef
1347 ^ callbacks: See "Detached inventory callbacks"
1348 ^ Creates a detached inventory. If it already exists, it is cleared.
1349 minetest.show_formspec(playername, formname, formspec)
1350 ^ playername: name of player to show formspec
1351 ^ formname: name passed to on_player_receive_fields callbacks
1352 ^ should follow "modname:<whatever>" naming convention
1353 ^ formspec: formspec to display
1356 minetest.inventorycube(img1, img2, img3)
1357 ^ Returns a string for making an image of a cube (useful as an item image)
1358 minetest.get_pointed_thing_position(pointed_thing, above)
1359 ^ Get position of a pointed_thing (that you can get from somewhere)
1360 minetest.dir_to_facedir(dir, is6d)
1361 ^ 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
1362 minetest.facedir_to_dir(facedir)
1363 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1364 minetest.dir_to_wallmounted(dir)
1365 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1366 minetest.get_node_drops(nodename, toolname)
1367 ^ Returns list of item names.
1368 ^ Note: This will be removed or modified in a future version.
1369 minetest.get_craft_result(input) -> output, decremented_input
1370 ^ input.method = 'normal' or 'cooking' or 'fuel'
1371 ^ input.width = for example 3
1372 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1373 stack 5, stack 6, stack 7, stack 8, stack 9 }
1374 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1375 ^ output.time = number, if unsuccessful: 0
1376 ^ decremented_input = like input
1377 minetest.get_craft_recipe(output) -> input
1378 ^ returns last registered recipe for output item (node)
1379 ^ output is a node or item type such as 'default:torch'
1380 ^ input.method = 'normal' or 'cooking' or 'fuel'
1381 ^ input.width = for example 3
1382 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1383 stack 5, stack 6, stack 7, stack 8, stack 9 }
1384 ^ input.items = nil if no recipe found
1385 minetest.get_all_craft_recipes(query item) -> table or nil
1386 ^ returns indexed table with all registered recipes for query item (node)
1387 or nil if no recipe was found
1390 method = 'normal' or 'cooking' or 'fuel'
1391 width = 0-3, 0 means shapeless recipe
1392 items = indexed [1-9] table with recipe items
1393 output = string with item name and quantity
1395 Example query for default:gold_ingot will return table:
1397 1={type = "cooking", width = 3, output = "default:gold_ingot",
1398 items = {1 = "default:gold_lump"}},
1399 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1400 items = {1 = "default:goldblock"}}
1402 minetest.handle_node_drops(pos, drops, digger)
1403 ^ drops: list of itemstrings
1404 ^ Handles drops from nodes after digging: Default action is to put them into
1406 ^ Can be overridden to get different functionality (eg. dropping items on
1410 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1411 ^ Find who has done something to a node, or near a node
1412 ^ actor: "player:<name>", also "liquid".
1413 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1414 ^ Revert latest actions of someone
1415 ^ actor: "player:<name>", also "liquid".
1417 Defaults for the on_* item definition functions:
1418 (These return the leftover itemstack)
1419 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1420 ^ Place item as a node
1421 ^ param2 overrides facedir and wallmounted param2
1422 ^ returns itemstack, success
1423 minetest.item_place_object(itemstack, placer, pointed_thing)
1425 minetest.item_place(itemstack, placer, pointed_thing, param2)
1426 ^ Use one of the above based on what the item is.
1427 ^ Calls on_rightclick of pointed_thing.under if defined instead
1428 ^ Note: is not called when wielded item overrides on_place
1429 ^ param2 overrides facedir and wallmounted param2
1430 ^ returns itemstack, success
1431 minetest.item_drop(itemstack, dropper, pos)
1433 minetest.item_eat(hp_change, replace_with_item)
1434 ^ Eat the item. replace_with_item can be nil.
1436 Defaults for the on_punch and on_dig node definition callbacks:
1437 minetest.node_punch(pos, node, puncher)
1438 ^ Calls functions registered by minetest.register_on_punchnode()
1439 minetest.node_dig(pos, node, digger)
1440 ^ Checks if node can be dug, puts item into inventory, removes node
1441 ^ Calls functions registered by minetest.registered_on_dignodes()
1444 minetest.sound_play(spec, parameters) -> handle
1445 ^ spec = SimpleSoundSpec
1446 ^ parameters = sound parameter table
1447 minetest.sound_stop(handle)
1450 minetest.after(time, func, ...)
1451 ^ Call function after time seconds
1452 ^ Optional: Variable number of arguments that are passed to func
1455 minetest.request_shutdown() -> request for server shutdown
1456 minetest.get_server_status() -> server status string
1459 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1460 minetest.get_ban_description(ip_or_name) -> ban description (string)
1461 minetest.ban_player(name) -> ban a player
1462 minetest.unban_player_or_ip(name) -> unban player or IP address
1465 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1466 size, collisiondetection, texture, playername)
1467 ^ Spawn particle at pos with velocity and acceleration
1468 ^ Disappears after expirationtime seconds
1469 ^ collisiondetection: if true collides with physical objects
1470 ^ Uses texture (string)
1471 ^ Playername is optional, if specified spawns particle only on the player's client
1473 minetest.add_particlespawner(amount, time,
1477 minexptime, maxexptime,
1479 collisiondetection, texture, playername)
1480 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1481 ^ The particle's properties are random values in between the boundings:
1482 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1483 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1484 ^ collisiondetection: if true uses collisiondetection
1485 ^ Uses texture (string)
1486 ^ Playername is optional, if specified spawns particle only on the player's client
1487 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1490 minetest.delete_particlespawner(id, player)
1491 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1492 ^ If playername is specified, only deletes on the player's client,
1493 ^ otherwise on all clients
1496 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1497 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1498 ^ Apply the specified probability values to the specified nodes in probability_list.
1499 ^ probability_list is an array of tables containing two fields, pos and prob.
1500 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1501 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1502 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1503 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1504 ^ If probability_list is nil, no probabilities are applied.
1505 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1506 ^ the y position of the slice with a probability applied.
1507 ^ If slice probability list is nil, no slice probabilities are applied.
1508 ^ Saves schematic in the Minetest Schematic format to filename.
1510 minetest.place_schematic(pos, schematic, rotation, replacements)
1511 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1512 ^ Rotation can be "0", "90", "180", "270", or "random".
1513 ^ If the rotation parameter is omitted, the schematic is not rotated.
1514 ^ replacements = {{"oldname", "convert_to"}, ...}
1517 minetest.get_connected_players() -> list of ObjectRefs
1518 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1519 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1520 minetest.get_item_group(name, group) -> rating
1521 ^ Get rating of a group of an item. (0 = not in group)
1522 minetest.get_node_group(name, group) -> rating
1523 ^ Deprecated: An alias for the former.
1524 minetest.get_content_id(name) -> integer
1525 ^ Gets the internal content ID of name
1526 minetest.get_name_from_content_id(content_id) -> string
1527 ^ Gets the name of the content with that content ID
1528 minetest.parse_json(string[, nullvalue]) -> something
1529 ^ Convert a string containing JSON data into the Lua equivalent
1530 ^ nullvalue: returned in place of the JSON null; defaults to nil
1531 ^ On success returns a table, a string, a number, a boolean or nullvalue
1532 ^ On failure outputs an error message and returns nil
1533 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1534 minetest.write_json(data[, styled]) -> string or nil and error message
1535 ^ Convert a Lua table into a JSON string
1536 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1537 ^ Un-serializable things like functions and userdata are saved as null.
1538 ^ Warning: JSON is more strict than the Lua table format.
1539 1. You can only use strings and positive integers of at least one as keys.
1540 2. You can not mix string and integer keys.
1541 This is due to the fact that Javascript has two distinct array and object values.
1542 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1543 minetest.serialize(table) -> string
1544 ^ Convert a table containing tables, strings, numbers, booleans and nils
1545 into string form readable by minetest.deserialize
1546 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1547 minetest.deserialize(string) -> table
1548 ^ Convert a string returned by minetest.deserialize into a table
1549 ^ String is loaded in an empty sandbox environment.
1550 ^ Will load functions, but they cannot access the global environment.
1551 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1552 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1553 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1554 minetest.is_protected(pos, name) -> bool
1555 ^ This function should be overriden by protection mods and should be used to
1556 check if a player can interact at a position.
1557 ^ This function should call the old version of itself if the position is not
1558 protected by the mod.
1560 local old_is_protected = minetest.is_protected
1561 function minetest.is_protected(pos, name)
1562 if mymod:position_protected_from(pos, name) then
1565 return old_is_protected(pos, name)
1567 minetest.record_protection_violation(pos, name)
1568 ^ This function calls functions registered with
1569 minetest.register_on_protection_violation.
1570 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1571 ^ Attempt to predict the desired orientation of the facedir-capable node
1572 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1573 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1574 field is false or omitted (else, the itemstack is not changed). orient_flags
1575 is an optional table containing extra tweaks to the placement code:
1576 invert_wall: if true, place wall-orientation on the ground and ground-
1577 orientation on the wall.
1578 force_wall: if true, always place the node in wall orientation.
1579 force_ceiling: if true, always place on the ceiling.
1580 force_floor: if true, always place the node on the floor.
1582 The above four options are mutually-exclusive; the last in the list takes
1583 precedence over the first.
1585 force_facedir: if true, forcably reset the facedir to north when placing on
1586 the floor or ceiling
1588 minetest.rotate_node(itemstack, placer, pointed_thing)
1589 ^ calls rotate_and_place() with infinitestacks set according to the state of
1590 the creative mode setting, and checks for "sneak" to set the invert_wall
1594 minetest.env - EnvRef of the server environment and world.
1595 ^ Any function in the minetest namespace can be called using the syntax
1596 minetest.env:somefunction(somearguments)
1598 minetest.somefunction(somearguments)
1599 ^ Deprecated, but support is not to be dropped soon
1602 minetest.registered_items
1603 ^ List of registered items, indexed by name
1604 minetest.registered_nodes
1605 ^ List of registered node definitions, indexed by name
1606 minetest.registered_craftitems
1607 ^ List of registered craft item definitions, indexed by name
1608 minetest.registered_tools
1609 ^ List of registered tool definitions, indexed by name
1610 minetest.registered_entities
1611 ^ List of registered entity prototypes, indexed by name
1612 minetest.object_refs
1613 ^ List of object references, indexed by active object id
1614 minetest.luaentities
1615 ^ List of lua entities, indexed by active object id
1619 NodeMetaRef: Node metadata - reference extra data and functionality stored
1621 - Can be gotten via minetest.get_nodemeta(pos)
1623 - set_string(name, value)
1625 - set_int(name, value)
1627 - set_float(name, value)
1629 - get_inventory() -> InvRef
1630 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1631 - from_table(nil or {})
1632 ^ See "Node Metadata"
1634 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1635 - Can be gotten via minetest.get_node_timer(pos)
1637 - set(timeout,elapsed)
1638 ^ set a timer's state
1639 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1640 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1641 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1644 ^ equivelent to set(timeout,0)
1647 - get_timeout() -> current timeout in seconds
1648 ^ if timeout is 0, timer is inactive
1649 - get_elapsed() -> current elapsed time in seconds
1650 ^ the node's on_timer function will be called after timeout-elapsed seconds
1651 - is_started() -> boolean state of timer
1652 ^ returns true if timer is started, otherwise false
1654 ObjectRef: Moving things in the game are generally these
1655 (basically reference to a C++ ServerActiveObject)
1657 - remove(): remove object (after returning from Lua)
1658 - getpos() -> {x=num, y=num, z=num}
1659 - setpos(pos); pos={x=num, y=num, z=num}
1660 - moveto(pos, continuous=false): interpolated move
1661 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1662 ^ puncher = an another ObjectRef,
1663 ^ time_from_last_punch = time since last punch action of the puncher
1664 ^ direction: can be nil
1665 - right_click(clicker); clicker = an another ObjectRef
1666 - get_hp(): returns number of hitpoints (2 * number of hearts)
1667 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1668 - get_inventory() -> InvRef
1669 - get_wield_list(): returns the name of the inventory list the wielded item is in
1670 - get_wield_index(): returns the index of the wielded item
1671 - get_wielded_item() -> ItemStack
1672 - set_wielded_item(item): replaces the wielded item, returns true if successful
1673 - set_armor_groups({group1=rating, group2=rating, ...})
1674 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1675 - set_attach(parent, bone, position, rotation)
1677 ^ position = {x=num, y=num, z=num} (relative)
1678 ^ rotation = {x=num, y=num, z=num}
1680 - set_bone_position(bone, position, rotation)
1682 ^ position = {x=num, y=num, z=num} (relative)
1683 ^ rotation = {x=num, y=num, z=num}
1684 - set_properties(object property table)
1685 LuaEntitySAO-only: (no-op for other objects)
1686 - setvelocity({x=num, y=num, z=num})
1687 - getvelocity() -> {x=num, y=num, z=num}
1688 - setacceleration({x=num, y=num, z=num})
1689 - getacceleration() -> {x=num, y=num, z=num}
1691 - getyaw() -> radians
1692 - settexturemod(mod)
1693 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1694 - select_horiz_by_yawpitch=false)
1695 ^ Select sprite from spritesheet with optional animation and DM-style
1696 texture selection based on yaw relative to camera
1697 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1699 Player-only: (no-op for other objects)
1700 - is_player(): true for players, false for others
1701 - get_player_name(): returns "" if is not a player
1702 - get_look_dir(): get camera direction as a unit vector
1703 - get_look_pitch(): pitch in radians
1704 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1705 - set_look_pitch(radians): sets look pitch
1706 - set_look_yaw(radians): sets look yaw
1707 - get_breath() : returns players breath
1708 - set_breath(value) : sets players breath
1709 values: 0 player is drowning,
1710 1-10 number of bubbles remain,
1711 11 bubbles bar is not shown
1712 - set_inventory_formspec(formspec)
1713 ^ Redefine player's inventory form
1714 ^ Should usually be called in on_joinplayer
1715 - get_inventory_formspec() -> formspec string
1716 - get_player_control(): returns table with player pressed keys
1717 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1718 - get_player_control_bits(): returns integer with bit packed player pressed keys
1719 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1720 - set_physics_override({
1721 speed = 1.0, -- multiplier to default value
1722 jump = 1.0, -- multiplier to default value
1723 gravity = 1.0, -- multiplier to default value
1724 sneak = true, -- whether player can sneak
1725 sneak_glitch = true, -- whether player can use the sneak glitch
1727 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1728 - hud_remove(id): remove the HUD element of the specified id
1729 - hud_change(id, stat, value): change a value of a previously added HUD element
1730 ^ element stat values: position, name, scale, text, number, item, dir
1731 - hud_get(id): gets the HUD element definition structure of the specified ID
1732 - hud_set_flags(flags): sets specified HUD flags to true/false
1733 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1734 ^ pass a table containing a true/false value of each flag to be set or unset
1735 ^ if a flag is nil, the flag is not modified
1736 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1737 ^ count: number of items, must be between 1 and 23
1738 - hud_set_hotbar_image(texturename)
1739 ^ sets background image for hotbar
1740 - hud_set_hotbar_selected_image(texturename)
1741 ^ sets image for selected item of hotbar
1743 InvRef: Reference to an inventory
1745 - is_empty(listname): return true if list is empty
1746 - get_size(listname): get size of a list
1747 - set_size(listname, size): set size of a list
1748 ^ returns false on error (e.g. invalid listname or listsize)
1749 - get_width(listname): get width of a list
1750 - set_width(listname, width): set width of list; currently used for crafting
1751 - get_stack(listname, i): get a copy of stack index i in list
1752 - set_stack(listname, i, stack): copy stack to index i in list
1753 - get_list(listname): return full list
1754 - set_list(listname, list): set full list (size will not change)
1755 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1756 - room_for_item(listname, stack): returns true if the stack of items
1757 can be fully added to the list
1758 - contains_item(listname, stack): returns true if the stack of items
1759 can be fully taken from the list
1760 remove_item(listname, stack): take as many items as specified from the list,
1761 returns the items that were actually removed (as an ItemStack)
1762 - get_location() -> location compatible to minetest.get_inventory(location)
1763 -> {type="undefined"} in case location is not known
1765 ItemStack: A stack of items.
1766 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1768 - is_empty(): return true if stack is empty
1769 - get_name(): returns item name (e.g. "default:stone")
1770 - set_name(itemname)
1771 - get_count(): returns number of items on the stack
1773 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1775 - get_metadata(): returns metadata (a string attached to an item stack)
1776 - set_metadata(metadata)
1777 - clear(): removes all items from the stack, making it empty
1778 - replace(item): replace the contents of this stack (item can also
1779 be an itemstring or table)
1780 - to_string(): returns the stack in itemstring form
1781 - to_table(): returns the stack in Lua table form
1782 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1783 - get_free_space(): returns get_stack_max() - get_count()
1784 - is_known(): returns true if the item name refers to a defined item type
1785 - get_definition(): returns the item definition table
1786 - get_tool_capabilities(): returns the digging properties of the item,
1787 ^ or those of the hand if none are defined for this item type
1788 - add_wear(amount): increases wear by amount if the item is a tool
1789 - add_item(item): put some item or stack onto this stack,
1790 ^ returns leftover ItemStack
1791 - item_fits(item): returns true if item or stack can be fully added to this one
1792 - take_item(n): take (and remove) up to n items from this stack
1793 ^ returns taken ItemStack
1794 ^ if n is omitted, n=1 is used
1795 - peek_item(n): copy (don't remove) up to n items from this stack
1796 ^ returns copied ItemStack
1797 ^ if n is omitted, n=1 is used
1799 PseudoRandom: A pseudorandom number generator
1800 - Can be created via PseudoRandom(seed)
1802 - next(): return next integer random number [0...32767]
1803 - next(min, max): return next integer random number [min...max]
1804 (max - min) must be 32767 or <= 6553 due to the simple
1805 implementation making bad distribution otherwise.
1807 PerlinNoise: A perlin noise generator
1808 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1809 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1811 - get2d(pos) -> 2d noise value at pos={x=,y=}
1812 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1814 PerlinNoiseMap: A fast, bulk perlin noise generator
1815 - Can be created via PerlinNoiseMap(noiseparams, size)
1816 - Also minetest.get_perlin_map(noiseparams, size)
1818 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1819 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1820 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1821 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1823 VoxelManip: An interface to the MapVoxelManipulator for Lua
1824 - Can be created via VoxelManip()
1825 - Also minetest.get_voxel_manip()
1827 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1828 ^ returns actual emerged pmin, actual emerged pmax
1829 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1830 ^ important: data must be set using VoxelManip:set_data before calling this
1831 - get_data(): Gets the data read into the VoxelManip object
1832 ^ returns raw node data is in the form of an array of node content ids
1833 - set_data(data): Sets the data contents of the VoxelManip object
1834 - update_map(): Update map after writing chunk back to map.
1835 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1836 ^ retrieved from minetest.get_mapgen_object
1837 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1838 ^ light is a table, {day=<0...15>, night=<0...15>}
1839 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1840 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1841 - get_light_data(): Gets the light data read into the VoxelManip object
1842 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1843 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1844 ^ light = day + (night * 16)
1845 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
1846 ^ expects lighting data in the same format that get_light_data() returns
1847 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
1848 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1849 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1850 - update_liquids(): Update liquid flow
1852 VoxelArea: A helper class for voxel areas
1853 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1854 - Coordinates are *inclusive*, like most other things in Minetest
1856 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1857 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1858 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1859 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1860 - indexp(p): same as above, except takes a vector
1861 - position(i): returns the absolute position vector corresponding to index i
1862 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1863 - containsp(p): same as above, except takes a vector
1864 - containsi(i): same as above, except takes an index
1865 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1866 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1867 - iterp(minp, maxp): same as above, except takes a vector
1869 Settings: An interface to read config files in the format of minetest.conf
1870 - Can be created via Settings(filename)
1873 - get_bool(key) -> boolean
1875 - remove(key) -> success
1876 - get_names() -> {key1,...}
1877 - write() -> success
1878 ^ write changes to file
1879 - to_table() -> {[key1]=value1,...}
1883 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1884 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1885 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1886 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1888 The following Mapgen objects are currently available:
1891 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1892 order. All mapgens support this object.
1895 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1896 generated chunk by the current mapgen.
1899 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1903 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1907 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1911 Returns a table mapping requested generation notification types to arrays of positions at which the
1912 corresponding generated structures are located at within the current chunk. To set the capture of positions
1913 of interest to be recorded on generate, use minetest.set_gen_notify().
1914 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1917 --------------------
1918 - Functions receive a "luaentity" as self:
1919 - It has the member .name, which is the registered name ("mod:thing")
1920 - It has the member .object, which is an ObjectRef pointing to the object
1921 - The original prototype stuff is visible directly via a metatable
1923 - on_activate(self, staticdata)
1924 ^ Called when the object is instantiated.
1925 - on_step(self, dtime)
1926 ^ Called on every server tick (dtime is usually 0.1 seconds)
1927 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1928 ^ Called when somebody punches the object.
1929 ^ Note that you probably want to handle most punches using the
1930 automatic armor group system.
1931 ^ puncher: ObjectRef (can be nil)
1932 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1933 ^ tool_capabilities: capability table of used tool (can be nil)
1934 ^ dir: unit vector of direction of punch. Always defined. Points from
1935 the puncher to the punched.
1936 - on_rightclick(self, clicker)
1937 - get_staticdata(self)
1938 ^ Should return a string that will be passed to on_activate when
1939 the object is instantiated the next time.
1944 axiom, - string initial tree axiom
1945 rules_a, - string rules set A
1946 rules_b, - string rules set B
1947 rules_c, - string rules set C
1948 rules_d, - string rules set D
1949 trunk, - string trunk node name
1950 leaves, - string leaves node name
1951 leaves2, - string secondary leaves node name
1952 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1953 angle, - num angle in deg
1954 iterations, - num max # of iterations, usually 2 -5
1955 random_level, - num factor to lower nr of iterations, usually 0 - 3
1956 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1957 thin_branches, - boolean true -> use thin (1 node) branches
1958 fruit, - string fruit node name
1959 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1960 seed, - num random seed
1963 Key for Special L-System Symbols used in Axioms
1964 G - move forward one unit with the pen up
1965 F - move forward one unit with the pen down drawing trunks and branches
1966 f - move forward one unit with the pen down drawing leaves (100% chance)
1967 T - move forward one unit with the pen down drawing trunks only
1968 R - move forward one unit with the pen down placing fruit
1969 A - replace with rules set A
1970 B - replace with rules set B
1971 C - replace with rules set C
1972 D - replace with rules set D
1973 a - replace with rules set A, chance 90%
1974 b - replace with rules set B, chance 80%
1975 c - replace with rules set C, chance 70%
1976 d - replace with rules set D, chance 60%
1977 + - yaw the turtle right by angle parameter
1978 - - yaw the turtle left by angle parameter
1979 & - pitch the turtle down by angle parameter
1980 ^ - pitch the turtle up by angle parameter
1981 / - roll the turtle to the right by angle parameter
1982 * - roll the turtle to the left by angle parameter
1983 [ - save in stack current state info
1984 ] - recover from stack state info
1986 Example usage: spawn small apple tree
1989 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1990 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1991 trunk="default:tree",
1992 leaves="default:leaves",
1996 trunk_type="single",
1999 fruit="default:apple"
2001 minetest.spawn_tree(pos,apple_tree)
2010 collide_with_objects = true, -- collide with other objects if physical=true
2012 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2013 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
2014 visual_size = {x=1, y=1},
2016 textures = {}, -- number of required textures depends on visual
2017 colors = {}, -- number of required colors depends on visual
2018 spritediv = {x=1, y=1},
2019 initial_sprite_basepos = {x=0, y=0},
2021 makes_footstep_sound = false,
2022 automatic_rotate = false,
2024 automatic_face_movement_dir = 0.0,
2025 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2028 Entity definition (register_entity)
2030 (Deprecated: Everything in object properties is read directly from here)
2032 initial_properties = <initial object properties>,
2034 on_activate = function(self, staticdata, dtime_s),
2035 on_step = function(self, dtime),
2036 on_punch = function(self, hitter),
2037 on_rightclick = function(self, clicker),
2038 get_staticdata = function(self),
2039 ^ Called sometimes; the string returned is passed to on_activate when
2040 the entity is re-activated from static state
2042 # Also you can define arbitrary member variables here
2043 myvariable = whatever,
2046 ABM (ActiveBlockModifier) definition (register_abm)
2048 -- In the following two fields, also group:groupname will work.
2049 nodenames = {"default:lava_source"},
2050 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2051 ^ If left out or empty, any neighbor will do
2052 interval = 1.0, -- (operation interval)
2053 chance = 1, -- (chance of trigger is 1.0/this)
2054 action = func(pos, node, active_object_count, active_object_count_wider),
2057 Item definition (register_node, register_craftitem, register_tool)
2059 description = "Steel Axe",
2060 groups = {}, -- key=name, value=rating; rating=1..3.
2061 if rating not applicable, use 1.
2062 eg. {wool=1, fluffy=3}
2063 {soil=2, outerspace=1, crumbly=1}
2064 {bendy=2, snappy=1},
2065 {hard=1, metal=1, spikes=1}
2066 inventory_image = "default_tool_steelaxe.png",
2068 wield_scale = {x=1,y=1,z=1},
2071 liquids_pointable = false,
2072 tool_capabilities = {
2073 full_punch_interval = 1.0,
2077 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2078 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2080 damage_groups = {groupname=damage},
2082 node_placement_prediction = nil,
2083 ^ If nil and item is node, prediction is made automatically
2084 ^ If nil and item is not a node, no prediction is made
2085 ^ If "" and item is anything, no prediction is made
2086 ^ Otherwise should be name of node which the client immediately places
2087 on ground when the player places the item. Server will always update
2088 actual result to client in a short moment.
2090 place = <SimpleSoundSpec>,
2093 on_place = func(itemstack, placer, pointed_thing),
2094 ^ Shall place item and return the leftover itemstack
2095 ^ default: minetest.item_place
2096 on_drop = func(itemstack, dropper, pos),
2097 ^ Shall drop item and return the leftover itemstack
2098 ^ default: minetest.item_drop
2099 on_use = func(itemstack, user, pointed_thing),
2101 ^ Function must return either nil if no item shall be removed from
2102 inventory, or an itemstack to replace the original itemstack.
2103 eg. itemstack:take_item(); return itemstack
2104 ^ Otherwise, the function is free to do what it wants.
2105 ^ The default functions handle regular use cases.
2106 after_use = func(itemstack, user, node, digparams),
2108 ^ If defined, should return an itemstack and will be called instead of
2109 wearing out the tool. If returns nil, does nothing.
2110 If after_use doesn't exist, it is the same as:
2111 function(itemstack, user, node, digparams)
2112 itemstack:add_wear(digparams.wear)
2119 - {name="image.png", animation={Tile Animation definition}}
2120 - {name="image.png", backface_culling=bool}
2121 ^ backface culling only supported in special tiles
2122 - deprecated still supported field names:
2125 Tile animation definition:
2126 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2128 Node definition (register_node)
2130 <all fields allowed in item definitions>,
2132 drawtype = "normal", -- See "Node drawtypes"
2134 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2135 ^ For plantlike, the image will start at the bottom of the node; for the
2136 ^ other drawtypes, the image will be centered on the node.
2137 ^ Note that positioning for "torchlike" may still change.
2138 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2139 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2140 ^ List can be shortened to needed length
2141 special_tiles = {tile definition 1, Tile definition 2},
2142 ^ Special textures of node; used rarely (old field name: special_materials)
2143 ^ List can be shortened to needed length
2145 use_texture_alpha = false, -- Use texture's alpha channel
2146 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2147 paramtype = "none", -- See "Nodes"
2148 paramtype2 = "none", -- See "Nodes"
2149 is_ground_content = false, -- Currently not used for anything
2150 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2151 walkable = true, -- If true, objects collide with node
2152 pointable = true, -- If true, can be pointed at
2153 diggable = true, -- If false, can never be dug
2154 climbable = false, -- If true, can be climbed on (ladder)
2155 buildable_to = false, -- If true, placed nodes can replace this node
2156 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2157 liquidtype = "none", -- "none"/"source"/"flowing"
2158 liquid_alternative_flowing = "", -- Flowing version of source liquid
2159 liquid_alternative_source = "", -- Source version of flowing liquid
2160 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2161 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2162 freezemelt = "", -- water for snow/ice, ice/snow for water
2163 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2164 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2165 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2166 light_source = 0, -- Amount of light emitted by node
2167 damage_per_second = 0, -- If player is inside node, this damage is caused
2168 node_box = {type="regular"}, -- See "Node boxes"
2169 selection_box = {type="regular"}, -- See "Node boxes"
2170 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2171 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2172 legacy_wallmounted = false, -- Support maps made in and before January 2012
2174 footstep = <SimpleSoundSpec>,
2175 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2176 dug = <SimpleSoundSpec>,
2177 place = <SimpleSoundSpec>,
2180 on_construct = func(pos),
2181 ^ Node constructor; always called after adding node
2182 ^ Can set up metadata and stuff like that
2184 on_destruct = func(pos),
2185 ^ Node destructor; always called before removing node
2187 after_destruct = func(pos, oldnode),
2188 ^ Node destructor; always called after removing node
2191 after_place_node = func(pos, placer, itemstack),
2192 ^ Called after constructing node when node was placed using
2193 minetest.item_place_node / minetest.place_node
2194 ^ If return true no item is taken from itemstack
2196 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2197 ^ oldmetadata is in table format
2198 ^ Called after destructing node when node was dug using
2199 minetest.node_dig / minetest.dig_node
2201 can_dig = function(pos,player)
2202 ^ returns true if node can be dug, or false if not
2205 on_punch = func(pos, node, puncher),
2206 ^ default: minetest.node_punch
2207 ^ By default: does nothing
2208 on_rightclick = func(pos, node, clicker, itemstack),
2210 ^ if defined, itemstack will hold clicker's wielded item
2211 Shall return the leftover itemstack
2212 on_dig = func(pos, node, digger),
2213 ^ default: minetest.node_dig
2214 ^ By default: checks privileges, wears out tool and removes node
2216 on_timer = function(pos,elapsed),
2218 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2219 ^ elapsed is the total time passed since the timer was started
2220 ^ return true to run the timer for another cycle with the same timeout value
2222 on_receive_fields = func(pos, formname, fields, sender),
2223 ^ fields = {name1 = value1, name2 = value2, ...}
2224 ^ Called when an UI form (eg. sign text input) returns data
2227 allow_metadata_inventory_move = func(pos, from_list, from_index,
2228 to_list, to_index, count, player),
2229 ^ Called when a player wants to move items inside the inventory
2230 ^ Return value: number of items allowed to move
2232 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2233 ^ Called when a player wants to put something into the inventory
2234 ^ Return value: number of items allowed to put
2235 ^ Return value: -1: Allow and don't modify item count in inventory
2237 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2238 ^ Called when a player wants to take something out of the inventory
2239 ^ Return value: number of items allowed to take
2240 ^ Return value: -1: Allow and don't modify item count in inventory
2242 on_metadata_inventory_move = func(pos, from_list, from_index,
2243 to_list, to_index, count, player),
2244 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2245 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2246 ^ Called after the actual action has happened, according to what was allowed.
2249 on_blast = func(pos, intensity),
2250 ^ intensity: 1.0 = mid range of regular TNT
2251 ^ If defined, called when an explosion touches the node, instead of
2255 Recipe for register_craft: (shaped)
2257 output = 'default:pick_stone',
2259 {'default:cobble', 'default:cobble', 'default:cobble'},
2260 {'', 'default:stick', ''},
2261 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2263 replacements = <optional list of item pairs,
2264 replace one input item with another item on crafting>
2267 Recipe for register_craft (shapeless)
2270 output = 'mushrooms:mushroom_stew',
2273 "mushrooms:mushroom_brown",
2274 "mushrooms:mushroom_red",
2276 replacements = <optional list of item pairs,
2277 replace one input item with another item on crafting>
2280 Recipe for register_craft (tool repair)
2282 type = "toolrepair",
2283 additional_wear = -0.02,
2286 Recipe for register_craft (cooking)
2289 output = "default:glass",
2290 recipe = "default:sand",
2294 Recipe for register_craft (furnace fuel)
2297 recipe = "default:leaves",
2301 Ore definition (register_ore)
2303 ore_type = "scatter", -- See "Ore types"
2304 ore = "default:stone_with_coal",
2305 wherein = "default:stone",
2306 ^ a list of nodenames is supported too
2307 clust_scarcity = 8*8*8,
2308 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2309 ^ This value should be *MUCH* higher than your intuition might tell you!
2311 ^ Number of ores in a cluster
2313 ^ Size of the bounding box of the cluster
2314 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2315 height_min = -31000,
2318 ^ Attributes for this ore generation
2319 noise_threshhold = 0.5,
2320 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2321 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2322 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2323 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2326 Decoration definition (register_decoration)
2328 deco_type = "simple", -- See "Decoration types"
2329 place_on = "default:dirt_with_grass",
2330 ^ Node that decoration can be placed on
2332 ^ Size of divisions made in the chunk being generated.
2333 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2335 ^ Ratio of the area to be uniformly filled by the decoration.
2336 ^ Used only if noise_params is not specified.
2337 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2338 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2339 ^ The result of this is multiplied by the 2d area of the division being decorated.
2340 biomes = {"Oceanside", "Hills", "Plains"},
2341 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2342 ^ and ignored if the Mapgen being used does not support biomes.
2344 ----- Simple-type parameters
2345 decoration = "default:grass",
2346 ^ The node name used as the decoration.
2347 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2349 ^ Number of nodes high the decoration is made.
2350 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2352 ^ Number of nodes the decoration can be at maximum.
2353 ^ If absent, the parameter 'height' is used as a constant.
2354 spawn_by = "default:water",
2355 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2357 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2358 ^ If absent or -1, decorations occur next to any nodes.
2360 ----- Schematic-type parameters
2361 schematic = "foobar.mts",
2362 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2363 ^ specified Minetest schematic file.
2364 ^ - OR -, could instead be a table containing two fields, size and data:
2366 size = {x=4, y=6, z=4},
2368 {name="cobble", param1=255, param2=0},
2369 {name="dirt_with_grass", param1=255, param2=0},
2373 ^ See 'Schematic specifier' for details.
2374 replacements = {{"oldname", "convert_to"}, ...},
2375 flags = "place_center_x, place_center_z",
2376 ^ Flags for schematic decorations. See 'Schematic attributes'.
2377 rotation = "90" --rotate schematic 90 degrees on placement
2378 ^ Rotation can be "0", "90", "180", "270", or "random".
2381 Chatcommand definition (register_chatcommand)
2383 params = "<name> <privilege>", -- short parameter description
2384 description = "Remove privilege from player", -- full description
2385 privs = {privs=true}, -- require the "privs" privilege to run
2386 func = function(name, param), -- called when command is run
2389 Detached inventory callbacks
2391 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2392 ^ Called when a player wants to move items inside the inventory
2393 ^ Return value: number of items allowed to move
2395 allow_put = func(inv, listname, index, stack, player),
2396 ^ Called when a player wants to put something into the inventory
2397 ^ Return value: number of items allowed to put
2398 ^ Return value: -1: Allow and don't modify item count in inventory
2400 allow_take = func(inv, listname, index, stack, player),
2401 ^ Called when a player wants to take something out of the inventory
2402 ^ Return value: number of items allowed to take
2403 ^ Return value: -1: Allow and don't modify item count in inventory
2405 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2406 on_put = func(inv, listname, index, stack, player),
2407 on_take = func(inv, listname, index, stack, player),
2408 ^ Called after the actual action has happened, according to what was allowed.
2412 HUD Definition (hud_add, hud_get)
2414 hud_elem_type = "image", -- see HUD element types
2415 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2416 position = {x=0.5, y=0.5},
2417 ^ Left corner position of element
2423 ^ Selected item in inventory. 0 for no item selected.
2425 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2426 alignment = {x=0, y=0},
2427 ^ See "HUD Element Types"
2428 offset = {x=0, y=0},
2429 ^ See "HUD Element Types"