1 Minetest Lua Modding API Reference 0.4.10
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on Linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for e.g. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing description to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, e.g. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, e.g. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 e.g. foomod_foothing.png
191 There are various texture modifiers that can be used
192 to generate textures on-the-fly.
195 Textures can be overlaid by putting a ^ between them.
196 Example: default_dirt.png^default_grass_side.png
197 default_grass_side.png is overlayed over default_dirt.png
200 Textures can be grouped together by enclosing them in ( and ).
201 Example: cobble.png^(thing1.png^thing2.png)
202 A texture for 'thing1.png^thing2.png' is created and the resulting
203 texture is overlaid over cobble.png.
205 Advanced texture modifiers:
207 n = animation frame count, p = current animation frame
208 Draw a step of the crack animation on the texture.
209 Example: default_cobble.png^[crack:10:1
211 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
212 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
213 file1/file2 = texture to combine
214 Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
215 and blit <file2> to (<x2>,<y2>).
216 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
219 Brightens the texture.
220 Example: tnt_tnt_side.png^[brighten
223 Makes the texture completely opaque.
224 Example: default_leaves.png^[noalpha
226 [makealpha:<r>,<g>,<b>
227 Convert one color to transparency.
228 Example: default_cobble.png^[makealpha:128,128,128
231 t = transformation(s) to apply
232 Rotates and/or flips the image.
233 <t> can be a number (between 0 and 7) or a transform name.
234 Rotations are counter-clockwise.
236 1 R90 rotate by 90 degrees
237 2 R180 rotate by 180 degrees
238 3 R270 rotate by 270 degrees
240 5 FXR90 flip X then rotate by 90 degrees
242 7 FYR90 flip Y then rotate by 90 degrees
243 Example: default_stone.png^[transformFXR90
245 [inventorycube{<top>{<left>{<right>
246 '^' is replaced by '&' in texture names
247 Create an inventory cube texture using the side textures.
248 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
249 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
250 'dirt.png^grass_side.png' textures
252 [lowpart:<percent>:<file>
253 Blit the lower <percent>% part of <file> on the texture:
254 Example: base.png^[lowpart:25:overlay.png
256 [verticalframe:<t>:<n>
257 t = animation frame count, n = current animation frame
258 Crops the texture to a frame of a vertical animation.
259 Example: default_torch_animated.png^[verticalframe:16:8
262 Apply a mask to the base image.
263 The mask is applied using binary AND.
267 Only OGG Vorbis files are supported.
269 For positional playing of sounds, only single-channel (mono) files are
270 supported. Otherwise OpenAL will play them non-positionally.
272 Mods should generally prefix their sounds with modname_, e.g. given
273 the mod name "foomod", a sound could be called
274 "foomod_foosound.ogg"
276 Sounds are referred to by their name with a dot, a single digit and the
277 file extension stripped out. When a sound is played, the actual sound file
278 is chosen randomly from the matching sounds.
280 When playing the sound "foomod_foosound", the sound is chosen randomly
281 from the available ones of the following files:
283 foomod_foosound.0.ogg
284 foomod_foosound.1.ogg
286 foomod_foosound.9.ogg
288 Examples of sound parameter tables:
289 -- Play location-less on all clients
291 gain = 1.0, -- default
293 -- Play location-less to a player
296 gain = 1.0, -- default
298 -- Play in a location
301 gain = 1.0, -- default
302 max_hear_distance = 32, -- default
304 -- Play connected to an object, looped
306 object = <an ObjectRef>,
307 gain = 1.0, -- default
308 max_hear_distance = 32, -- default
309 loop = true, -- only sounds connected to objects can be looped
314 e.g. "default_place_node"
316 e.g. {name="default_place_node"}
317 e.g. {name="default_place_node", gain=1.0}
319 Registered definitions of stuff
320 --------------------------------
321 Anything added using certain minetest.register_* functions get added to
322 the global minetest.registered_* tables.
324 minetest.register_entity(name, prototype table)
325 -> minetest.registered_entities[name]
327 minetest.register_node(name, node definition)
328 -> minetest.registered_items[name]
329 -> minetest.registered_nodes[name]
331 minetest.register_tool(name, item definition)
332 -> minetest.registered_items[name]
334 minetest.register_craftitem(name, item definition)
335 -> minetest.registered_items[name]
337 Note that in some cases you will stumble upon things that are not contained
338 in these tables (e.g. when a mod has been removed). Always check for
339 existence before trying to access the fields.
341 Example: If you want to check the drawtype of a node, you could do:
343 local function get_nodedef_field(nodename, fieldname)
344 if not minetest.registered_nodes[nodename] then
347 return minetest.registered_nodes[nodename][fieldname]
349 local drawtype = get_nodedef_field(nodename, "drawtype")
351 Example: minetest.get_item_group(name, group) has been implemented as:
353 function minetest.get_item_group(name, group)
354 if not minetest.registered_items[name] or not
355 minetest.registered_items[name].groups[group] then
358 return minetest.registered_items[name].groups[group]
363 Nodes are the bulk data of the world: cubes and other things that take the
364 space of a cube. Huge amounts of them are handled efficiently, but they
367 The definition of a node is stored and can be accessed by name in
368 minetest.registered_nodes[node.name]
369 See "Registered definitions of stuff".
371 Nodes are passed by value between Lua and the engine.
372 They are represented by a table:
373 {name="name", param1=num, param2=num}
375 param1 and param2 are 8 bit integers. The engine uses them for certain
376 automated functions. If you don't use these functions, you can use them to
377 store arbitrary values.
379 The functions of param1 and param2 are determined by certain fields in the
381 param1 is reserved for the engine when paramtype != "none":
383 ^ The value stores light with and without sun in it's
384 upper and lower 4 bits.
385 param2 is reserved for the engine when any of these are used:
386 liquidtype == "flowing"
387 ^ The level and some flags of the liquid is stored in param2
388 drawtype == "flowingliquid"
389 ^ The drawn liquid level is read from param2
390 drawtype == "torchlike"
391 drawtype == "signlike"
392 paramtype2 == "wallmounted"
393 ^ The rotation of the node is stored in param2. You can make this value
394 by using minetest.dir_to_wallmounted().
395 paramtype2 == "facedir"
396 ^ The rotation of the node is stored in param2. Furnaces and chests are
397 rotated this way. Can be made by using minetest.dir_to_facedir().
399 facedir modulo 4 = axisdir
400 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
401 facedir's two less significant bits are rotation around the axis
402 paramtype2 == "leveled"
403 ^ The drawn node level is read from param2, like flowingliquid
405 Nodes can also contain extra data. See "Node Metadata".
409 There are a bunch of different looking node types. These are mostly just
410 copied from Minetest 0.3; more may be made in the future.
412 Look for examples in games/minimal or games/minetest_game.
427 - nodebox -- See below. EXPERIMENTAL
431 Node selection boxes are defined using "node boxes"
433 The "nodebox" node drawtype allows defining visual of nodes consisting of
434 arbitrary number of boxes. It allows defining stuff like stairs. Only the
435 "fixed" and "leveled" box type is supported for these.
436 ^ Please note that this is still experimental, and may be incompatibly
437 changed in the future.
439 A nodebox is defined as any of:
441 -- A normal cube; the default in most things
445 -- A fixed box (facedir param2 is used, if applicable)
447 fixed = box OR {box1, box2, ...}
450 -- A box like the selection box for torches
451 -- (wallmounted param2 is used, if applicable)
452 type = "wallmounted",
459 {x1, y1, z1, x2, y2, z2}
460 A box of a regular node would look like:
461 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
463 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
467 These tell in what manner the ore is generated.
468 All default ores are of the uniformly-distributed scatter type.
471 Randomly chooses a location and generates a cluster of ore.
472 If noise_params is specified, the ore will be placed if the 3d perlin noise at
473 that point is greater than the noise_threshold, giving the ability to create a non-equal
476 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
477 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
478 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
479 scale when comparing against the noise threshold, but scale is used to determine relative height.
480 The height of the blob is randomly scattered, with a maximum height of clust_size.
481 clust_scarcity and clust_num_ores are ignored.
482 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
483 - claylike - NOT YET IMPLEMENTED
484 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
485 neighborhood of clust_size radius.
489 See section Flag Specifier Format.
490 Currently supported flags: absheight
492 Also produce this same ore between the height range of -height_max and -height_min.
493 Useful for having ore in sky realms without having to duplicate ore entries.
497 The varying types of decorations that can be placed.
498 The default value is simple, and is currently the only type supported.
501 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
502 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
503 for example. Can also generate a decoration of random height between a specified lower and
504 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
507 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
508 probability of a node randomly appearing when placed. This decoration type is intended to be used
509 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
513 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
514 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
515 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
516 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
517 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
519 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
520 probability of that node appearing in the structure.
521 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
522 - A probability value of 0 means that node will never appear (0% chance).
523 - A probability value of 255 means the node will always appear (100% chance).
524 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
525 will appear when the schematic is placed on the map.
527 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
530 ---------------------
531 See section Flag Specifier Format.
532 Currently supported flags: place_center_x, place_center_y, place_center_z
534 Placement of this decoration is centered along the X axis.
536 Placement of this decoration is centered along the Y axis.
538 Placement of this decoration is centered along the Z axis.
542 The position field is used for all element types.
543 To account for differing resolutions, the position coordinates are the percentage of the screen,
544 ranging in value from 0 to 1.
545 The name field is not yet used, but should contain a description of what the HUD element represents.
546 The direction field is the direction in which something is drawn.
547 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.
548 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
549 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
551 The offset field specifies a pixel offset from the position. Contrary to position,
552 the offset is not scaled to screen size. This allows for some precisely-positioned
554 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
555 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
557 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
560 Displays an image on the HUD.
561 - scale: The scale of the image, with 1 being the original texture size.
562 Only the X coordinate scale is used (positive values)
563 Negative values represent that percentage of the screen it
564 should take; e.g. x=-100 means 100% (width)
565 - text: The name of the texture that is displayed.
566 - alignment: The alignment of the image.
567 - offset: offset in pixels from position.
569 Displays text on the HUD.
570 - scale: Defines the bounding rectangle of the text.
571 A value such as {x=100, y=100} should work.
572 - text: The text to be displayed in the HUD element.
573 - number: An integer containing the RGB value of the color used to draw the text.
574 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
575 - alignment: The alignment of the text.
576 - offset: offset in pixels from position.
578 Displays a horizontal bar made up of half-images.
579 - text: The name of the texture that is used.
580 - number: The number of half-textures that are displayed.
581 If odd, will end with a vertically center-split texture.
583 - offset: offset in pixels from position.
584 - size: If used will force full-image size to this value (override texture pack image size)
586 - text: The name of the inventory list to be displayed.
587 - number: Number of items in the inventory to be displayed.
588 - item: Position of item that is selected.
591 Displays distance to selected world position.
592 - name: The name of the waypoint.
593 - text: Distance suffix. Can be blank.
594 - number: An integer containing the RGB value of the color used to draw the text.
595 - world_pos: World position of the waypoint.
597 Representations of simple things
598 --------------------------------
600 {x=num, y=num, z=num}
601 For helper functions see "Vector helpers".
605 {type="node", under=pos, above=pos}
606 {type="object", ref=ObjectRef}
608 Flag Specifier Format
609 -----------------------
610 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
611 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
612 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
613 clears the flag from whatever the default may be.
614 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
615 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
616 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
618 e.g. A flag field of value
619 {place_center_x = true, place_center_y=false, place_center_z=true}
621 {place_center_x = true, noplace_center_y=true, place_center_z=true}
622 which is equivalent to
623 "place_center_x, noplace_center_y, place_center_z"
625 "place_center_x, place_center_z"
626 since, by default, no schematic attributes are set.
630 Node (register_node):
631 A node from the world
632 Tool (register_tool):
633 A tool/weapon that can dig and damage things according to tool_capabilities
634 Craftitem (register_craftitem):
637 Items and item stacks can exist in three formats:
639 Serialized; This is called stackstring or itemstring:
640 e.g. 'default:dirt 5'
641 e.g. 'default:pick_wood 21323'
645 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
647 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
648 ^ a wooden pick about 1/3 worn out
649 e.g. {name="default:apple", count=1, wear=0, metadata=""}
653 C++ native format with many helper methods. Useful for converting between
654 formats. See the Class reference section for details.
656 When an item must be passed to a function, it can usually be in any of
661 In a number of places, there is a group table. Groups define the
662 properties of a thing (item, node, armor of entity, capabilities of
663 tool) in such a way that the engine and other mods can can interact with
664 the thing without actually knowing what the thing is.
667 - Groups are stored in a table, having the group names with keys and the
668 group ratings as values. For example:
669 groups = {crumbly=3, soil=1}
671 groups = {crumbly=2, soil=1, level=2, outerspace=1}
672 ^ A more special dirt-kind of thing
673 - Groups always have a rating associated with them. If there is no
674 useful meaning for a rating for an enabled group, it shall be 1.
675 - When not defined, the rating of a group defaults to 0. Thus when you
676 read groups, you must interpret nil and 0 as the same value, 0.
678 You can read the rating of a group for an item or a node by using
679 minetest.get_item_group(itemname, groupname)
683 Groups of items can define what kind of an item it is (e.g. wool).
687 In addition to the general item things, groups are used to define whether
688 a node is destroyable and how long it takes to destroy by a tool.
692 For entities, groups are, as of now, used only for calculating damage.
693 The rating is the percentage of damage caused by tools with this damage group.
694 See "Entity damage mechanism".
696 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
697 object.set_armor_groups({fleshy=30, cracky=80})
701 Groups in tools define which groups of nodes and entities they are
704 Groups in crafting recipes
705 ---------------------------
706 An example: Make meat soup from any meat, any water and any bowl
708 output = 'food:meat_soup_raw',
714 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
716 An another example: Make red wool from white wool and red dye
720 recipe = {'wool:white', 'group:dye,basecolor_red'},
725 - immortal: Disables the group damage system for an entity
726 - level: Can be used to give an additional sense of progression in the game.
727 - A larger level will cause e.g. a weapon of a lower level make much less
728 damage, and get worn out much faster, or not be able to get drops
729 from destroyed nodes.
730 - 0 is something that is directly accessible at the start of gameplay
731 - There is no upper limit
732 - dig_immediate: (player can always pick up node without tool wear)
733 - 2: node is removed without tool wear after 0.5 seconds or so
735 - 3: node is removed without tool wear immediately (torch)
736 - disable_jump: Player (and possibly other things) cannot jump from node
737 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
738 - bouncy: value is bounce speed in percent
739 - falling_node: if there is no walkable block under the node it will fall
740 - attached_node: if the node under it is not a walkable block the node will be
741 dropped as an item. If the node is wallmounted the
742 wallmounted direction is checked.
743 - soil: saplings will grow on nodes in this group
744 - connect_to_raillike: makes nodes of raillike drawtype connect to
745 other group members with same drawtype
747 Known damage and digging time defining groups
748 ----------------------------------------------
749 - crumbly: dirt, sand
750 - cracky: tough but crackable stuff like stone.
751 - snappy: something that can be cut using fine tools; e.g. leaves, small
752 plants, wire, sheets of metal
753 - choppy: something that can be cut using force; e.g. trees, wooden planks
754 - fleshy: Living things like animals and the player. This could imply
755 some blood effects when hitting.
756 - explody: Especially prone to explosions
757 - oddly_breakable_by_hand:
758 Can be added to nodes that shouldn't logically be breakable by the
759 hand but are. Somewhat similar to dig_immediate, but times are more
760 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
761 speed of a tool if the tool can dig at a faster speed than this
762 suggests for the hand.
764 Examples of custom groups
765 --------------------------
766 Item groups are often used for defining, well, //groups of items//.
767 - meat: any meat-kind of a thing (rating might define the size or healing
768 ability or be irrelevant - it is not defined as of yet)
769 - eatable: anything that can be eaten. Rating might define HP gain in half
771 - flammable: can be set on fire. Rating might define the intensity of the
772 fire, affecting e.g. the speed of the spreading of an open fire.
773 - wool: any wool (any origin, any color)
776 - heavy: anything considerably heavy
778 Digging time calculation specifics
779 -----------------------------------
780 Groups such as **crumbly**, **cracky** and **snappy** are used for this
781 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
784 The **level** group is used to limit the toughness of nodes a tool can dig
785 and to scale the digging times / damage to a greater extent.
787 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
790 Tools define their properties by a list of parameters for groups. They
791 cannot dig other groups; thus it is important to use a standard bunch of
792 groups to enable interaction with tools.
795 * Full punch interval
797 * For an arbitrary list of groups:
798 * Uses (until the tool breaks)
799 * Maximum level (usually 0, 1, 2 or 3)
803 **Full punch interval**:
804 When used as a weapon, the tool will do full damage if this time is spent
805 between punches. If e.g. half the time is spent, the tool will do half
808 **Maximum drop level**
809 Suggests the maximum level of node, when dug with the tool, that will drop
810 it's useful item. (e.g. iron ore to drop a lump of iron).
811 - This is not automated; it is the responsibility of the node definition
815 Determines how many uses the tool has when it is used for digging a node,
816 of this group, of the maximum level. For lower leveled nodes, the use count
817 is multiplied by 3^leveldiff.
818 - uses=10, leveldiff=0 -> actual uses: 10
819 - uses=10, leveldiff=1 -> actual uses: 30
820 - uses=10, leveldiff=2 -> actual uses: 90
823 Tells what is the maximum level of a node of this group that the tool will
827 List of digging times for different ratings of the group, for nodes of the
829 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
830 result in the tool to be able to dig nodes that have a rating of 2 or 3
831 for this group, and unable to dig the rating 1, which is the toughest.
832 Unless there is a matching group that enables digging otherwise.
835 List of damage for groups of entities. See "Entity damage mechanism".
837 Example definition of the capabilities of a tool
838 -------------------------------------------------
839 tool_capabilities = {
840 full_punch_interval=1.5,
843 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
845 damage_groups = {fleshy=2},
848 This makes the tool be able to dig nodes that fulfil both of these:
849 - Have the **crumbly** group
850 - Have a **level** group less or equal to 2
852 Table of resulting digging times:
853 crumbly 0 1 2 3 4 <- level
859 level diff: 2 1 0 -1 -2
861 Table of resulting tool uses:
868 - At crumbly=0, the node is not diggable.
869 - At crumbly=3, the level difference digging time divider kicks in and makes
870 easy nodes to be quickly breakable.
871 - At level > 2, the node is not diggable, because it's level > maxlevel
873 Entity damage mechanism
874 ------------------------
877 foreach group in cap.damage_groups:
878 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
879 * (object.armor_groups[group] / 100.0)
880 -- Where object.armor_groups[group] is 0 for inexistent values
883 Client predicts damage based on damage groups. Because of this, it is able to
884 give an immediate response when an entity is damaged or dies; the response is
885 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
887 - Currently a smoke puff will appear when an entity dies.
889 The group **immortal** completely disables normal damage.
891 Entities can define a special armor group, which is **punch_operable**. This
892 group disables the regular damage mechanism for players punching it by hand or
893 a non-tool item, so that it can do something else than take damage.
895 On the Lua side, every punch calls ''entity:on_punch(puncher,
896 time_from_last_punch, tool_capabilities, direction)''. This should never be
897 called directly, because damage is usually not handled by the entity itself.
898 * ''puncher'' is the object performing the punch. Can be nil. Should never be
899 accessed unless absolutely required, to encourage interoperability.
900 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
901 * ''tool_capabilities'' can be nil.
902 * ''direction'' is a unit vector, pointing from the source of the punch to
905 To punch an entity/object in Lua, call ''object:punch(puncher,
906 time_from_last_punch, tool_capabilities, direction)''.
907 * Return value is tool wear.
908 * Parameters are equal to the above callback.
909 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
910 automatically filled in based on the location of ''puncher''.
914 The instance of a node in the world normally only contains the three values
915 mentioned in "Nodes". However, it is possible to insert extra data into a
916 node. It is called "node metadata"; See "NodeMetaRef".
918 Metadata contains two things:
922 Some of the values in the key-value store are handled specially:
923 - formspec: Defines a right-click inventory menu. See "Formspec".
924 - infotext: Text shown on the screen when the node is pointed at
928 local meta = minetest.get_meta(pos)
929 meta:set_string("formspec",
931 "list[context;main;0,0;8,4;]"..
932 "list[current_player;main;0,5;8,4;]")
933 meta:set_string("infotext", "Chest");
934 local inv = meta:get_inventory()
935 inv:set_size("main", 8*4)
936 print(dump(meta:to_table()))
939 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] = ""}
942 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
949 Formspec defines a menu. Currently not much else than inventories are
950 supported. It is a string, with a somewhat strange format.
952 Spaces and newlines can be inserted between the blocks, as is used in the
958 list[context;main;0,0;8,4;]
959 list[current_player;main;0,5;8,4;]
962 list[context;fuel;2,3;1,1;]
963 list[context;src;2,1;1,1;]
964 list[context;dst;5,1;2,2;]
965 list[current_player;main;0,5;8,4;]
966 - Minecraft-like player inventory
968 image[1,0.6;1,2;player.png]
969 list[current_player;main;0,3.5;8,4;]
970 list[current_player;craft;3,0;3,3;]
971 list[current_player;craftpreview;7,1;1,1;]
975 size[<W>,<H>,<fixed_size>]
976 ^ Define the size of the menu in inventory slots
977 ^ fixed_size true/false (optional)
978 ^ deprecated: invsize[<W>,<H>;]
980 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
981 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
982 ^ Show an inventory list
984 listcolors[<slot_bg_normal>;<slot_bg_hover>]
985 ^ Sets background color of slots in HEX-Color format
986 ^ Sets background color of slots on mouse hovering
988 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
989 ^ Sets background color of slots in HEX-Color format
990 ^ Sets background color of slots on mouse hovering
991 ^ Sets color of slots border
993 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
994 ^ Sets background color of slots in HEX-Color format
995 ^ Sets background color of slots on mouse hovering
996 ^ Sets color of slots border
997 ^ Sets default background color of tooltips
998 ^ Sets default font color of tooltips
1000 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
1001 ^ Adds tooltip for an element
1002 ^ <bgcolor> tooltip background color in HEX-Color format (optional)
1003 ^ <fontcolor> tooltip font color in HEX-Color format (optional)
1006 image[<X>,<Y>;<W>,<H>;<texture name>]
1008 ^ Position and size units are inventory slots
1010 item_image[<X>,<Y>;<W>,<H>;<item name>]
1011 ^ Show an inventory image of registered item/node
1012 ^ Position and size units are inventory slots
1014 bgcolor[<color>;<fullscreen>]
1015 ^ Sets background color of formspec in HEX-Color format
1016 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1018 background[<X>,<Y>;<W>,<H>;<texture name>]
1019 ^ Use a background. Inventory rectangles are not drawn then.
1020 ^ Position and size units are inventory slots
1021 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1023 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1024 ^ Use a background. Inventory rectangles are not drawn then.
1025 ^ Position and size units are inventory slots
1026 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1027 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1029 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1030 ^ Textual password style field; will be sent to server when a button is clicked
1031 ^ x and y position the field relative to the top left of the menu
1032 ^ w and h are the size of the field
1033 ^ fields are a set height, but will be vertically centred on h
1034 ^ Position and size units are inventory slots
1035 ^ name is the name of the field as returned in fields to on_receive_fields
1036 ^ label, if not blank, will be text printed on the top left above the field
1038 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1039 ^ Textual field; will be sent to server when a button is clicked
1040 ^ x and y position the field relative to the top left of the menu
1041 ^ w and h are the size of the field
1042 ^ fields are a set height, but will be vertically centred on h
1043 ^ Position and size units are inventory slots
1044 ^ name is the name of the field as returned in fields to on_receive_fields
1045 ^ label, if not blank, will be text printed on the top left above the field
1046 ^ default is the default value of the field
1047 ^ default may contain variable references such as '${text}' which
1048 will fill the value from the metadata value 'text'
1049 ^ Note: no extra text or more than a single variable is supported ATM.
1051 field[<name>;<label>;<default>]
1052 ^ as above but without position/size units
1053 ^ special field for creating simple forms, such as sign text input
1054 ^ must be used without a size[] element
1055 ^ a 'Proceed' button will be added automatically
1057 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1058 ^ same as fields above, but with multi-line input
1060 label[<X>,<Y>;<label>]
1061 ^ x and y work as per field
1062 ^ label is the text on the label
1063 ^ Position and size units are inventory slots
1065 vertlabel[<X>,<Y>;<label>]
1066 ^ Textual label drawn vertically
1067 ^ x and y work as per field
1068 ^ label is the text on the label
1069 ^ Position and size units are inventory slots
1071 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1072 ^ Clickable button. When clicked, fields will be sent.
1073 ^ x, y and name work as per field
1074 ^ w and h are the size of the button
1075 ^ label is the text on the button
1076 ^ Position and size units are inventory slots
1078 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1079 ^ x, y, w, h, and name work as per button
1080 ^ texture name is the filename of an image
1081 ^ Position and size units are inventory slots
1083 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1084 ^ x, y, w, h, and name work as per button
1085 ^ texture name is the filename of an image
1086 ^ Position and size units are inventory slots
1087 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1088 ^ drawborder draw button border or not
1089 ^ pressed texture name is the filename of an image on pressed state
1091 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1092 ^ x, y, w, h, name and label work as per button
1093 ^ item name is the registered name of an item/node,
1094 tooltip will be made out of its description
1095 to override it use tooltip element
1096 ^ Position and size units are inventory slots
1098 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1099 ^ When clicked, fields will be sent and the form will quit.
1101 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1102 ^ When clicked, fields will be sent and the form will quit.
1104 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1105 ^ Scrollable item list showing arbitrary text elements
1106 ^ x and y position the itemlist relative to the top left of the menu
1107 ^ w and h are the size of the itemlist
1108 ^ name fieldname sent to server on doubleclick value is current selected element
1109 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1110 ^ if you want a listelement to start with # write ##
1112 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1113 ^ Scrollable itemlist showing arbitrary text elements
1114 ^ x and y position the itemlist relative to the top left of the menu
1115 ^ w and h are the size of the itemlist
1116 ^ name fieldname sent to server on doubleclick value is current selected element
1117 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1118 ^ if you want a listelement to start with # write ##
1119 ^ index to be selected within textlist
1120 ^ true/false draw transparent background
1121 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1123 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1124 ^ show a tabHEADER at specific position (ignores formsize)
1125 ^ x and y position the itemlist relative to the top left of the menu
1126 ^ name fieldname data is transferred to Lua
1127 ^ caption 1... name shown on top of tab
1128 ^ current_tab index of selected tab 1...
1129 ^ transparent (optional) show transparent
1130 ^ draw_border (optional) draw border
1132 box[<X>,<Y>;<W>,<H>;<color>]
1133 ^ simple colored semitransparent box
1134 ^ x and y position the box relative to the top left of the menu
1135 ^ w and h are the size of box
1136 ^ color in HEX-Color format
1138 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1139 ^ show a dropdown field
1140 ^ IMPORTANT NOTE: There are two different operation modes:
1141 ^ 1) handle directly on change (only changed dropdown is submitted)
1142 ^ 2) read the value on pressing a button (all dropdown values are available)
1143 ^ x and y position of dropdown
1145 ^ fieldname data is transferred to Lua
1146 ^ items to be shown in dropdown
1147 ^ index of currently selected dropdown item
1149 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1151 ^ x and y position of checkbox
1152 ^ name fieldname data is transferred to Lua
1153 ^ label to be shown left of checkbox
1154 ^ selected (optional) true/false
1155 ^ tooltip (optional)
1157 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1159 ^ there are two ways to use it:
1160 ^ 1) handle the changed event (only changed scrollbar is available)
1161 ^ 2) read the value on pressing a button (all scrollbars are available)
1162 ^ x and y position of trackbar
1164 ^ orientation vertical/horizontal
1165 ^ fieldname data is transferred to lua
1166 ^ value this trackbar is set to (0-1000)
1167 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1169 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1170 ^ show scrollable table using options defined by the previous tableoptions[]
1171 ^ displays cells as defined by the previous tablecolumns[]
1172 ^ x and y position the itemlist relative to the top left of the menu
1173 ^ w and h are the size of the itemlist
1174 ^ name fieldname sent to server on row select or doubleclick
1175 ^ cell 1...n cell contents given in row-major order
1176 ^ selected idx: index of row to be selected within table (first row = 1)
1177 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1179 tableoptions[<opt 1>;<opt 2>;...]
1180 ^ sets options for table[]:
1182 ^^ default text color (HEX-Color), defaults to #FFFFFF
1183 ^ background=#RRGGBB
1184 ^^ table background color (HEX-Color), defaults to #000000
1185 ^ border=<true/false>
1186 ^^ should the table be drawn with a border? (default true)
1188 ^^ highlight background color (HEX-Color), defaults to #466432
1189 ^ highlight_text=#RRGGBB
1190 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1192 ^^ all subtrees up to depth < value are open (default value = 0)
1193 ^^ only useful when there is a column of type "tree"
1195 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1196 ^ sets columns for table[]:
1197 ^ types: text, image, color, indent, tree
1198 ^^ text: show cell contents as text
1199 ^^ image: cell contents are an image index, use column options to define images
1200 ^^ color: cell contents are a HEX-Color and define color of following cell
1201 ^^ indent: cell contents are a number and define indentation of following cell
1202 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1204 ^^ align=<value> for "text" and "image": content alignment within cells
1205 ^^ available values: left (default), center, right, inline
1206 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1207 ^^ for "indent" and "tree": indent width in em (default 1.5)
1208 ^^ padding=<value> padding left of the column, in em (default 0.5)
1209 ^^ exception: defaults to 0 for indent columns
1210 ^^ tooltip=<value> tooltip text (default empty)
1211 ^ "image" column options:
1212 ^^ 0=<value> sets image for image index 0
1213 ^^ 1=<value> sets image for image index 1
1214 ^^ 2=<value> sets image for image index 2
1215 ^^ and so on; defined indices need not be contiguous
1216 ^^ empty or non-numeric cells are treated as 0
1217 ^ "color" column options:
1218 ^^ span=<value> number of following columns to affect (default infinite)
1220 Note: do NOT use a element name starting with "key_" those names are reserved to
1221 pass key press events to formspec!
1225 - "context": Selected node metadata (deprecated: "current_name")
1226 - "current_player": Player to whom the menu is shown
1227 - "player:<name>": Any player
1228 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1229 - "detached:<name>": A detached inventory
1234 ^ defines a color in hexadecimal format
1236 ^ defines a color in hexadecimal format and alpha channel
1238 ^ defines a color in hexadecimal format
1240 ^ defines a color in hexadecimal format and alpha channel
1244 vector.new([x[, y, z]]) -> vector
1245 ^ x is a table or the x position.
1246 vector.direction(p1, p2) -> vector
1247 vector.distance(p1, p2) -> number
1248 vector.length(v) -> number
1249 vector.normalize(v) -> vector
1250 vector.round(v) -> vector
1251 vector.equals(v1, v2) -> bool
1252 For the following functions x can be either a vector or a number.
1253 vector.add(v, x) -> vector
1254 vector.subtract(v, x) -> vector
1255 vector.multiply(v, x) -> vector
1256 vector.divide(v, x) -> vector
1260 dump2(obj, name="_", dumped={})
1261 ^ Return object serialized as a string, handles reference loops
1262 dump(obj, dumped={})
1263 ^ Return object serialized as a string
1265 ^ Get the hypotenuse of a triangle with legs x and y.
1266 Useful for distance calculation.
1267 string:split(separator)
1268 ^ e.g. string:split("a,b", ",") == {"a","b"}
1270 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1271 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1272 ^ Convert position to a printable string
1273 minetest.string_to_pos(string) -> position
1274 ^ Same but in reverse
1275 minetest.formspec_escape(string) -> string
1276 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1277 minetest.is_yes(arg)
1278 ^ returns whether arg can be interpreted as yes
1279 minetest.get_us_time()
1280 ^ returns time with microsecond precision
1282 minetest namespace reference
1283 -----------------------------
1285 minetest.get_current_modname() -> string
1286 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1287 ^ Useful for loading additional .lua modules or static data from mod
1288 minetest.get_modnames() -> list of installed mods
1289 ^ Return a list of installed mods, sorted alphabetically
1290 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1291 ^ Useful for storing custom data
1292 minetest.is_singleplayer()
1294 ^ table containing API feature flags: {foo=true, bar=true}
1295 minetest.has_feature(arg) -> bool, missing_features
1296 ^ arg: string or table in format {foo=true, bar=true}
1297 ^ missing_features: {foo=true, bar=true}
1298 minetest.get_player_information(playername)
1299 ^ table containing information about player peer:
1301 address = "127.0.0.1", -- IP address of client
1302 ip_version = 4, -- IPv4 / IPv6
1303 min_rtt = 0.01, -- minimum round trip time
1304 max_rtt = 0.2, -- maximum round trip time
1305 avg_rtt = 0.02, -- average round trip time
1306 min_jitter = 0.01, -- minimum packet time jitter
1307 max_jitter = 0.5, -- maximum packet time jitter
1308 avg_jitter = 0.03, -- average packet time jitter
1309 connection_uptime = 200, -- seconds since client connected
1311 -- following information is available on debug build only!!!
1312 -- DO NOT USE IN MODS
1313 --ser_vers = 26, -- serialization version used by client
1314 --prot_vers = 23, -- protocol version used by client
1315 --major = 0, -- major version number
1316 --minor = 4, -- minor version number
1317 --patch = 10, -- patch version number
1318 --vers_string = "0.4.9-git", -- full version string
1319 --state = "Active" -- current client state
1323 minetest.debug(line)
1324 ^ Always printed to stderr and logfile (print() is redirected here)
1326 minetest.log(loglevel, line)
1327 ^ loglevel one of "error", "action", "info", "verbose"
1329 Registration functions: (Call these only at load time)
1330 minetest.register_entity(name, prototype table)
1331 minetest.register_abm(abm definition)
1332 minetest.register_node(name, node definition)
1333 minetest.register_tool(name, item definition)
1334 minetest.register_craftitem(name, item definition)
1335 minetest.register_alias(name, convert_to)
1336 minetest.register_craft(recipe)
1337 minetest.register_ore(ore definition)
1338 minetest.register_decoration(decoration definition)
1339 minetest.override_item(name, redefinition)
1340 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1341 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1342 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1344 Global callback registration functions: (Call these only at load time)
1345 minetest.register_globalstep(func(dtime))
1346 ^ Called every server step, usually interval of 0.1s
1347 minetest.register_on_shutdown(func())
1348 ^ Called before server shutdown
1349 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1350 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1351 semi-frequent intervals as well as on server shutdown.
1352 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1353 ^ Called when a node has been placed
1354 ^ If return true no item is taken from itemstack
1355 ^ Not recommended; use on_construct or after_place_node in node definition
1357 minetest.register_on_dignode(func(pos, oldnode, digger))
1358 ^ Called when a node has been dug.
1359 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1361 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1362 ^ Called when a node is punched
1363 minetest.register_on_generated(func(minp, maxp, blockseed))
1364 ^ Called after generating a piece of world. Modifying nodes inside the area
1365 is a bit faster than usually.
1366 minetest.register_on_newplayer(func(ObjectRef))
1367 ^ Called after a new player has been created
1368 minetest.register_on_dieplayer(func(ObjectRef))
1369 ^ Called when a player dies
1370 minetest.register_on_respawnplayer(func(ObjectRef))
1371 ^ Called when player is to be respawned
1372 ^ Called _before_ repositioning of player occurs
1373 ^ return true in func to disable regular player placement
1374 minetest.register_on_prejoinplayer(func(name, ip))
1375 ^ Called before a player joins the game
1376 ^ If it returns a string, the player is disconnected with that string as reason
1377 minetest.register_on_joinplayer(func(ObjectRef))
1378 ^ Called when a player joins the game
1379 minetest.register_on_leaveplayer(func(ObjectRef))
1380 ^ Called when a player leaves the game
1381 minetest.register_on_cheat(func(ObjectRef, cheat))
1382 ^ Called when a player cheats
1383 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1384 minetest.register_on_chat_message(func(name, message))
1385 ^ Called always when a player says something
1386 minetest.register_on_player_receive_fields(func(player, formname, fields))
1387 ^ Called when a button is pressed in player's inventory form
1388 ^ Newest functions are called first
1389 ^ If function returns true, remaining functions are not called
1390 minetest.register_on_mapgen_init(func(MapgenParams))
1391 ^ Called just before the map generator is initialized but before the environment is initialized
1392 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1393 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1394 ^ Called when player crafts something
1395 ^ itemstack is the output
1396 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1397 ^ craft_inv is the inventory with the crafting grid
1398 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1399 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1400 ^ The same as before, except that it is called before the player crafts, to make
1401 ^ craft prediction, and it should not change anything.
1402 minetest.register_on_protection_violation(func(pos, name))
1403 ^ Called by builtin and mods when a player violates protection at a position
1404 (eg, digs a node or punches a protected entity).
1405 ^ The registered functions can be called using minetest.record_protection_violation
1406 ^ The provided function should check that the position is protected by the mod
1407 calling this function before it prints a message, if it does, to allow for
1408 multiple protection mods.
1409 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1410 ^ Called when an item is eaten, by minetest.item_eat
1411 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1413 Other registration functions:
1414 minetest.register_chatcommand(cmd, chatcommand definition)
1415 minetest.register_privilege(name, definition)
1416 ^ definition: "description text"
1418 description = "description text",
1419 give_to_singleplayer = boolean, -- default: true
1421 minetest.register_authentication_handler(handler)
1422 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1425 minetest.setting_set(name, value)
1426 minetest.setting_get(name) -> string or nil
1427 minetest.setting_setbool(name, value)
1428 minetest.setting_getbool(name) -> boolean value or nil
1429 minetest.setting_get_pos(name) -> position or nil
1430 minetest.setting_save() -> nil, save all settings to config file
1433 minetest.notify_authentication_modified(name)
1434 ^ Should be called by the authentication handler if privileges change.
1435 ^ To report everybody, set name=nil.
1436 minetest.get_password_hash(name, raw_password)
1437 ^ Convert a name-password pair to a password hash that minetest can use
1438 minetest.string_to_privs(str) -> {priv1=true,...}
1439 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1440 ^ Convert between two privilege representations
1441 minetest.set_player_password(name, password_hash)
1442 minetest.set_player_privs(name, {priv1=true,...})
1443 minetest.get_player_privs(name) -> {priv1=true,...}
1444 minetest.auth_reload()
1445 ^ These call the authentication handler
1446 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1447 ^ A quickhand for checking privileges
1448 minetest.get_player_ip(name) -> IP address string
1451 minetest.chat_send_all(text)
1452 minetest.chat_send_player(name, text)
1456 minetest.set_node(pos, node)
1457 minetest.add_node(pos, node): alias set_node(pos, node)
1458 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1459 minetest.swap_node(pos, node)
1460 ^ Set node at position, but don't remove metadata
1461 minetest.remove_node(pos)
1462 ^ Equivalent to set_node(pos, "air")
1463 minetest.get_node(pos)
1464 ^ Returns {name="ignore", ...} for unloaded area
1465 minetest.get_node_or_nil(pos)
1466 ^ Returns nil for unloaded area
1467 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1468 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1470 minetest.place_node(pos, node)
1471 ^ Place node with the same effects that a player would cause
1472 minetest.dig_node(pos)
1473 ^ Dig node with the same effects that a player would cause
1474 minetest.punch_node(pos)
1475 ^ Punch node with the same effects that a player would cause
1477 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1478 minetest.get_node_timer(pos) -- Get NodeTimerRef
1480 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1481 ^ Returns ObjectRef, or nil if failed
1482 minetest.add_item(pos, item): Spawn item
1483 ^ Returns ObjectRef, or nil if failed
1484 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1485 minetest.get_objects_inside_radius(pos, radius)
1486 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1487 minetest.get_timeofday()
1488 minetest.get_gametime(): returns the time, in seconds, since the world was created
1489 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1490 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1491 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1492 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1493 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1494 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1495 minetest.get_voxel_manip()
1496 ^ Return voxel manipulator object
1497 minetest.set_gen_notify(flags)
1498 ^ Set the types of on-generate notifications that should be collected
1499 ^ flags is a comma-delimited combination of:
1500 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1501 minetest.get_mapgen_object(objectname)
1502 ^ Return requested mapgen object if available (see Mapgen objects)
1503 minetest.set_mapgen_params(MapgenParams)
1504 ^ Set map generation parameters
1505 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1506 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1507 ^ Leave field unset to leave that parameter unchanged
1508 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1509 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1510 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1511 ^ Sets the default value of a noiseparam setting
1512 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1513 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1514 minetest.clear_objects()
1515 ^ clear all objects in the environments
1516 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1517 ^ Check if there is a direct line of sight between pos1 and pos2
1518 ^ Returns the position of the blocking node when false
1519 ^ pos1 First position
1520 ^ pos2 Second position
1521 ^ stepsize smaller gives more accurate results but requires more computing
1523 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1524 ^ -> table containing path
1525 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1526 ^ pos1: start position
1527 ^ pos2: end position
1528 ^ searchdistance: number of blocks to search in each direction
1529 ^ max_jump: maximum height difference to consider walkable
1530 ^ max_drop: maximum height difference to consider droppable
1531 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1532 minetest.spawn_tree (pos, {treedef})
1533 ^ spawns L-System tree at given pos with definition in treedef table
1534 minetest.transforming_liquid_add(pos)
1535 ^ add node to liquid update queue
1536 minetest.get_node_max_level(pos)
1537 ^ get max available level for leveled node
1538 minetest.get_node_level(pos)
1539 ^ get level of leveled node (water, snow)
1540 minetest.set_node_level(pos, level)
1541 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1542 minetest.add_node_level(pos, level)
1543 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1544 minetest.get_time_us()
1545 ^ get time in microseconds
1548 minetest.get_inventory(location) -> InvRef
1549 ^ location = e.g. {type="player", name="celeron55"}
1550 {type="node", pos={x=, y=, z=}}
1551 {type="detached", name="creative"}
1552 minetest.create_detached_inventory(name, callbacks) -> InvRef
1553 ^ callbacks: See "Detached inventory callbacks"
1554 ^ Creates a detached inventory. If it already exists, it is cleared.
1557 minetest.show_formspec(playername, formname, formspec)
1558 ^ playername: name of player to show formspec
1559 ^ formname: name passed to on_player_receive_fields callbacks
1560 ^ should follow "modname:<whatever>" naming convention
1561 ^ formspec: formspec to display
1562 minetest.formspec_escape(string) -> string
1563 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1564 minetest.explode_table_event(string) -> table
1565 ^ returns e.g. {type="CHG", row=1, column=2}
1566 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1567 minetest.explode_textlist_event(string) -> table
1568 ^ returns e.g. {type="CHG", index=1}
1569 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1570 minetest.explode_scrollbar_event(string) -> table
1571 ^ returns e.g. {type="CHG", value=500}
1572 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1575 minetest.inventorycube(img1, img2, img3)
1576 ^ Returns a string for making an image of a cube (useful as an item image)
1577 minetest.get_pointed_thing_position(pointed_thing, above)
1578 ^ Get position of a pointed_thing (that you can get from somewhere)
1579 minetest.dir_to_facedir(dir, is6d)
1580 ^ 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
1581 minetest.facedir_to_dir(facedir)
1582 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1583 minetest.dir_to_wallmounted(dir)
1584 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1585 minetest.get_node_drops(nodename, toolname)
1586 ^ Returns list of item names.
1587 ^ Note: This will be removed or modified in a future version.
1588 minetest.get_craft_result(input) -> output, decremented_input
1589 ^ input.method = 'normal' or 'cooking' or 'fuel'
1590 ^ input.width = for example 3
1591 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1592 stack 5, stack 6, stack 7, stack 8, stack 9 }
1593 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1594 ^ output.time = number, if unsuccessful: 0
1595 ^ decremented_input = like input
1596 minetest.get_craft_recipe(output) -> input
1597 ^ returns last registered recipe for output item (node)
1598 ^ output is a node or item type such as 'default:torch'
1599 ^ input.method = 'normal' or 'cooking' or 'fuel'
1600 ^ input.width = for example 3
1601 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1602 stack 5, stack 6, stack 7, stack 8, stack 9 }
1603 ^ input.items = nil if no recipe found
1604 minetest.get_all_craft_recipes(query item) -> table or nil
1605 ^ returns indexed table with all registered recipes for query item (node)
1606 or nil if no recipe was found
1609 method = 'normal' or 'cooking' or 'fuel'
1610 width = 0-3, 0 means shapeless recipe
1611 items = indexed [1-9] table with recipe items
1612 output = string with item name and quantity
1614 Example query for default:gold_ingot will return table:
1616 1={type = "cooking", width = 3, output = "default:gold_ingot",
1617 items = {1 = "default:gold_lump"}},
1618 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1619 items = {1 = "default:goldblock"}}
1621 minetest.handle_node_drops(pos, drops, digger)
1622 ^ drops: list of itemstrings
1623 ^ Handles drops from nodes after digging: Default action is to put them into
1625 ^ Can be overridden to get different functionality (e.g. dropping items on
1629 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1630 ^ Find who has done something to a node, or near a node
1631 ^ actor: "player:<name>", also "liquid".
1632 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1633 ^ Revert latest actions of someone
1634 ^ actor: "player:<name>", also "liquid".
1636 Defaults for the on_* item definition functions:
1637 (These return the leftover itemstack)
1638 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1639 ^ Place item as a node
1640 ^ param2 overrides facedir and wallmounted param2
1641 ^ returns itemstack, success
1642 minetest.item_place_object(itemstack, placer, pointed_thing)
1644 minetest.item_place(itemstack, placer, pointed_thing, param2)
1645 ^ Use one of the above based on what the item is.
1646 ^ Calls on_rightclick of pointed_thing.under if defined instead
1647 ^ Note: is not called when wielded item overrides on_place
1648 ^ param2 overrides facedir and wallmounted param2
1649 ^ returns itemstack, success
1650 minetest.item_drop(itemstack, dropper, pos)
1652 minetest.item_eat(hp_change, replace_with_item)
1653 ^ Eat the item. replace_with_item can be nil.
1655 Defaults for the on_punch and on_dig node definition callbacks:
1656 minetest.node_punch(pos, node, puncher, pointed_thing)
1657 ^ Calls functions registered by minetest.register_on_punchnode()
1658 minetest.node_dig(pos, node, digger)
1659 ^ Checks if node can be dug, puts item into inventory, removes node
1660 ^ Calls functions registered by minetest.registered_on_dignodes()
1663 minetest.sound_play(spec, parameters) -> handle
1664 ^ spec = SimpleSoundSpec
1665 ^ parameters = sound parameter table
1666 minetest.sound_stop(handle)
1669 minetest.after(time, func, ...)
1670 ^ Call function after time seconds
1671 ^ Optional: Variable number of arguments that are passed to func
1674 minetest.request_shutdown() -> request for server shutdown
1675 minetest.get_server_status() -> server status string
1678 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1679 minetest.get_ban_description(ip_or_name) -> ban description (string)
1680 minetest.ban_player(name) -> ban a player
1681 minetest.unban_player_or_ip(name) -> unban player or IP address
1682 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1685 minetest.add_particle(particle definition)
1686 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1687 size, collisiondetection, texture, playername)
1689 minetest.add_particlespawner(particlespawner definition)
1690 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1692 ^ Deprecated: minetest.add_particlespawner(amount, time,
1696 minexptime, maxexptime,
1698 collisiondetection, texture, playername)
1700 minetest.delete_particlespawner(id, player)
1701 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1702 ^ If playername is specified, only deletes on the player's client,
1703 ^ otherwise on all clients
1706 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1707 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1708 ^ Apply the specified probability values to the specified nodes in probability_list.
1709 ^ probability_list is an array of tables containing two fields, pos and prob.
1710 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1711 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1712 ^ If there are two or more entries with the same pos value, the last entry is used.
1713 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1714 ^ If probability_list is nil, no probabilities are applied.
1715 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1716 ^ the y position of the slice with a probability applied.
1717 ^ If slice probability list is nil, no slice probabilities are applied.
1718 ^ Saves schematic in the Minetest Schematic format to filename.
1720 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1721 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1722 ^ Rotation can be "0", "90", "180", "270", or "random".
1723 ^ If the rotation parameter is omitted, the schematic is not rotated.
1724 ^ replacements = {{"oldname", "convert_to"}, ...}
1725 ^ force_placement is a boolean indicating whether nodes other than air and
1726 ^ ignore are replaced by the schematic
1729 minetest.get_connected_players() -> list of ObjectRefs
1730 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1731 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1732 minetest.get_position_from_hash(hash) -> position
1733 ^ Inverse transform of minetest.hash_node_position
1734 minetest.get_item_group(name, group) -> rating
1735 ^ Get rating of a group of an item. (0 = not in group)
1736 minetest.get_node_group(name, group) -> rating
1737 ^ Deprecated: An alias for the former.
1738 minetest.get_content_id(name) -> integer
1739 ^ Gets the internal content ID of name
1740 minetest.get_name_from_content_id(content_id) -> string
1741 ^ Gets the name of the content with that content ID
1742 minetest.parse_json(string[, nullvalue]) -> something
1743 ^ Convert a string containing JSON data into the Lua equivalent
1744 ^ nullvalue: returned in place of the JSON null; defaults to nil
1745 ^ On success returns a table, a string, a number, a boolean or nullvalue
1746 ^ On failure outputs an error message and returns nil
1747 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1748 minetest.write_json(data[, styled]) -> string or nil and error message
1749 ^ Convert a Lua table into a JSON string
1750 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1751 ^ Unserializable things like functions and userdata are saved as null.
1752 ^ Warning: JSON is more strict than the Lua table format.
1753 1. You can only use strings and positive integers of at least one as keys.
1754 2. You can not mix string and integer keys.
1755 This is due to the fact that JSON has two distinct array and object values.
1756 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1757 minetest.serialize(table) -> string
1758 ^ Convert a table containing tables, strings, numbers, booleans and nils
1759 into string form readable by minetest.deserialize
1760 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1761 minetest.deserialize(string) -> table
1762 ^ Convert a string returned by minetest.deserialize into a table
1763 ^ String is loaded in an empty sandbox environment.
1764 ^ Will load functions, but they cannot access the global environment.
1765 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1766 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1767 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1768 minetest.is_protected(pos, name) -> bool
1769 ^ This function should be overridden by protection mods and should be used to
1770 check if a player can interact at a position.
1771 ^ This function should call the old version of itself if the position is not
1772 protected by the mod.
1774 local old_is_protected = minetest.is_protected
1775 function minetest.is_protected(pos, name)
1776 if mymod:position_protected_from(pos, name) then
1779 return old_is_protected(pos, name)
1781 minetest.record_protection_violation(pos, name)
1782 ^ This function calls functions registered with
1783 minetest.register_on_protection_violation.
1784 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1785 ^ Attempt to predict the desired orientation of the facedir-capable node
1786 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1787 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1788 field is false or omitted (else, the itemstack is not changed). orient_flags
1789 is an optional table containing extra tweaks to the placement code:
1790 invert_wall: if true, place wall-orientation on the ground and ground-
1791 orientation on the wall.
1792 force_wall: if true, always place the node in wall orientation.
1793 force_ceiling: if true, always place on the ceiling.
1794 force_floor: if true, always place the node on the floor.
1796 The above four options are mutually-exclusive; the last in the list takes
1797 precedence over the first.
1799 force_facedir: if true, forcefully reset the facedir to north when placing on
1800 the floor or ceiling
1802 minetest.rotate_node(itemstack, placer, pointed_thing)
1803 ^ calls rotate_and_place() with infinitestacks set according to the state of
1804 the creative mode setting, and checks for "sneak" to set the invert_wall
1807 minetest.forceload_block(pos)
1808 ^ forceloads the position pos.
1809 ^ returns true if area could be forceloaded
1811 minetest.forceload_free_block(pos)
1812 ^ stops forceloading the position pos.
1814 Please note that forceloaded areas are saved when the server restarts.
1817 minetest.env - EnvRef of the server environment and world.
1818 ^ Any function in the minetest namespace can be called using the syntax
1819 minetest.env:somefunction(somearguments)
1821 minetest.somefunction(somearguments)
1822 ^ Deprecated, but support is not to be dropped soon
1825 minetest.registered_items
1826 ^ List of registered items, indexed by name
1827 minetest.registered_nodes
1828 ^ List of registered node definitions, indexed by name
1829 minetest.registered_craftitems
1830 ^ List of registered craft item definitions, indexed by name
1831 minetest.registered_tools
1832 ^ List of registered tool definitions, indexed by name
1833 minetest.registered_entities
1834 ^ List of registered entity prototypes, indexed by name
1835 minetest.object_refs
1836 ^ List of object references, indexed by active object id
1837 minetest.luaentities
1838 ^ List of Lua entities, indexed by active object id
1842 NodeMetaRef: Node metadata - reference extra data and functionality stored
1844 - Can be gotten via minetest.get_nodemeta(pos)
1846 - set_string(name, value)
1848 - set_int(name, value)
1850 - set_float(name, value)
1852 - get_inventory() -> InvRef
1853 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1854 - from_table(nil or {})
1855 ^ See "Node Metadata"
1857 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1858 - Can be gotten via minetest.get_node_timer(pos)
1860 - set(timeout,elapsed)
1861 ^ set a timer's state
1862 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1863 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1864 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1867 ^ equivalent to set(timeout,0)
1870 - get_timeout() -> current timeout in seconds
1871 ^ if timeout is 0, timer is inactive
1872 - get_elapsed() -> current elapsed time in seconds
1873 ^ the node's on_timer function will be called after timeout-elapsed seconds
1874 - is_started() -> boolean state of timer
1875 ^ returns true if timer is started, otherwise false
1877 ObjectRef: Moving things in the game are generally these
1878 (basically reference to a C++ ServerActiveObject)
1880 - remove(): remove object (after returning from Lua)
1881 - getpos() -> {x=num, y=num, z=num}
1882 - setpos(pos); pos={x=num, y=num, z=num}
1883 - moveto(pos, continuous=false): interpolated move
1884 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1885 ^ puncher = an another ObjectRef,
1886 ^ time_from_last_punch = time since last punch action of the puncher
1887 ^ direction: can be nil
1888 - right_click(clicker); clicker = an another ObjectRef
1889 - get_hp(): returns number of hitpoints (2 * number of hearts)
1890 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1891 - get_inventory() -> InvRef
1892 - get_wield_list(): returns the name of the inventory list the wielded item is in
1893 - get_wield_index(): returns the index of the wielded item
1894 - get_wielded_item() -> ItemStack
1895 - set_wielded_item(item): replaces the wielded item, returns true if successful
1896 - set_armor_groups({group1=rating, group2=rating, ...})
1897 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1898 - set_attach(parent, bone, position, rotation)
1900 ^ position = {x=num, y=num, z=num} (relative)
1901 ^ rotation = {x=num, y=num, z=num}
1903 - set_bone_position(bone, position, rotation)
1905 ^ position = {x=num, y=num, z=num} (relative)
1906 ^ rotation = {x=num, y=num, z=num}
1907 - set_properties(object property table)
1908 LuaEntitySAO-only: (no-op for other objects)
1909 - setvelocity({x=num, y=num, z=num})
1910 - getvelocity() -> {x=num, y=num, z=num}
1911 - setacceleration({x=num, y=num, z=num})
1912 - getacceleration() -> {x=num, y=num, z=num}
1914 - getyaw() -> radians
1915 - settexturemod(mod)
1916 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1917 - select_horiz_by_yawpitch=false)
1918 ^ Select sprite from spritesheet with optional animation and DM-style
1919 texture selection based on yaw relative to camera
1920 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1922 Player-only: (no-op for other objects)
1923 - is_player(): true for players, false for others
1924 - get_player_name(): returns "" if is not a player
1925 - get_look_dir(): get camera direction as a unit vector
1926 - get_look_pitch(): pitch in radians
1927 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1928 - set_look_pitch(radians): sets look pitch
1929 - set_look_yaw(radians): sets look yaw
1930 - get_breath() : returns players breath
1931 - set_breath(value) : sets players breath
1932 values: 0 player is drowning,
1933 1-10 number of bubbles remain,
1934 11 bubbles bar is not shown
1935 - set_inventory_formspec(formspec)
1936 ^ Redefine player's inventory form
1937 ^ Should usually be called in on_joinplayer
1938 - get_inventory_formspec() -> formspec string
1939 - get_player_control(): returns table with player pressed keys
1940 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1941 - get_player_control_bits(): returns integer with bit packed player pressed keys
1942 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1943 - set_physics_override({
1944 speed = 1.0, -- multiplier to default value
1945 jump = 1.0, -- multiplier to default value
1946 gravity = 1.0, -- multiplier to default value
1947 sneak = true, -- whether player can sneak
1948 sneak_glitch = true, -- whether player can use the sneak glitch
1950 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1951 - hud_remove(id): remove the HUD element of the specified id
1952 - hud_change(id, stat, value): change a value of a previously added HUD element
1953 ^ element stat values: position, name, scale, text, number, item, dir
1954 - hud_get(id): gets the HUD element definition structure of the specified ID
1955 - hud_set_flags(flags): sets specified HUD flags to true/false
1956 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1957 ^ pass a table containing a true/false value of each flag to be set or unset
1958 ^ if a flag is nil, the flag is not modified
1959 - hud_get_flags(): returns a table containing status of hud flags
1960 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1961 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1962 ^ count: number of items, must be between 1 and 23
1963 - hud_set_hotbar_image(texturename)
1964 ^ sets background image for hotbar
1965 - hud_set_hotbar_selected_image(texturename)
1966 ^ sets image for selected item of hotbar
1967 - hud_replace_builtin(name, hud definition)
1968 ^ replace definition of a builtin hud element
1969 ^ name: "breath" or "health"
1970 ^ hud definition: definition to replace builtin definition
1971 - set_sky(bgcolor, type, {texture names})
1972 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1974 - "regular": Uses 0 textures, bgcolor ignored
1975 - "skybox": Uses 6 textures, bgcolor used
1976 - "plain": Uses 0 textures, bgcolor used
1977 ^ Note: currently does not work directly in on_joinplayer; use
1978 minetest.after(0) in there.
1979 - override_day_night_ratio(ratio or nil)
1980 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1981 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1982 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
1983 ^ stand/idle animation key frames
1984 ^ walk animation key frames
1985 ^ dig animation key frames
1986 ^ walk+dig animation key frames
1987 ^ animation frame speed
1988 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
1989 ^ in first person view
1990 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
1992 InvRef: Reference to an inventory
1994 - is_empty(listname): return true if list is empty
1995 - get_size(listname): get size of a list
1996 - set_size(listname, size): set size of a list
1997 ^ returns false on error (e.g. invalid listname or listsize)
1998 - get_width(listname): get width of a list
1999 - set_width(listname, width): set width of list; currently used for crafting
2000 - get_stack(listname, i): get a copy of stack index i in list
2001 - set_stack(listname, i, stack): copy stack to index i in list
2002 - get_list(listname): return full list
2003 - set_list(listname, list): set full list (size will not change)
2004 - get_lists(): returns list of inventory lists
2005 - set_lists(lists): sets inventory lists (size will not change)
2006 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2007 - room_for_item(listname, stack): returns true if the stack of items
2008 can be fully added to the list
2009 - contains_item(listname, stack): returns true if the stack of items
2010 can be fully taken from the list
2011 remove_item(listname, stack): take as many items as specified from the list,
2012 returns the items that were actually removed (as an ItemStack)
2013 - get_location() -> location compatible to minetest.get_inventory(location)
2014 -> {type="undefined"} in case location is not known
2016 ItemStack: A stack of items.
2017 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2019 - is_empty(): return true if stack is empty
2020 - get_name(): returns item name (e.g. "default:stone")
2021 - set_name(itemname)
2022 - get_count(): returns number of items on the stack
2024 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2026 - get_metadata(): returns metadata (a string attached to an item stack)
2027 - set_metadata(metadata)
2028 - clear(): removes all items from the stack, making it empty
2029 - replace(item): replace the contents of this stack (item can also
2030 be an itemstring or table)
2031 - to_string(): returns the stack in itemstring form
2032 - to_table(): returns the stack in Lua table form
2033 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2034 - get_free_space(): returns get_stack_max() - get_count()
2035 - is_known(): returns true if the item name refers to a defined item type
2036 - get_definition(): returns the item definition table
2037 - get_tool_capabilities(): returns the digging properties of the item,
2038 ^ or those of the hand if none are defined for this item type
2039 - add_wear(amount): increases wear by amount if the item is a tool
2040 - add_item(item): put some item or stack onto this stack,
2041 ^ returns leftover ItemStack
2042 - item_fits(item): returns true if item or stack can be fully added to this one
2043 - take_item(n): take (and remove) up to n items from this stack
2044 ^ returns taken ItemStack
2045 ^ if n is omitted, n=1 is used
2046 - peek_item(n): copy (don't remove) up to n items from this stack
2047 ^ returns copied ItemStack
2048 ^ if n is omitted, n=1 is used
2050 PseudoRandom: A pseudorandom number generator
2051 - Can be created via PseudoRandom(seed)
2053 - next(): return next integer random number [0...32767]
2054 - next(min, max): return next integer random number [min...max]
2055 (max - min) must be 32767 or <= 6553 due to the simple
2056 implementation making bad distribution otherwise.
2058 PerlinNoise: A perlin noise generator
2059 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
2060 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
2062 - get2d(pos) -> 2d noise value at pos={x=,y=}
2063 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2065 PerlinNoiseMap: A fast, bulk perlin noise generator
2066 - Can be created via PerlinNoiseMap(noiseparams, size)
2067 - Also minetest.get_perlin_map(noiseparams, size)
2069 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2070 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2071 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2072 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2074 VoxelManip: An interface to the MapVoxelManipulator for Lua
2075 - Can be created via VoxelManip()
2076 - Also minetest.get_voxel_manip()
2078 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2079 ^ returns actual emerged pmin, actual emerged pmax
2080 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2081 ^ important: data must be set using VoxelManip:set_data before calling this
2082 - get_data(): Gets the data read into the VoxelManip object
2083 ^ returns raw node data is in the form of an array of node content ids
2084 - set_data(data): Sets the data contents of the VoxelManip object
2085 - update_map(): Update map after writing chunk back to map.
2086 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2087 ^ retrieved from minetest.get_mapgen_object
2088 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2089 ^ light is a table, {day=<0...15>, night=<0...15>}
2090 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2091 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2092 - get_light_data(): Gets the light data read into the VoxelManip object
2093 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2094 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2095 ^ light = day + (night * 16)
2096 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2097 ^ expects lighting data in the same format that get_light_data() returns
2098 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2099 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2100 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2101 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2102 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2103 - update_liquids(): Update liquid flow
2105 VoxelArea: A helper class for voxel areas
2106 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2107 - Coordinates are *inclusive*, like most other things in Minetest
2109 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2110 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2111 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2112 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2113 - indexp(p): same as above, except takes a vector
2114 - position(i): returns the absolute position vector corresponding to index i
2115 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2116 - containsp(p): same as above, except takes a vector
2117 - containsi(i): same as above, except takes an index
2118 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2119 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2120 - iterp(minp, maxp): same as above, except takes a vector
2122 Settings: An interface to read config files in the format of minetest.conf
2123 - Can be created via Settings(filename)
2126 - get_bool(key) -> boolean
2128 - remove(key) -> success
2129 - get_names() -> {key1,...}
2130 - write() -> success
2131 ^ write changes to file
2132 - to_table() -> {[key1]=value1,...}
2136 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2137 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2138 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2139 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2141 The following Mapgen objects are currently available:
2144 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2145 order. All mapgens support this object.
2148 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2149 generated chunk by the current mapgen.
2152 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2156 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2160 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2164 Returns a table mapping requested generation notification types to arrays of positions at which the
2165 corresponding generated structures are located at within the current chunk. To set the capture of positions
2166 of interest to be recorded on generate, use minetest.set_gen_notify().
2167 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2170 --------------------
2171 - Functions receive a "luaentity" as self:
2172 - It has the member .name, which is the registered name ("mod:thing")
2173 - It has the member .object, which is an ObjectRef pointing to the object
2174 - The original prototype stuff is visible directly via a metatable
2176 - on_activate(self, staticdata)
2177 ^ Called when the object is instantiated.
2178 - on_step(self, dtime)
2179 ^ Called on every server tick (dtime is usually 0.1 seconds)
2180 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2181 ^ Called when somebody punches the object.
2182 ^ Note that you probably want to handle most punches using the
2183 automatic armor group system.
2184 ^ puncher: ObjectRef (can be nil)
2185 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2186 ^ tool_capabilities: capability table of used tool (can be nil)
2187 ^ dir: unit vector of direction of punch. Always defined. Points from
2188 the puncher to the punched.
2189 - on_rightclick(self, clicker)
2190 - get_staticdata(self)
2191 ^ Should return a string that will be passed to on_activate when
2192 the object is instantiated the next time.
2197 axiom, - string initial tree axiom
2198 rules_a, - string rules set A
2199 rules_b, - string rules set B
2200 rules_c, - string rules set C
2201 rules_d, - string rules set D
2202 trunk, - string trunk node name
2203 leaves, - string leaves node name
2204 leaves2, - string secondary leaves node name
2205 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2206 angle, - num angle in deg
2207 iterations, - num max # of iterations, usually 2 -5
2208 random_level, - num factor to lower nr of iterations, usually 0 - 3
2209 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2210 thin_branches, - boolean true -> use thin (1 node) branches
2211 fruit, - string fruit node name
2212 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2213 seed, - num random seed; if no seed is provided, the engine will create one
2216 Key for Special L-System Symbols used in Axioms
2217 G - move forward one unit with the pen up
2218 F - move forward one unit with the pen down drawing trunks and branches
2219 f - move forward one unit with the pen down drawing leaves (100% chance)
2220 T - move forward one unit with the pen down drawing trunks only
2221 R - move forward one unit with the pen down placing fruit
2222 A - replace with rules set A
2223 B - replace with rules set B
2224 C - replace with rules set C
2225 D - replace with rules set D
2226 a - replace with rules set A, chance 90%
2227 b - replace with rules set B, chance 80%
2228 c - replace with rules set C, chance 70%
2229 d - replace with rules set D, chance 60%
2230 + - yaw the turtle right by angle parameter
2231 - - yaw the turtle left by angle parameter
2232 & - pitch the turtle down by angle parameter
2233 ^ - pitch the turtle up by angle parameter
2234 / - roll the turtle to the right by angle parameter
2235 * - roll the turtle to the left by angle parameter
2236 [ - save in stack current state info
2237 ] - recover from stack state info
2239 Example usage: spawn small apple tree
2242 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2243 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2244 trunk="default:tree",
2245 leaves="default:leaves",
2249 trunk_type="single",
2252 fruit="default:apple"
2254 minetest.spawn_tree(pos,apple_tree)
2263 collide_with_objects = true, -- collide with other objects if physical=true
2265 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2266 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2267 visual_size = {x=1, y=1},
2269 textures = {}, -- number of required textures depends on visual
2270 colors = {}, -- number of required colors depends on visual
2271 spritediv = {x=1, y=1},
2272 initial_sprite_basepos = {x=0, y=0},
2274 makes_footstep_sound = false,
2275 automatic_rotate = false,
2277 automatic_face_movement_dir = 0.0,
2278 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2281 Entity definition (register_entity)
2283 (Deprecated: Everything in object properties is read directly from here)
2285 initial_properties = <initial object properties>,
2287 on_activate = function(self, staticdata, dtime_s),
2288 on_step = function(self, dtime),
2289 on_punch = function(self, hitter),
2290 on_rightclick = function(self, clicker),
2291 get_staticdata = function(self),
2292 ^ Called sometimes; the string returned is passed to on_activate when
2293 the entity is re-activated from static state
2295 # Also you can define arbitrary member variables here
2296 myvariable = whatever,
2299 ABM (ActiveBlockModifier) definition (register_abm)
2301 -- In the following two fields, also group:groupname will work.
2302 nodenames = {"default:lava_source"},
2303 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2304 ^ If left out or empty, any neighbor will do
2305 interval = 1.0, -- (operation interval)
2306 chance = 1, -- (chance of trigger is 1.0/this)
2307 action = func(pos, node, active_object_count, active_object_count_wider),
2310 Item definition (register_node, register_craftitem, register_tool)
2312 description = "Steel Axe",
2313 groups = {}, -- key=name, value=rating; rating=1..3.
2314 if rating not applicable, use 1.
2315 e.g. {wool=1, fluffy=3}
2316 {soil=2, outerspace=1, crumbly=1}
2317 {bendy=2, snappy=1},
2318 {hard=1, metal=1, spikes=1}
2319 inventory_image = "default_tool_steelaxe.png",
2321 wield_scale = {x=1,y=1,z=1},
2324 liquids_pointable = false,
2325 tool_capabilities = {
2326 full_punch_interval = 1.0,
2330 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2331 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2333 damage_groups = {groupname=damage},
2335 node_placement_prediction = nil,
2336 ^ If nil and item is node, prediction is made automatically
2337 ^ If nil and item is not a node, no prediction is made
2338 ^ If "" and item is anything, no prediction is made
2339 ^ Otherwise should be name of node which the client immediately places
2340 on ground when the player places the item. Server will always update
2341 actual result to client in a short moment.
2343 place = <SimpleSoundSpec>,
2346 on_place = func(itemstack, placer, pointed_thing),
2347 ^ Shall place item and return the leftover itemstack
2348 ^ default: minetest.item_place
2349 on_drop = func(itemstack, dropper, pos),
2350 ^ Shall drop item and return the leftover itemstack
2351 ^ default: minetest.item_drop
2352 on_use = func(itemstack, user, pointed_thing),
2354 ^ Function must return either nil if no item shall be removed from
2355 inventory, or an itemstack to replace the original itemstack.
2356 e.g. itemstack:take_item(); return itemstack
2357 ^ Otherwise, the function is free to do what it wants.
2358 ^ The default functions handle regular use cases.
2359 after_use = func(itemstack, user, node, digparams),
2361 ^ If defined, should return an itemstack and will be called instead of
2362 wearing out the tool. If returns nil, does nothing.
2363 If after_use doesn't exist, it is the same as:
2364 function(itemstack, user, node, digparams)
2365 itemstack:add_wear(digparams.wear)
2372 - {name="image.png", animation={Tile Animation definition}}
2373 - {name="image.png", backface_culling=bool}
2374 ^ backface culling only supported in special tiles
2375 - deprecated still supported field names:
2378 Tile animation definition:
2379 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2381 Node definition (register_node)
2383 <all fields allowed in item definitions>,
2385 drawtype = "normal", -- See "Node drawtypes"
2387 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2388 ^ For plantlike, the image will start at the bottom of the node; for the
2389 ^ other drawtypes, the image will be centered on the node.
2390 ^ Note that positioning for "torchlike" may still change.
2391 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2392 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2393 ^ List can be shortened to needed length
2394 special_tiles = {tile definition 1, Tile definition 2},
2395 ^ Special textures of node; used rarely (old field name: special_materials)
2396 ^ List can be shortened to needed length
2398 use_texture_alpha = false, -- Use texture's alpha channel
2399 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2400 paramtype = "none", -- See "Nodes"
2401 paramtype2 = "none", -- See "Nodes"
2402 is_ground_content = true, -- If false, the cave generator will not carve through this
2403 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2404 walkable = true, -- If true, objects collide with node
2405 pointable = true, -- If true, can be pointed at
2406 diggable = true, -- If false, can never be dug
2407 climbable = false, -- If true, can be climbed on (ladder)
2408 buildable_to = false, -- If true, placed nodes can replace this node
2409 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2410 liquidtype = "none", -- "none"/"source"/"flowing"
2411 liquid_alternative_flowing = "", -- Flowing version of source liquid
2412 liquid_alternative_source = "", -- Source version of flowing liquid
2413 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2414 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2415 freezemelt = "", -- water for snow/ice, ice/snow for water
2416 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2417 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2418 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2419 light_source = 0, -- Amount of light emitted by node
2420 damage_per_second = 0, -- If player is inside node, this damage is caused
2421 node_box = {type="regular"}, -- See "Node boxes"
2422 selection_box = {type="regular"}, -- See "Node boxes"
2423 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2424 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2425 legacy_wallmounted = false, -- Support maps made in and before January 2012
2427 footstep = <SimpleSoundSpec>,
2428 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2429 dug = <SimpleSoundSpec>,
2430 place = <SimpleSoundSpec>,
2433 on_construct = func(pos),
2434 ^ Node constructor; always called after adding node
2435 ^ Can set up metadata and stuff like that
2437 on_destruct = func(pos),
2438 ^ Node destructor; always called before removing node
2440 after_destruct = func(pos, oldnode),
2441 ^ Node destructor; always called after removing node
2444 after_place_node = func(pos, placer, itemstack, pointed_thing),
2445 ^ Called after constructing node when node was placed using
2446 minetest.item_place_node / minetest.place_node
2447 ^ If return true no item is taken from itemstack
2449 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2450 ^ oldmetadata is in table format
2451 ^ Called after destructing node when node was dug using
2452 minetest.node_dig / minetest.dig_node
2454 can_dig = function(pos,player)
2455 ^ returns true if node can be dug, or false if not
2458 on_punch = func(pos, node, puncher, pointed_thing),
2459 ^ default: minetest.node_punch
2460 ^ By default: Calls minetest.register_on_punchnode callbacks
2461 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2463 ^ if defined, itemstack will hold clicker's wielded item
2464 ^ Shall return the leftover itemstack
2465 ^ Note: pointed_thing can be nil, if a mod calls this function
2467 on_dig = func(pos, node, digger),
2468 ^ default: minetest.node_dig
2469 ^ By default: checks privileges, wears out tool and removes node
2471 on_timer = function(pos,elapsed),
2473 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2474 ^ elapsed is the total time passed since the timer was started
2475 ^ return true to run the timer for another cycle with the same timeout value
2477 on_receive_fields = func(pos, formname, fields, sender),
2478 ^ fields = {name1 = value1, name2 = value2, ...}
2479 ^ Called when an UI form (e.g. sign text input) returns data
2482 allow_metadata_inventory_move = func(pos, from_list, from_index,
2483 to_list, to_index, count, player),
2484 ^ Called when a player wants to move items inside the inventory
2485 ^ Return value: number of items allowed to move
2487 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2488 ^ Called when a player wants to put something into the inventory
2489 ^ Return value: number of items allowed to put
2490 ^ Return value: -1: Allow and don't modify item count in inventory
2492 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2493 ^ Called when a player wants to take something out of the inventory
2494 ^ Return value: number of items allowed to take
2495 ^ Return value: -1: Allow and don't modify item count in inventory
2497 on_metadata_inventory_move = func(pos, from_list, from_index,
2498 to_list, to_index, count, player),
2499 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2500 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2501 ^ Called after the actual action has happened, according to what was allowed.
2504 on_blast = func(pos, intensity),
2505 ^ intensity: 1.0 = mid range of regular TNT
2506 ^ If defined, called when an explosion touches the node, instead of
2510 Recipe for register_craft: (shaped)
2512 output = 'default:pick_stone',
2514 {'default:cobble', 'default:cobble', 'default:cobble'},
2515 {'', 'default:stick', ''},
2516 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2518 replacements = <optional list of item pairs,
2519 replace one input item with another item on crafting>
2522 Recipe for register_craft (shapeless)
2525 output = 'mushrooms:mushroom_stew',
2528 "mushrooms:mushroom_brown",
2529 "mushrooms:mushroom_red",
2531 replacements = <optional list of item pairs,
2532 replace one input item with another item on crafting>
2535 Recipe for register_craft (tool repair)
2537 type = "toolrepair",
2538 additional_wear = -0.02,
2541 Recipe for register_craft (cooking)
2544 output = "default:glass",
2545 recipe = "default:sand",
2549 Recipe for register_craft (furnace fuel)
2552 recipe = "default:leaves",
2556 Ore definition (register_ore)
2558 ore_type = "scatter", -- See "Ore types"
2559 ore = "default:stone_with_coal",
2560 wherein = "default:stone",
2561 ^ a list of nodenames is supported too
2562 clust_scarcity = 8*8*8,
2563 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2564 ^ This value should be *MUCH* higher than your intuition might tell you!
2566 ^ Number of ores in a cluster
2568 ^ Size of the bounding box of the cluster
2569 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2570 height_min = -31000,
2573 ^ Attributes for this ore generation
2574 noise_threshhold = 0.5,
2575 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2576 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2577 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2578 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2581 Decoration definition (register_decoration)
2583 deco_type = "simple", -- See "Decoration types"
2584 place_on = "default:dirt_with_grass",
2585 ^ Node that decoration can be placed on
2587 ^ Size of divisions made in the chunk being generated.
2588 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2590 ^ Ratio of the area to be uniformly filled by the decoration.
2591 ^ Used only if noise_params is not specified.
2592 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2593 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2594 ^ The result of this is multiplied by the 2d area of the division being decorated.
2595 biomes = {"Oceanside", "Hills", "Plains"},
2596 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2597 ^ and ignored if the Mapgen being used does not support biomes.
2599 ----- Simple-type parameters
2600 decoration = "default:grass",
2601 ^ The node name used as the decoration.
2602 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2604 ^ Number of nodes high the decoration is made.
2605 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2607 ^ Number of nodes the decoration can be at maximum.
2608 ^ If absent, the parameter 'height' is used as a constant.
2609 spawn_by = "default:water",
2610 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2612 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2613 ^ If absent or -1, decorations occur next to any nodes.
2615 ----- Schematic-type parameters
2616 schematic = "foobar.mts",
2617 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2618 ^ specified Minetest schematic file.
2619 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2620 ^ and an optional table yslice_prob:
2622 size = {x=4, y=6, z=4},
2624 {name="cobble", param1=255, param2=0},
2625 {name="dirt_with_grass", param1=255, param2=0},
2634 ^ See 'Schematic specifier' for details.
2635 replacements = {{"oldname", "convert_to"}, ...},
2636 flags = "place_center_x, place_center_z",
2637 ^ Flags for schematic decorations. See 'Schematic attributes'.
2638 rotation = "90" -- rotate schematic 90 degrees on placement
2639 ^ Rotation can be "0", "90", "180", "270", or "random".
2642 Chatcommand definition (register_chatcommand)
2644 params = "<name> <privilege>", -- Short parameter description
2645 description = "Remove privilege from player", -- Full description
2646 privs = {privs=true}, -- Require the "privs" privilege to run
2647 func = function(name, param), -- Called when command is run.
2648 -- Returns boolean success and text output.
2651 Detached inventory callbacks
2653 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2654 ^ Called when a player wants to move items inside the inventory
2655 ^ Return value: number of items allowed to move
2657 allow_put = func(inv, listname, index, stack, player),
2658 ^ Called when a player wants to put something into the inventory
2659 ^ Return value: number of items allowed to put
2660 ^ Return value: -1: Allow and don't modify item count in inventory
2662 allow_take = func(inv, listname, index, stack, player),
2663 ^ Called when a player wants to take something out of the inventory
2664 ^ Return value: number of items allowed to take
2665 ^ Return value: -1: Allow and don't modify item count in inventory
2667 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2668 on_put = func(inv, listname, index, stack, player),
2669 on_take = func(inv, listname, index, stack, player),
2670 ^ Called after the actual action has happened, according to what was allowed.
2674 HUD Definition (hud_add, hud_get)
2676 hud_elem_type = "image", -- see HUD element types
2677 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2678 position = {x=0.5, y=0.5},
2679 ^ Left corner position of element
2685 ^ Selected item in inventory. 0 for no item selected.
2687 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2688 alignment = {x=0, y=0},
2689 ^ See "HUD Element Types"
2690 offset = {x=0, y=0},
2691 ^ See "HUD Element Types"
2692 size = { x=100, y=100 },
2693 ^ Size of element in pixels
2696 Particle definition (add_particle)
2698 pos = {x=0, y=0, z=0},
2699 velocity = {x=0, y=0, z=0},
2700 acceleration = {x=0, y=0, z=0},
2701 ^ Spawn particle at pos with velocity and acceleration
2703 ^ Disappears after expirationtime seconds
2705 collisiondetection = false,
2706 ^ collisiondetection: if true collides with physical objects
2708 ^ vertical: if true faces player using y axis only
2709 texture = "image.png",
2710 ^ Uses texture (string)
2711 playername = "singleplayer"
2712 ^ optional, if specified spawns particle only on the player's client
2715 ParticleSpawner definition (add_particlespawner)
2719 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2720 minpos = {x=0, y=0, z=0},
2721 maxpos = {x=0, y=0, z=0},
2722 minvel = {x=0, y=0, z=0},
2723 maxvel = {x=0, y=0, z=0},
2724 minacc = {x=0, y=0, z=0},
2725 maxacc = {x=0, y=0, z=0},
2730 ^ The particle's properties are random values in between the bounds:
2731 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2732 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2733 collisiondetection = false,
2734 ^ collisiondetection: if true uses collision detection
2736 ^ vertical: if true faces player using y axis only
2737 texture = "image.png",
2738 ^ Uses texture (string)
2739 playername = "singleplayer"
2740 ^ Playername is optional, if specified spawns particle only on the player's client