1 Minetest Lua Modding API Reference 0.4.9
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing desctiption to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, eg. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, eg. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 eg. foomod_foothing.png
191 Only OGG files are supported.
193 For positional playing of sounds, only single-channel (mono) files are
194 supported. Otherwise OpenAL will play them non-positionally.
196 Mods should generally prefix their sounds with modname_, eg. given
197 the mod name "foomod", a sound could be called
198 "foomod_foosound.ogg"
200 Sounds are referred to by their name with a dot, a single digit and the
201 file extension stripped out. When a sound is played, the actual sound file
202 is chosen randomly from the matching sounds.
204 When playing the sound "foomod_foosound", the sound is chosen randomly
205 from the available ones of the following files:
207 foomod_foosound.0.ogg
208 foomod_foosound.1.ogg
210 foomod_foosound.9.ogg
212 Examples of sound parameter tables:
213 -- Play locationless on all clients
215 gain = 1.0, -- default
217 -- Play locationless to a player
220 gain = 1.0, -- default
222 -- Play in a location
225 gain = 1.0, -- default
226 max_hear_distance = 32, -- default
228 -- Play connected to an object, looped
230 object = <an ObjectRef>,
231 gain = 1.0, -- default
232 max_hear_distance = 32, -- default
233 loop = true, -- only sounds connected to objects can be looped
238 eg. "default_place_node"
240 eg. {name="default_place_node"}
241 eg. {name="default_place_node", gain=1.0}
243 Registered definitions of stuff
244 --------------------------------
245 Anything added using certain minetest.register_* functions get added to
246 the global minetest.registered_* tables.
248 minetest.register_entity(name, prototype table)
249 -> minetest.registered_entities[name]
251 minetest.register_node(name, node definition)
252 -> minetest.registered_items[name]
253 -> minetest.registered_nodes[name]
255 minetest.register_tool(name, item definition)
256 -> minetest.registered_items[name]
258 minetest.register_craftitem(name, item definition)
259 -> minetest.registered_items[name]
261 Note that in some cases you will stumble upon things that are not contained
262 in these tables (eg. when a mod has been removed). Always check for
263 existence before trying to access the fields.
265 Example: If you want to check the drawtype of a node, you could do:
267 local function get_nodedef_field(nodename, fieldname)
268 if not minetest.registered_nodes[nodename] then
271 return minetest.registered_nodes[nodename][fieldname]
273 local drawtype = get_nodedef_field(nodename, "drawtype")
275 Example: minetest.get_item_group(name, group) has been implemented as:
277 function minetest.get_item_group(name, group)
278 if not minetest.registered_items[name] or not
279 minetest.registered_items[name].groups[group] then
282 return minetest.registered_items[name].groups[group]
287 Nodes are the bulk data of the world: cubes and other things that take the
288 space of a cube. Huge amounts of them are handled efficiently, but they
291 The definition of a node is stored and can be accessed by name in
292 minetest.registered_nodes[node.name]
293 See "Registered definitions of stuff".
295 Nodes are passed by value between Lua and the engine.
296 They are represented by a table:
297 {name="name", param1=num, param2=num}
299 param1 and param2 are 8 bit integers. The engine uses them for certain
300 automated functions. If you don't use these functions, you can use them to
301 store arbitrary values.
303 The functions of param1 and param2 are determined by certain fields in the
305 param1 is reserved for the engine when paramtype != "none":
307 ^ The value stores light with and without sun in it's
308 upper and lower 4 bits.
309 param2 is reserved for the engine when any of these are used:
310 liquidtype == "flowing"
311 ^ The level and some flags of the liquid is stored in param2
312 drawtype == "flowingliquid"
313 ^ The drawn liquid level is read from param2
314 drawtype == "torchlike"
315 drawtype == "signlike"
316 paramtype2 == "wallmounted"
317 ^ The rotation of the node is stored in param2. You can make this value
318 by using minetest.dir_to_wallmounted().
319 paramtype2 == "facedir"
320 ^ The rotation of the node is stored in param2. Furnaces and chests are
321 rotated this way. Can be made by using minetest.dir_to_facedir().
323 facedir modulo 4 = axisdir
324 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
325 facedir's two less significant bits are rotation around the axis
326 paramtype2 == "leveled"
327 ^ The drawn node level is read from param2, like flowingliquid
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" and "leveled" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
387 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
391 These tell in what manner the ore is generated.
392 All default ores are of the uniformly-distributed scatter type.
395 Randomly chooses a location and generates a cluster of ore.
396 If noise_params is specified, the ore will be placed if the 3d perlin noise at
397 that point is greater than the noise_threshhold, giving the ability to create a non-equal
400 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
401 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
402 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
403 scale when comparing against the noise threshhold, but scale is used to determine relative height.
404 The height of the blob is randomly scattered, with a maximum height of clust_size.
405 clust_scarcity and clust_num_ores are ignored.
406 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
407 - claylike - NOT YET IMPLEMENTED
408 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
409 neighborhood of clust_size radius.
413 Currently supported flags: absheight
415 Also produce this same ore between the height range of -height_max and -height_min.
416 Useful for having ore in sky realms without having to duplicate ore entries.
420 The varying types of decorations that can be placed.
421 The default value is simple, and is currently the only type supported.
424 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
425 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
426 for example. Can also generate a decoration of random height between a specified lower and
427 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
430 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
431 probability of a node randomly appearing when placed. This decoration type is intended to be used
432 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
436 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
437 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
438 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
439 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
440 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
442 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
443 probability of that node appearing in the structure.
444 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
445 - A probability value of 0 means that node will never appear (0% chance).
446 - A probability value of 255 means the node will always appear (100% chance).
447 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
448 will appear when the schematic is placed on the map.
450 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
453 ---------------------
454 Currently supported flags: place_center_x, place_center_y, place_center_z
456 Placement of this decoration is centered along the X axis.
458 Placement of this decoration is centered along the Y axis.
460 Placement of this decoration is centered along the Z axis.
464 The position field is used for all element types.
465 To account for differing resolutions, the position coordinates are the percentage of the screen,
466 ranging in value from 0 to 1.
467 The name field is not yet used, but should contain a description of what the HUD element represents.
468 The direction field is the direction in which something is drawn.
469 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
470 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
471 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
473 The offset field specifies a pixel offset from the position. Contrary to position,
474 the offset is not scaled to screen size. This allows for some precisely-positioned
476 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
478 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
481 Displays an image on the HUD.
482 - scale: The scale of the image, with 1 being the original texture size.
483 Only the X coordinate scale is used (positive values)
484 Negative values represent that percentage of the screen it
485 should take; e.g. x=-100 means 100% (width)
486 - text: The name of the texture that is displayed.
487 - alignment: The alignment of the image.
488 - offset: offset in pixels from position.
490 Displays text on the HUD.
491 - scale: Defines the bounding rectangle of the text.
492 A value such as {x=100, y=100} should work.
493 - text: The text to be displayed in the HUD element.
494 - number: An integer containing the RGB value of the color used to draw the text.
495 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
496 - alignment: The alignment of the text.
497 - offset: offset in pixels from position.
499 Displays a horizontal bar made up of half-images.
500 - text: The name of the texture that is used.
501 - number: The number of half-textures that are displayed.
502 If odd, will end with a vertically center-split texture.
504 - offset: offset in pixels from position.
506 - text: The name of the inventory list to be displayed.
507 - number: Number of items in the inventory to be displayed.
508 - item: Position of item that is selected.
511 Representations of simple things
512 --------------------------------
514 {x=num, y=num, z=num}
515 For helper functions see "Vector helpers".
519 {type="node", under=pos, above=pos}
520 {type="object", ref=ObjectRef}
524 Node (register_node):
525 A node from the world
526 Tool (register_tool):
527 A tool/weapon that can dig and damage things according to tool_capabilities
528 Craftitem (register_craftitem):
531 Items and item stacks can exist in three formats:
533 Serialized; This is called stackstring or itemstring:
535 eg. 'default:pick_wood 21323'
539 eg. {name="default:dirt", count=5, wear=0, metadata=""}
541 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
542 ^ a wooden pick about 1/3 weared out
543 eg. {name="default:apple", count=1, wear=0, metadata=""}
547 C++ native format with many helper methods. Useful for converting between
548 formats. See the Class reference section for details.
550 When an item must be passed to a function, it can usually be in any of
555 In a number of places, there is a group table. Groups define the
556 properties of a thing (item, node, armor of entity, capabilities of
557 tool) in such a way that the engine and other mods can can interact with
558 the thing without actually knowing what the thing is.
561 - Groups are stored in a table, having the group names with keys and the
562 group ratings as values. For example:
563 groups = {crumbly=3, soil=1}
565 groups = {crumbly=2, soil=1, level=2, outerspace=1}
566 ^ A more special dirt-kind of thing
567 - Groups always have a rating associated with them. If there is no
568 useful meaning for a rating for an enabled group, it shall be 1.
569 - When not defined, the rating of a group defaults to 0. Thus when you
570 read groups, you must interpret nil and 0 as the same value, 0.
572 You can read the rating of a group for an item or a node by using
573 minetest.get_item_group(itemname, groupname)
577 Groups of items can define what kind of an item it is (eg. wool).
581 In addition to the general item things, groups are used to define whether
582 a node is destroyable and how long it takes to destroy by a tool.
586 For entities, groups are, as of now, used only for calculating damage.
587 The rating is the percentage of damage caused by tools with this damage group.
588 See "Entity damage mechanism".
590 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
591 object.set_armor_groups({fleshy=30, cracky=80})
595 Groups in tools define which groups of nodes and entities they are
598 Groups in crafting recipes
599 ---------------------------
600 An example: Make meat soup from any meat, any water and any bowl
602 output = 'food:meat_soup_raw',
608 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
610 An another example: Make red wool from white wool and red dye
614 recipe = {'wool:white', 'group:dye,basecolor_red'},
619 - immortal: Disables the group damage system for an entity
620 - level: Can be used to give an additional sense of progression in the game.
621 - A larger level will cause eg. a weapon of a lower level make much less
622 damage, and get weared out much faster, or not be able to get drops
623 from destroyed nodes.
624 - 0 is something that is directly accessible at the start of gameplay
625 - There is no upper limit
626 - dig_immediate: (player can always pick up node without tool wear)
627 - 2: node is removed without tool wear after 0.5 seconds or so
629 - 3: node is removed without tool wear immediately (torch)
630 - disable_jump: Player (and possibly other things) cannot jump from node
631 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
632 - bouncy: value is bounce speed in percent
633 - falling_node: if there is no walkable block under the node it will fall
634 - attached_node: if the node under it is not a walkable block the node will be
635 dropped as an item. If the node is wallmounted the
636 wallmounted direction is checked.
637 - soil: saplings will grow on nodes in this group
638 - connect_to_raillike: makes nodes of raillike drawtype connect to
639 other group members with same drawtype
641 Known damage and digging time defining groups
642 ----------------------------------------------
643 - crumbly: dirt, sand
644 - cracky: tough but crackable stuff like stone.
645 - snappy: something that can be cut using fine tools; eg. leaves, small
646 plants, wire, sheets of metal
647 - choppy: something that can be cut using force; eg. trees, wooden planks
648 - fleshy: Living things like animals and the player. This could imply
649 some blood effects when hitting.
650 - explody: Especially prone to explosions
651 - oddly_breakable_by_hand:
652 Can be added to nodes that shouldn't logically be breakable by the
653 hand but are. Somewhat similar to dig_immediate, but times are more
654 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
655 speed of a tool if the tool can dig at a faster speed than this
656 suggests for the hand.
658 Examples of custom groups
659 --------------------------
660 Item groups are often used for defining, well, //groups of items//.
661 - meat: any meat-kind of a thing (rating might define the size or healing
662 ability or be irrelevant - it is not defined as of yet)
663 - eatable: anything that can be eaten. Rating might define HP gain in half
665 - flammable: can be set on fire. Rating might define the intensity of the
666 fire, affecting eg. the speed of the spreading of an open fire.
667 - wool: any wool (any origin, any color)
670 - heavy: anything considerably heavy
672 Digging time calculation specifics
673 -----------------------------------
674 Groups such as **crumbly**, **cracky** and **snappy** are used for this
675 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
678 The **level** group is used to limit the toughness of nodes a tool can dig
679 and to scale the digging times / damage to a greater extent.
681 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
684 Tools define their properties by a list of parameters for groups. They
685 cannot dig other groups; thus it is important to use a standard bunch of
686 groups to enable interaction with tools.
689 * Full punch interval
691 * For an arbitrary list of groups:
692 * Uses (until the tool breaks)
693 * Maximum level (usually 0, 1, 2 or 3)
697 **Full punch interval**:
698 When used as a weapon, the tool will do full damage if this time is spent
699 between punches. If eg. half the time is spent, the tool will do half
702 **Maximum drop level**
703 Suggests the maximum level of node, when dug with the tool, that will drop
704 it's useful item. (eg. iron ore to drop a lump of iron).
705 - This is not automated; it is the responsibility of the node definition
709 Determines how many uses the tool has when it is used for digging a node,
710 of this group, of the maximum level. For lower leveled nodes, the use count
711 is multiplied by 3^leveldiff.
712 - uses=10, leveldiff=0 -> actual uses: 10
713 - uses=10, leveldiff=1 -> actual uses: 30
714 - uses=10, leveldiff=2 -> actual uses: 90
717 Tells what is the maximum level of a node of this group that the tool will
721 List of digging times for different ratings of the group, for nodes of the
723 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
724 result in the tool to be able to dig nodes that have a rating of 2 or 3
725 for this group, and unable to dig the rating 1, which is the toughest.
726 Unless there is a matching group that enables digging otherwise.
729 List of damage for groups of entities. See "Entity damage mechanism".
731 Example definition of the capabilities of a tool
732 -------------------------------------------------
733 tool_capabilities = {
734 full_punch_interval=1.5,
737 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
739 damage_groups = {fleshy=2},
742 This makes the tool be able to dig nodes that fullfill both of these:
743 - Have the **crumbly** group
744 - Have a **level** group less or equal to 2
746 Table of resulting digging times:
747 crumbly 0 1 2 3 4 <- level
753 level diff: 2 1 0 -1 -2
755 Table of resulting tool uses:
762 - At crumbly=0, the node is not diggable.
763 - At crumbly=3, the level difference digging time divider kicks in and makes
764 easy nodes to be quickly breakable.
765 - At level > 2, the node is not diggable, because it's level > maxlevel
767 Entity damage mechanism
768 ------------------------
771 foreach group in cap.damage_groups:
772 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
773 * (object.armor_groups[group] / 100.0)
774 -- Where object.armor_groups[group] is 0 for inexisting values
777 Client predicts damage based on damage groups. Because of this, it is able to
778 give an immediate response when an entity is damaged or dies; the response is
779 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
781 - Currently a smoke puff will appear when an entity dies.
783 The group **immortal** completely disables normal damage.
785 Entities can define a special armor group, which is **punch_operable**. This
786 group disables the regular damage mechanism for players punching it by hand or
787 a non-tool item, so that it can do something else than take damage.
789 On the Lua side, every punch calls ''entity:on_punch(puncher,
790 time_from_last_punch, tool_capabilities, direction)''. This should never be
791 called directly, because damage is usually not handled by the entity itself.
792 * ''puncher'' is the object performing the punch. Can be nil. Should never be
793 accessed unless absolutely required, to encourage interoperability.
794 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
795 * ''tool_capabilities'' can be nil.
796 * ''direction'' is a unit vector, pointing from the source of the punch to
799 To punch an entity/object in Lua, call ''object:punch(puncher,
800 time_from_last_punch, tool_capabilities, direction)''.
801 * Return value is tool wear.
802 * Parameters are equal to the above callback.
803 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
804 automatically filled in based on the location of ''puncher''.
808 The instance of a node in the world normally only contains the three values
809 mentioned in "Nodes". However, it is possible to insert extra data into a
810 node. It is called "node metadata"; See "NodeMetaRef".
812 Metadata contains two things:
816 Some of the values in the key-value store are handled specially:
817 - formspec: Defines a right-click inventory menu. See "Formspec".
818 - infotext: Text shown on the screen when the node is pointed at
822 local meta = minetest.get_meta(pos)
823 meta:set_string("formspec",
825 "list[context;main;0,0;8,4;]"..
826 "list[current_player;main;0,5;8,4;]")
827 meta:set_string("infotext", "Chest");
828 local inv = meta:get_inventory()
829 inv:set_size("main", 8*4)
830 print(dump(meta:to_table()))
833 main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""}
836 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
843 Formspec defines a menu. Currently not much else than inventories are
844 supported. It is a string, with a somewhat strange format.
846 Spaces and newlines can be inserted between the blocks, as is used in the
852 list[context;main;0,0;8,4;]
853 list[current_player;main;0,5;8,4;]
856 list[context;fuel;2,3;1,1;]
857 list[context;src;2,1;1,1;]
858 list[context;dst;5,1;2,2;]
859 list[current_player;main;0,5;8,4;]
860 - Minecraft-like player inventory
862 image[1,0.6;1,2;player.png]
863 list[current_player;main;0,3.5;8,4;]
864 list[current_player;craft;3,0;3,3;]
865 list[current_player;craftpreview;7,1;1,1;]
870 ^ Define the size of the menu in inventory slots
871 ^ deprecated: invsize[<W>,<H>;]
873 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
874 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
875 ^ Show an inventory list
877 listcolors[<slot_bg_normal>;<slot_bg_hover>]
878 ^ Sets background color of slots in HEX-Color format
879 ^ Sets background color of slots on mouse hovering
881 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
882 ^ Sets background color of slots in HEX-Color format
883 ^ Sets background color of slots on mouse hovering
884 ^ Sets color of slots border
886 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
887 ^ Sets background color of slots in HEX-Color format
888 ^ Sets background color of slots on mouse hovering
889 ^ Sets color of slots border
890 ^ Sets background color of tooltips
891 ^ Sets font color of tooltips
893 image[<X>,<Y>;<W>,<H>;<texture name>]
895 ^ Position and size units are inventory slots
897 item_image[<X>,<Y>;<W>,<H>;<item name>]
898 ^ Show an inventory image of registered item/node
899 ^ Position and size units are inventory slots
901 bgcolor[<color>;<fullscreen>]
902 ^ Sets background color of formspec in HEX-Color format
903 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
905 background[<X>,<Y>;<W>,<H>;<texture name>]
906 ^ Use a background. Inventory rectangles are not drawn then.
907 ^ Position and size units are inventory slots
908 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
910 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
911 ^ Use a background. Inventory rectangles are not drawn then.
912 ^ Position and size units are inventory slots
913 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
914 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
916 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
917 ^ Textual password style field; will be sent to server when a button is clicked
918 ^ x and y position the field relative to the top left of the menu
919 ^ w and h are the size of the field
920 ^ fields are a set height, but will be vertically centred on h
921 ^ Position and size units are inventory slots
922 ^ name is the name of the field as returned in fields to on_receive_fields
923 ^ label, if not blank, will be text printed on the top left above the field
925 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
926 ^ Textual field; will be sent to server when a button is clicked
927 ^ x and y position the field relative to the top left of the menu
928 ^ w and h are the size of the field
929 ^ fields are a set height, but will be vertically centred on h
930 ^ Position and size units are inventory slots
931 ^ name is the name of the field as returned in fields to on_receive_fields
932 ^ label, if not blank, will be text printed on the top left above the field
933 ^ default is the default value of the field
934 ^ default may contain variable references such as '${text}' which
935 will fill the value from the metadata value 'text'
936 ^ Note: no extra text or more than a single variable is supported ATM.
938 field[<name>;<label>;<default>]
939 ^ as above but without position/size units
940 ^ special field for creating simple forms, such as sign text input
941 ^ must be used without a size[] element
942 ^ a 'Proceed' button will be added automatically
944 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
945 ^ same as fields above, but with multi-line input
947 label[<X>,<Y>;<label>]
948 ^ x and y work as per field
949 ^ label is the text on the label
950 ^ Position and size units are inventory slots
952 vertlabel[<X>,<Y>;<label>]
953 ^ Textual label drawn verticaly
954 ^ x and y work as per field
955 ^ label is the text on the label
956 ^ Position and size units are inventory slots
958 button[<X>,<Y>;<W>,<H>;<name>;<label>]
959 ^ Clickable button. When clicked, fields will be sent.
960 ^ x, y and name work as per field
961 ^ w and h are the size of the button
962 ^ label is the text on the button
963 ^ Position and size units are inventory slots
965 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
966 ^ x, y, w, h, and name work as per button
967 ^ texture name is the filename of an image
968 ^ Position and size units are inventory slots
970 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
971 ^ x, y, w, h, and name work as per button
972 ^ texture name is the filename of an image
973 ^ Position and size units are inventory slots
974 ^ noclip true meand imagebutton doesn't need to be within specified formsize
975 ^ drawborder draw button bodrer or not
977 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
978 ^ x, y, w, h, and name work as per button
979 ^ texture name is the filename of an image
980 ^ Position and size units are inventory slots
981 ^ noclip true meand imagebutton doesn't need to be within specified formsize
982 ^ drawborder draw button bodrer or not
983 ^ pressed texture name is the filename of an image on pressed state
985 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
986 ^ x, y, w, h, name and label work as per button
987 ^ item name is the registered name of an item/node,
988 tooltip will be made out of its descritption
989 ^ Position and size units are inventory slots
991 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
992 ^ When clicked, fields will be sent and the form will quit.
994 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
995 ^ When clicked, fields will be sent and the form will quit.
997 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
998 ^Scrollabel itemlist showing arbitrary text elements
999 ^ x and y position the itemlist relative to the top left of the menu
1000 ^ w and h are the size of the itemlist
1001 ^ name fieldname sent to server on doubleclick value is current selected element
1002 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1003 ^ if you want a listelement to start with # write ##
1005 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1006 ^Scrollabel itemlist showing arbitrary text elements
1007 ^ x and y position the itemlist relative to the top left of the menu
1008 ^ w and h are the size of the itemlist
1009 ^ name fieldname sent to server on doubleclick value is current selected element
1010 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1011 ^ if you want a listelement to start with # write ##
1012 ^ index to be selected within textlist
1013 ^ true/false draw transparent background
1014 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1016 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1017 ^ show a tabHEADER at specific position (ignores formsize)
1018 ^ x and y position the itemlist relative to the top left of the menu
1019 ^ name fieldname data is transfered to lua
1020 ^ caption 1... name shown on top of tab
1021 ^ current_tab index of selected tab 1...
1022 ^ transparent (optional) show transparent
1023 ^ draw_border (optional) draw border
1025 box[<X>,<Y>;<W>,<H>;<color>]
1026 ^ simple colored semitransparent box
1027 ^ x and y position the box relative to the top left of the menu
1028 ^ w and h are the size of box
1029 ^ color in HEX-Color format
1031 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1032 ^ show a dropdown field
1033 ^ x and y position of dropdown
1035 ^ fieldname data is transfered to lua
1036 ^ items to be shown in dropdown
1037 ^ index of currently selected dropdown item
1038 ^ color in hexadecimal format RRGGBB (only)
1040 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1042 ^ x and y position of checkbox
1043 ^ name fieldname data is transfered to lua
1044 ^ label to be shown left of checkbox
1045 ^ selected (optional) true/false
1047 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1048 ^ show scrollable table using options defined by the previous tableoptions[]
1049 ^ displays cells as defined by the previous tablecolumns[]
1050 ^ x and y position the itemlist relative to the top left of the menu
1051 ^ w and h are the size of the itemlist
1052 ^ name fieldname sent to server on row select or doubleclick
1053 ^ cell 1...n cell contents given in row-major order
1054 ^ selected idx: index of row to be selected within table (first row = 1)
1055 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1057 tableoptions[<opt 1>;<opt 2>;...]
1058 ^ sets options for table[]:
1060 ^^ default text color (HEX-Color), defaults to #FFFFFF
1061 ^ background=#RRGGBB
1062 ^^ table background color (HEX-Color), defaults to #000000
1063 ^ border=<true/false>
1064 ^^ should the table be drawn with a border? (default true)
1066 ^^ highlight background color (HEX-Color), defaults to #466432
1067 ^ highlight_text=#RRGGBB
1068 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1070 ^^ all subtrees up to depth < value are open (default value = 0)
1071 ^^ only useful when there is a column of type "tree"
1073 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1074 ^ sets columns for table[]:
1075 ^ types: text, image, color, indent, tree
1076 ^^ text: show cell contents as text
1077 ^^ image: cell contents are an image index, use column options to define images
1078 ^^ color: cell contents are a HEX-Color and define color of following cell
1079 ^^ indent: cell contents are a number and define indentation of following cell
1080 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1082 ^^ align=<value> for "text" and "image": content alignment within cells
1083 ^^ available values: left (default), center, right, inline
1084 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1085 ^^ for "indent" and "tree": indent width in em (default 1.5)
1086 ^^ padding=<value> padding left of the column, in em (default 0.5)
1087 ^^ exception: defaults to 0 for indent columns
1088 ^^ tooltip=<value> tooltip text (default empty)
1089 ^ "image" column options:
1090 ^^ 0=<value> sets image for image index 0
1091 ^^ 1=<value> sets image for image index 1
1092 ^^ 2=<value> sets image for image index 2
1093 ^^ and so on; defined indices need not be contiguous
1094 ^^ empty or non-numeric cells are treated as 0
1095 ^ "color" column options:
1096 ^^ span=<value> number of following columns to affect (default infinite)
1098 Note: do NOT use a element name starting with "key_" those names are reserved to
1099 pass key press events to formspec!
1103 - "context": Selected node metadata (deprecated: "current_name")
1104 - "current_player": Player to whom the menu is shown
1105 - "player:<name>": Any player
1106 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1107 - "detached:<name>": A detached inventory
1112 ^ defines a color in hexadecimal format
1114 ^ defines a color in hexadecimal format and alpha channel
1116 ^ defines a color in hexadecimal format
1118 ^ defines a color in hexadecimal format and alpha channel
1122 vector.new([x[, y, z]]) -> vector
1123 ^ x is a table or the x position.
1124 vector.direction(p1, p2) -> vector
1125 vector.distance(p1, p2) -> number
1126 vector.length(v) -> number
1127 vector.normalize(v) -> vector
1128 vector.round(v) -> vector
1129 vector.equals(v1, v2) -> bool
1130 For the folowing x can be either a vector or a number.
1131 vector.add(v, x) -> vector
1132 vector.subtract(v, x) -> vector
1133 vector.multiply(v, x) -> vector
1134 vector.divide(v, x) -> vector
1138 dump2(obj, name="_", dumped={})
1139 ^ Return object serialized as a string, handles reference loops
1140 dump(obj, dumped={})
1141 ^ Return object serialized as a string
1143 ^ Get the hypotenuse of a triangle with legs x and y.
1144 Usefull for distance calculation.
1145 string:split(separator)
1146 ^ eg. string:split("a,b", ",") == {"a","b"}
1148 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1149 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1150 ^ Convert position to a printable string
1151 minetest.string_to_pos(string) -> position
1152 ^ Same but in reverse
1153 minetest.formspec_escape(string) -> string
1154 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1155 minetest.is_yes(arg)
1156 ^ returns whether arg can be interpreted as yes
1158 minetest namespace reference
1159 -----------------------------
1161 minetest.get_current_modname() -> string
1162 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1163 ^ Useful for loading additional .lua modules or static data from mod
1164 minetest.get_modnames() -> list of installed mods
1165 ^ Return a list of installed mods, sorted alphabetically
1166 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1167 ^ Useful for storing custom data
1168 minetest.is_singleplayer()
1170 ^ table containing API feature flags: {foo=true, bar=true}
1171 minetest.has_feature(arg) -> bool, missing_features
1172 ^ arg: string or table in format {foo=true, bar=true}
1173 ^ missing_features: {foo=true, bar=true}
1176 minetest.debug(line)
1177 ^ Always printed to stderr and logfile (print() is redirected here)
1179 minetest.log(loglevel, line)
1180 ^ loglevel one of "error", "action", "info", "verbose"
1182 Registration functions: (Call these only at load time)
1183 minetest.register_entity(name, prototype table)
1184 minetest.register_abm(abm definition)
1185 minetest.register_node(name, node definition)
1186 minetest.register_tool(name, item definition)
1187 minetest.register_craftitem(name, item definition)
1188 minetest.register_alias(name, convert_to)
1189 minetest.register_craft(recipe)
1190 minetest.register_ore(ore definition)
1191 minetest.register_decoration(decoration definition)
1192 minetest.override_item(name, redefinition)
1193 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1194 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1195 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1197 Global callback registration functions: (Call these only at load time)
1198 minetest.register_globalstep(func(dtime))
1199 ^ Called every server step, usually interval of 0.1s
1200 minetest.register_on_shutdown(func())
1201 ^ Called before server shutdown
1202 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1203 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1204 semi-frequent intervals as well as on server shutdown.
1205 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1206 ^ Called when a node has been placed
1207 ^ If return true no item is taken from itemstack
1208 ^ Not recommended; use on_construct or after_place_node in node definition
1210 minetest.register_on_dignode(func(pos, oldnode, digger))
1211 ^ Called when a node has been dug.
1212 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1214 minetest.register_on_punchnode(func(pos, node, puncher))
1215 ^ Called when a node is punched
1216 minetest.register_on_generated(func(minp, maxp, blockseed))
1217 ^ Called after generating a piece of world. Modifying nodes inside the area
1218 is a bit faster than usually.
1219 minetest.register_on_newplayer(func(ObjectRef))
1220 ^ Called after a new player has been created
1221 minetest.register_on_dieplayer(func(ObjectRef))
1222 ^ Called when a player dies
1223 minetest.register_on_respawnplayer(func(ObjectRef))
1224 ^ Called when player is to be respawned
1225 ^ Called _before_ repositioning of player occurs
1226 ^ return true in func to disable regular player placement
1227 minetest.register_on_prejoinplayer(func(name, ip))
1228 ^ Called before a player joins the game
1229 ^ If it returns a string, the player is disconnected with that string as reason
1230 minetest.register_on_joinplayer(func(ObjectRef))
1231 ^ Called when a player joins the game
1232 minetest.register_on_leaveplayer(func(ObjectRef))
1233 ^ Called when a player leaves the game
1234 minetest.register_on_cheat(func(ObjectRef, cheat))
1235 ^ Called when a player cheats
1236 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1237 minetest.register_on_chat_message(func(name, message))
1238 ^ Called always when a player says something
1239 minetest.register_on_player_receive_fields(func(player, formname, fields))
1240 ^ Called when a button is pressed in player's inventory form
1241 ^ Newest functions are called first
1242 ^ If function returns true, remaining functions are not called
1243 minetest.register_on_mapgen_init(func(MapgenParams))
1244 ^ Called just before the map generator is initialized but before the environment is initialized
1245 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1246 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1247 ^ Called when player crafts something
1248 ^ itemstack is the output
1249 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1250 ^ craft_inv is the inventory with the crafting grid
1251 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1252 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1253 ^ The same as before, except that it is called before the player crafts, to make
1254 ^ craft prediction, and it should not change anything.
1255 minetest.register_on_protection_violation(func(pos, name))
1256 ^ Called by builtin and mods when a player violates protection at a position
1257 (eg, digs a node or punches a protected entity).
1258 ^ The registered functions can be called using minetest.record_protection_violation
1259 ^ The provided function should check that the position is protected by the mod
1260 calling this function before it prints a message, if it does, to allow for
1261 multiple protection mods.
1263 Other registration functions:
1264 minetest.register_chatcommand(cmd, chatcommand definition)
1265 minetest.register_privilege(name, definition)
1266 ^ definition: "description text"
1268 description = "description text",
1269 give_to_singleplayer = boolean, -- default: true
1271 minetest.register_authentication_handler(handler)
1272 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1275 minetest.setting_set(name, value)
1276 minetest.setting_get(name) -> string or nil
1277 minetest.setting_setbool(name, value)
1278 minetest.setting_getbool(name) -> boolean value or nil
1279 minetest.setting_get_pos(name) -> position or nil
1280 minetest.setting_save() -> nil, save all settings to config file
1283 minetest.notify_authentication_modified(name)
1284 ^ Should be called by the authentication handler if privileges change.
1285 ^ To report everybody, set name=nil.
1286 minetest.get_password_hash(name, raw_password)
1287 ^ Convert a name-password pair to a password hash that minetest can use
1288 minetest.string_to_privs(str) -> {priv1=true,...}
1289 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1290 ^ Convert between two privilege representations
1291 minetest.set_player_password(name, password_hash)
1292 minetest.set_player_privs(name, {priv1=true,...})
1293 minetest.get_player_privs(name) -> {priv1=true,...}
1294 minetest.auth_reload()
1295 ^ These call the authentication handler
1296 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1297 ^ A quickhand for checking privileges
1298 minetest.get_player_ip(name) -> IP address string
1301 minetest.chat_send_all(text)
1302 minetest.chat_send_player(name, text, prepend)
1303 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1307 minetest.set_node(pos, node)
1308 minetest.add_node(pos, node): alias set_node(pos, node)
1309 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1310 minetest.swap_node(pos, node)
1311 ^ Set node at position, but don't remove metadata
1312 minetest.remove_node(pos)
1313 ^ Equivalent to set_node(pos, "air")
1314 minetest.get_node(pos)
1315 ^ Returns {name="ignore", ...} for unloaded area
1316 minetest.get_node_or_nil(pos)
1317 ^ Returns nil for unloaded area
1318 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1319 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1321 minetest.place_node(pos, node)
1322 ^ Place node with the same effects that a player would cause
1323 minetest.dig_node(pos)
1324 ^ Dig node with the same effects that a player would cause
1325 minetest.punch_node(pos)
1326 ^ Punch node with the same effects that a player would cause
1328 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1329 minetest.get_node_timer(pos) -- Get NodeTimerRef
1331 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1332 ^ Returns ObjectRef, or nil if failed
1333 minetest.add_item(pos, item): Spawn item
1334 ^ Returns ObjectRef, or nil if failed
1335 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1336 minetest.get_objects_inside_radius(pos, radius)
1337 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1338 minetest.get_timeofday()
1339 minetest.get_gametime(): returns the time, in seconds, since the world was created
1340 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1341 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1342 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1343 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1344 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1345 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1346 minetest.get_voxel_manip()
1347 ^ Return voxel manipulator object
1348 minetest.set_gen_notify(flags)
1349 ^ Set the types of on-generate notifications that should be collected
1350 ^ flags is a comma-delimited combination of:
1351 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1352 minetest.get_mapgen_object(objectname)
1353 ^ Return requested mapgen object if available (see Mapgen objects)
1354 minetest.set_mapgen_params(MapgenParams)
1355 ^ Set map generation parameters
1356 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1357 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1358 ^ Leave field unset to leave that parameter unchanged
1359 ^ flagmask field must be set to all mapgen flags that are being modified
1360 ^ flags contains only the flags that are being set
1361 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1362 minetest.clear_objects()
1363 ^ clear all objects in the environments
1364 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1365 ^ Check if there is a direct line of sight between pos1 and pos2
1366 ^ Returns the position of the blocking node when false
1367 ^ pos1 First position
1368 ^ pos2 Second position
1369 ^ stepsize smaller gives more accurate results but requires more computing
1371 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1372 ^ -> table containing path
1373 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1374 ^ pos1: start position
1375 ^ pos2: end position
1376 ^ searchdistance: number of blocks to search in each direction
1377 ^ max_jump: maximum height difference to consider walkable
1378 ^ max_drop: maximum height difference to consider droppable
1379 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1380 minetest.spawn_tree (pos, {treedef})
1381 ^ spawns L-System tree at given pos with definition in treedef table
1382 minetest.transforming_liquid_add(pos)
1383 ^ add node to liquid update queue
1384 minetest.get_node_max_level(pos)
1385 ^ get max available level for leveled node
1386 minetest.get_node_level(pos)
1387 ^ get level of leveled node (water, snow)
1388 minetest.set_node_level(pos, level)
1389 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1390 minetest.add_node_level(pos, level)
1391 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1392 minetest.get_heat(pos)
1394 minetest.get_humidity(pos)
1398 minetest.get_inventory(location) -> InvRef
1399 ^ location = eg. {type="player", name="celeron55"}
1400 {type="node", pos={x=, y=, z=}}
1401 {type="detached", name="creative"}
1402 minetest.create_detached_inventory(name, callbacks) -> InvRef
1403 ^ callbacks: See "Detached inventory callbacks"
1404 ^ Creates a detached inventory. If it already exists, it is cleared.
1407 minetest.show_formspec(playername, formname, formspec)
1408 ^ playername: name of player to show formspec
1409 ^ formname: name passed to on_player_receive_fields callbacks
1410 ^ should follow "modname:<whatever>" naming convention
1411 ^ formspec: formspec to display
1412 minetest.formspec_escape(string) -> string
1413 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1414 minetest.explode_table_event(string) -> table
1415 ^ returns e.g. {type="CHG", row=1, column=2}
1416 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1417 minetest.explode_textlist_event(string) -> table
1418 ^ returns e.g. {type="CHG", index=1}
1419 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1422 minetest.inventorycube(img1, img2, img3)
1423 ^ Returns a string for making an image of a cube (useful as an item image)
1424 minetest.get_pointed_thing_position(pointed_thing, above)
1425 ^ Get position of a pointed_thing (that you can get from somewhere)
1426 minetest.dir_to_facedir(dir, is6d)
1427 ^ 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
1428 minetest.facedir_to_dir(facedir)
1429 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1430 minetest.dir_to_wallmounted(dir)
1431 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1432 minetest.get_node_drops(nodename, toolname)
1433 ^ Returns list of item names.
1434 ^ Note: This will be removed or modified in a future version.
1435 minetest.get_craft_result(input) -> output, decremented_input
1436 ^ input.method = 'normal' or 'cooking' or 'fuel'
1437 ^ input.width = for example 3
1438 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1439 stack 5, stack 6, stack 7, stack 8, stack 9 }
1440 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1441 ^ output.time = number, if unsuccessful: 0
1442 ^ decremented_input = like input
1443 minetest.get_craft_recipe(output) -> input
1444 ^ returns last registered recipe for output item (node)
1445 ^ output is a node or item type such as 'default:torch'
1446 ^ input.method = 'normal' or 'cooking' or 'fuel'
1447 ^ input.width = for example 3
1448 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1449 stack 5, stack 6, stack 7, stack 8, stack 9 }
1450 ^ input.items = nil if no recipe found
1451 minetest.get_all_craft_recipes(query item) -> table or nil
1452 ^ returns indexed table with all registered recipes for query item (node)
1453 or nil if no recipe was found
1456 method = 'normal' or 'cooking' or 'fuel'
1457 width = 0-3, 0 means shapeless recipe
1458 items = indexed [1-9] table with recipe items
1459 output = string with item name and quantity
1461 Example query for default:gold_ingot will return table:
1463 1={type = "cooking", width = 3, output = "default:gold_ingot",
1464 items = {1 = "default:gold_lump"}},
1465 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1466 items = {1 = "default:goldblock"}}
1468 minetest.handle_node_drops(pos, drops, digger)
1469 ^ drops: list of itemstrings
1470 ^ Handles drops from nodes after digging: Default action is to put them into
1472 ^ Can be overridden to get different functionality (eg. dropping items on
1476 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1477 ^ Find who has done something to a node, or near a node
1478 ^ actor: "player:<name>", also "liquid".
1479 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1480 ^ Revert latest actions of someone
1481 ^ actor: "player:<name>", also "liquid".
1483 Defaults for the on_* item definition functions:
1484 (These return the leftover itemstack)
1485 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1486 ^ Place item as a node
1487 ^ param2 overrides facedir and wallmounted param2
1488 ^ returns itemstack, success
1489 minetest.item_place_object(itemstack, placer, pointed_thing)
1491 minetest.item_place(itemstack, placer, pointed_thing, param2)
1492 ^ Use one of the above based on what the item is.
1493 ^ Calls on_rightclick of pointed_thing.under if defined instead
1494 ^ Note: is not called when wielded item overrides on_place
1495 ^ param2 overrides facedir and wallmounted param2
1496 ^ returns itemstack, success
1497 minetest.item_drop(itemstack, dropper, pos)
1499 minetest.item_eat(hp_change, replace_with_item)
1500 ^ Eat the item. replace_with_item can be nil.
1502 Defaults for the on_punch and on_dig node definition callbacks:
1503 minetest.node_punch(pos, node, puncher)
1504 ^ Calls functions registered by minetest.register_on_punchnode()
1505 minetest.node_dig(pos, node, digger)
1506 ^ Checks if node can be dug, puts item into inventory, removes node
1507 ^ Calls functions registered by minetest.registered_on_dignodes()
1510 minetest.sound_play(spec, parameters) -> handle
1511 ^ spec = SimpleSoundSpec
1512 ^ parameters = sound parameter table
1513 minetest.sound_stop(handle)
1516 minetest.after(time, func, ...)
1517 ^ Call function after time seconds
1518 ^ Optional: Variable number of arguments that are passed to func
1521 minetest.request_shutdown() -> request for server shutdown
1522 minetest.get_server_status() -> server status string
1525 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1526 minetest.get_ban_description(ip_or_name) -> ban description (string)
1527 minetest.ban_player(name) -> ban a player
1528 minetest.unban_player_or_ip(name) -> unban player or IP address
1531 minetest.add_particle(particle definition)
1532 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1533 size, collisiondetection, texture, playername)
1535 minetest.add_particlespawner(particlespawner definition)
1536 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1538 ^ Deprecated: minetest.add_particlespawner(amount, time,
1542 minexptime, maxexptime,
1544 collisiondetection, texture, playername)
1546 minetest.delete_particlespawner(id, player)
1547 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1548 ^ If playername is specified, only deletes on the player's client,
1549 ^ otherwise on all clients
1552 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1553 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1554 ^ Apply the specified probability values to the specified nodes in probability_list.
1555 ^ probability_list is an array of tables containing two fields, pos and prob.
1556 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1557 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1558 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1559 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1560 ^ If probability_list is nil, no probabilities are applied.
1561 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1562 ^ the y position of the slice with a probability applied.
1563 ^ If slice probability list is nil, no slice probabilities are applied.
1564 ^ Saves schematic in the Minetest Schematic format to filename.
1566 minetest.place_schematic(pos, schematic, rotation, replacements)
1567 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1568 ^ Rotation can be "0", "90", "180", "270", or "random".
1569 ^ If the rotation parameter is omitted, the schematic is not rotated.
1570 ^ replacements = {{"oldname", "convert_to"}, ...}
1573 minetest.get_connected_players() -> list of ObjectRefs
1574 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1575 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1576 minetest.get_position_from_hash(hash) -> postion
1577 ^ Inverse transform of minetest.hash_node_postion
1578 minetest.get_item_group(name, group) -> rating
1579 ^ Get rating of a group of an item. (0 = not in group)
1580 minetest.get_node_group(name, group) -> rating
1581 ^ Deprecated: An alias for the former.
1582 minetest.get_content_id(name) -> integer
1583 ^ Gets the internal content ID of name
1584 minetest.get_name_from_content_id(content_id) -> string
1585 ^ Gets the name of the content with that content ID
1586 minetest.parse_json(string[, nullvalue]) -> something
1587 ^ Convert a string containing JSON data into the Lua equivalent
1588 ^ nullvalue: returned in place of the JSON null; defaults to nil
1589 ^ On success returns a table, a string, a number, a boolean or nullvalue
1590 ^ On failure outputs an error message and returns nil
1591 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1592 minetest.write_json(data[, styled]) -> string or nil and error message
1593 ^ Convert a Lua table into a JSON string
1594 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1595 ^ Un-serializable things like functions and userdata are saved as null.
1596 ^ Warning: JSON is more strict than the Lua table format.
1597 1. You can only use strings and positive integers of at least one as keys.
1598 2. You can not mix string and integer keys.
1599 This is due to the fact that Javascript has two distinct array and object values.
1600 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1601 minetest.serialize(table) -> string
1602 ^ Convert a table containing tables, strings, numbers, booleans and nils
1603 into string form readable by minetest.deserialize
1604 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1605 minetest.deserialize(string) -> table
1606 ^ Convert a string returned by minetest.deserialize into a table
1607 ^ String is loaded in an empty sandbox environment.
1608 ^ Will load functions, but they cannot access the global environment.
1609 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1610 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1611 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1612 minetest.is_protected(pos, name) -> bool
1613 ^ This function should be overriden by protection mods and should be used to
1614 check if a player can interact at a position.
1615 ^ This function should call the old version of itself if the position is not
1616 protected by the mod.
1618 local old_is_protected = minetest.is_protected
1619 function minetest.is_protected(pos, name)
1620 if mymod:position_protected_from(pos, name) then
1623 return old_is_protected(pos, name)
1625 minetest.record_protection_violation(pos, name)
1626 ^ This function calls functions registered with
1627 minetest.register_on_protection_violation.
1628 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1629 ^ Attempt to predict the desired orientation of the facedir-capable node
1630 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1631 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1632 field is false or omitted (else, the itemstack is not changed). orient_flags
1633 is an optional table containing extra tweaks to the placement code:
1634 invert_wall: if true, place wall-orientation on the ground and ground-
1635 orientation on the wall.
1636 force_wall: if true, always place the node in wall orientation.
1637 force_ceiling: if true, always place on the ceiling.
1638 force_floor: if true, always place the node on the floor.
1640 The above four options are mutually-exclusive; the last in the list takes
1641 precedence over the first.
1643 force_facedir: if true, forcably reset the facedir to north when placing on
1644 the floor or ceiling
1646 minetest.rotate_node(itemstack, placer, pointed_thing)
1647 ^ calls rotate_and_place() with infinitestacks set according to the state of
1648 the creative mode setting, and checks for "sneak" to set the invert_wall
1651 minetest.forceload_block(pos)
1652 ^ forceloads the position pos.
1653 ^ returns true if area could be forceloaded
1655 minetest.forceload_free_block(pos)
1656 ^ stops forceloading the position pos.
1658 Please note that forceloaded areas are saved when the server restarts.
1661 minetest.env - EnvRef of the server environment and world.
1662 ^ Any function in the minetest namespace can be called using the syntax
1663 minetest.env:somefunction(somearguments)
1665 minetest.somefunction(somearguments)
1666 ^ Deprecated, but support is not to be dropped soon
1669 minetest.registered_items
1670 ^ List of registered items, indexed by name
1671 minetest.registered_nodes
1672 ^ List of registered node definitions, indexed by name
1673 minetest.registered_craftitems
1674 ^ List of registered craft item definitions, indexed by name
1675 minetest.registered_tools
1676 ^ List of registered tool definitions, indexed by name
1677 minetest.registered_entities
1678 ^ List of registered entity prototypes, indexed by name
1679 minetest.object_refs
1680 ^ List of object references, indexed by active object id
1681 minetest.luaentities
1682 ^ List of lua entities, indexed by active object id
1686 NodeMetaRef: Node metadata - reference extra data and functionality stored
1688 - Can be gotten via minetest.get_nodemeta(pos)
1690 - set_string(name, value)
1692 - set_int(name, value)
1694 - set_float(name, value)
1696 - get_inventory() -> InvRef
1697 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1698 - from_table(nil or {})
1699 ^ See "Node Metadata"
1701 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1702 - Can be gotten via minetest.get_node_timer(pos)
1704 - set(timeout,elapsed)
1705 ^ set a timer's state
1706 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1707 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1708 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1711 ^ equivelent to set(timeout,0)
1714 - get_timeout() -> current timeout in seconds
1715 ^ if timeout is 0, timer is inactive
1716 - get_elapsed() -> current elapsed time in seconds
1717 ^ the node's on_timer function will be called after timeout-elapsed seconds
1718 - is_started() -> boolean state of timer
1719 ^ returns true if timer is started, otherwise false
1721 ObjectRef: Moving things in the game are generally these
1722 (basically reference to a C++ ServerActiveObject)
1724 - remove(): remove object (after returning from Lua)
1725 - getpos() -> {x=num, y=num, z=num}
1726 - setpos(pos); pos={x=num, y=num, z=num}
1727 - moveto(pos, continuous=false): interpolated move
1728 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1729 ^ puncher = an another ObjectRef,
1730 ^ time_from_last_punch = time since last punch action of the puncher
1731 ^ direction: can be nil
1732 - right_click(clicker); clicker = an another ObjectRef
1733 - get_hp(): returns number of hitpoints (2 * number of hearts)
1734 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1735 - get_inventory() -> InvRef
1736 - get_wield_list(): returns the name of the inventory list the wielded item is in
1737 - get_wield_index(): returns the index of the wielded item
1738 - get_wielded_item() -> ItemStack
1739 - set_wielded_item(item): replaces the wielded item, returns true if successful
1740 - set_armor_groups({group1=rating, group2=rating, ...})
1741 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1742 - set_attach(parent, bone, position, rotation)
1744 ^ position = {x=num, y=num, z=num} (relative)
1745 ^ rotation = {x=num, y=num, z=num}
1747 - set_bone_position(bone, position, rotation)
1749 ^ position = {x=num, y=num, z=num} (relative)
1750 ^ rotation = {x=num, y=num, z=num}
1751 - set_properties(object property table)
1752 LuaEntitySAO-only: (no-op for other objects)
1753 - setvelocity({x=num, y=num, z=num})
1754 - getvelocity() -> {x=num, y=num, z=num}
1755 - setacceleration({x=num, y=num, z=num})
1756 - getacceleration() -> {x=num, y=num, z=num}
1758 - getyaw() -> radians
1759 - settexturemod(mod)
1760 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1761 - select_horiz_by_yawpitch=false)
1762 ^ Select sprite from spritesheet with optional animation and DM-style
1763 texture selection based on yaw relative to camera
1764 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1766 Player-only: (no-op for other objects)
1767 - is_player(): true for players, false for others
1768 - get_player_name(): returns "" if is not a player
1769 - get_look_dir(): get camera direction as a unit vector
1770 - get_look_pitch(): pitch in radians
1771 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1772 - set_look_pitch(radians): sets look pitch
1773 - set_look_yaw(radians): sets look yaw
1774 - get_breath() : returns players breath
1775 - set_breath(value) : sets players breath
1776 values: 0 player is drowning,
1777 1-10 number of bubbles remain,
1778 11 bubbles bar is not shown
1779 - set_inventory_formspec(formspec)
1780 ^ Redefine player's inventory form
1781 ^ Should usually be called in on_joinplayer
1782 - get_inventory_formspec() -> formspec string
1783 - get_player_control(): returns table with player pressed keys
1784 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1785 - get_player_control_bits(): returns integer with bit packed player pressed keys
1786 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1787 - set_physics_override({
1788 speed = 1.0, -- multiplier to default value
1789 jump = 1.0, -- multiplier to default value
1790 gravity = 1.0, -- multiplier to default value
1791 sneak = true, -- whether player can sneak
1792 sneak_glitch = true, -- whether player can use the sneak glitch
1794 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1795 - hud_remove(id): remove the HUD element of the specified id
1796 - hud_change(id, stat, value): change a value of a previously added HUD element
1797 ^ element stat values: position, name, scale, text, number, item, dir
1798 - hud_get(id): gets the HUD element definition structure of the specified ID
1799 - hud_set_flags(flags): sets specified HUD flags to true/false
1800 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1801 ^ pass a table containing a true/false value of each flag to be set or unset
1802 ^ if a flag is nil, the flag is not modified
1803 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1804 ^ count: number of items, must be between 1 and 23
1805 - hud_set_hotbar_image(texturename)
1806 ^ sets background image for hotbar
1807 - hud_set_hotbar_selected_image(texturename)
1808 ^ sets image for selected item of hotbar
1810 InvRef: Reference to an inventory
1812 - is_empty(listname): return true if list is empty
1813 - get_size(listname): get size of a list
1814 - set_size(listname, size): set size of a list
1815 ^ returns false on error (e.g. invalid listname or listsize)
1816 - get_width(listname): get width of a list
1817 - set_width(listname, width): set width of list; currently used for crafting
1818 - get_stack(listname, i): get a copy of stack index i in list
1819 - set_stack(listname, i, stack): copy stack to index i in list
1820 - get_list(listname): return full list
1821 - set_list(listname, list): set full list (size will not change)
1822 - get_lists(): returns list of inventory lists
1823 - set_lists(lists): sets inventory lists (size will not change)
1824 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1825 - room_for_item(listname, stack): returns true if the stack of items
1826 can be fully added to the list
1827 - contains_item(listname, stack): returns true if the stack of items
1828 can be fully taken from the list
1829 remove_item(listname, stack): take as many items as specified from the list,
1830 returns the items that were actually removed (as an ItemStack)
1831 - get_location() -> location compatible to minetest.get_inventory(location)
1832 -> {type="undefined"} in case location is not known
1834 ItemStack: A stack of items.
1835 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1837 - is_empty(): return true if stack is empty
1838 - get_name(): returns item name (e.g. "default:stone")
1839 - set_name(itemname)
1840 - get_count(): returns number of items on the stack
1842 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1844 - get_metadata(): returns metadata (a string attached to an item stack)
1845 - set_metadata(metadata)
1846 - clear(): removes all items from the stack, making it empty
1847 - replace(item): replace the contents of this stack (item can also
1848 be an itemstring or table)
1849 - to_string(): returns the stack in itemstring form
1850 - to_table(): returns the stack in Lua table form
1851 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1852 - get_free_space(): returns get_stack_max() - get_count()
1853 - is_known(): returns true if the item name refers to a defined item type
1854 - get_definition(): returns the item definition table
1855 - get_tool_capabilities(): returns the digging properties of the item,
1856 ^ or those of the hand if none are defined for this item type
1857 - add_wear(amount): increases wear by amount if the item is a tool
1858 - add_item(item): put some item or stack onto this stack,
1859 ^ returns leftover ItemStack
1860 - item_fits(item): returns true if item or stack can be fully added to this one
1861 - take_item(n): take (and remove) up to n items from this stack
1862 ^ returns taken ItemStack
1863 ^ if n is omitted, n=1 is used
1864 - peek_item(n): copy (don't remove) up to n items from this stack
1865 ^ returns copied ItemStack
1866 ^ if n is omitted, n=1 is used
1868 PseudoRandom: A pseudorandom number generator
1869 - Can be created via PseudoRandom(seed)
1871 - next(): return next integer random number [0...32767]
1872 - next(min, max): return next integer random number [min...max]
1873 (max - min) must be 32767 or <= 6553 due to the simple
1874 implementation making bad distribution otherwise.
1876 PerlinNoise: A perlin noise generator
1877 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1878 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1880 - get2d(pos) -> 2d noise value at pos={x=,y=}
1881 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1883 PerlinNoiseMap: A fast, bulk perlin noise generator
1884 - Can be created via PerlinNoiseMap(noiseparams, size)
1885 - Also minetest.get_perlin_map(noiseparams, size)
1887 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1888 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1889 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1890 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1892 VoxelManip: An interface to the MapVoxelManipulator for Lua
1893 - Can be created via VoxelManip()
1894 - Also minetest.get_voxel_manip()
1896 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1897 ^ returns actual emerged pmin, actual emerged pmax
1898 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1899 ^ important: data must be set using VoxelManip:set_data before calling this
1900 - get_data(): Gets the data read into the VoxelManip object
1901 ^ returns raw node data is in the form of an array of node content ids
1902 - set_data(data): Sets the data contents of the VoxelManip object
1903 - update_map(): Update map after writing chunk back to map.
1904 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1905 ^ retrieved from minetest.get_mapgen_object
1906 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1907 ^ light is a table, {day=<0...15>, night=<0...15>}
1908 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1909 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1910 - get_light_data(): Gets the light data read into the VoxelManip object
1911 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1912 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1913 ^ light = day + (night * 16)
1914 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
1915 ^ expects lighting data in the same format that get_light_data() returns
1916 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
1917 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
1918 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
1919 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1920 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1921 - update_liquids(): Update liquid flow
1923 VoxelArea: A helper class for voxel areas
1924 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1925 - Coordinates are *inclusive*, like most other things in Minetest
1927 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1928 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1929 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1930 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1931 - indexp(p): same as above, except takes a vector
1932 - position(i): returns the absolute position vector corresponding to index i
1933 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1934 - containsp(p): same as above, except takes a vector
1935 - containsi(i): same as above, except takes an index
1936 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1937 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1938 - iterp(minp, maxp): same as above, except takes a vector
1940 Settings: An interface to read config files in the format of minetest.conf
1941 - Can be created via Settings(filename)
1944 - get_bool(key) -> boolean
1946 - remove(key) -> success
1947 - get_names() -> {key1,...}
1948 - write() -> success
1949 ^ write changes to file
1950 - to_table() -> {[key1]=value1,...}
1954 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1955 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1956 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1957 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1959 The following Mapgen objects are currently available:
1962 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1963 order. All mapgens support this object.
1966 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1967 generated chunk by the current mapgen.
1970 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1974 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1978 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1982 Returns a table mapping requested generation notification types to arrays of positions at which the
1983 corresponding generated structures are located at within the current chunk. To set the capture of positions
1984 of interest to be recorded on generate, use minetest.set_gen_notify().
1985 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1988 --------------------
1989 - Functions receive a "luaentity" as self:
1990 - It has the member .name, which is the registered name ("mod:thing")
1991 - It has the member .object, which is an ObjectRef pointing to the object
1992 - The original prototype stuff is visible directly via a metatable
1994 - on_activate(self, staticdata)
1995 ^ Called when the object is instantiated.
1996 - on_step(self, dtime)
1997 ^ Called on every server tick (dtime is usually 0.1 seconds)
1998 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1999 ^ Called when somebody punches the object.
2000 ^ Note that you probably want to handle most punches using the
2001 automatic armor group system.
2002 ^ puncher: ObjectRef (can be nil)
2003 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2004 ^ tool_capabilities: capability table of used tool (can be nil)
2005 ^ dir: unit vector of direction of punch. Always defined. Points from
2006 the puncher to the punched.
2007 - on_rightclick(self, clicker)
2008 - get_staticdata(self)
2009 ^ Should return a string that will be passed to on_activate when
2010 the object is instantiated the next time.
2015 axiom, - string initial tree axiom
2016 rules_a, - string rules set A
2017 rules_b, - string rules set B
2018 rules_c, - string rules set C
2019 rules_d, - string rules set D
2020 trunk, - string trunk node name
2021 leaves, - string leaves node name
2022 leaves2, - string secondary leaves node name
2023 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2024 angle, - num angle in deg
2025 iterations, - num max # of iterations, usually 2 -5
2026 random_level, - num factor to lower nr of iterations, usually 0 - 3
2027 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2028 thin_branches, - boolean true -> use thin (1 node) branches
2029 fruit, - string fruit node name
2030 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2031 seed, - num random seed
2034 Key for Special L-System Symbols used in Axioms
2035 G - move forward one unit with the pen up
2036 F - move forward one unit with the pen down drawing trunks and branches
2037 f - move forward one unit with the pen down drawing leaves (100% chance)
2038 T - move forward one unit with the pen down drawing trunks only
2039 R - move forward one unit with the pen down placing fruit
2040 A - replace with rules set A
2041 B - replace with rules set B
2042 C - replace with rules set C
2043 D - replace with rules set D
2044 a - replace with rules set A, chance 90%
2045 b - replace with rules set B, chance 80%
2046 c - replace with rules set C, chance 70%
2047 d - replace with rules set D, chance 60%
2048 + - yaw the turtle right by angle parameter
2049 - - yaw the turtle left by angle parameter
2050 & - pitch the turtle down by angle parameter
2051 ^ - pitch the turtle up by angle parameter
2052 / - roll the turtle to the right by angle parameter
2053 * - roll the turtle to the left by angle parameter
2054 [ - save in stack current state info
2055 ] - recover from stack state info
2057 Example usage: spawn small apple tree
2060 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2061 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2062 trunk="default:tree",
2063 leaves="default:leaves",
2067 trunk_type="single",
2070 fruit="default:apple"
2072 minetest.spawn_tree(pos,apple_tree)
2081 collide_with_objects = true, -- collide with other objects if physical=true
2083 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2084 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2085 visual_size = {x=1, y=1},
2087 textures = {}, -- number of required textures depends on visual
2088 colors = {}, -- number of required colors depends on visual
2089 spritediv = {x=1, y=1},
2090 initial_sprite_basepos = {x=0, y=0},
2092 makes_footstep_sound = false,
2093 automatic_rotate = false,
2095 automatic_face_movement_dir = 0.0,
2096 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2099 Entity definition (register_entity)
2101 (Deprecated: Everything in object properties is read directly from here)
2103 initial_properties = <initial object properties>,
2105 on_activate = function(self, staticdata, dtime_s),
2106 on_step = function(self, dtime),
2107 on_punch = function(self, hitter),
2108 on_rightclick = function(self, clicker),
2109 get_staticdata = function(self),
2110 ^ Called sometimes; the string returned is passed to on_activate when
2111 the entity is re-activated from static state
2113 # Also you can define arbitrary member variables here
2114 myvariable = whatever,
2117 ABM (ActiveBlockModifier) definition (register_abm)
2119 -- In the following two fields, also group:groupname will work.
2120 nodenames = {"default:lava_source"},
2121 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2122 ^ If left out or empty, any neighbor will do
2123 interval = 1.0, -- (operation interval)
2124 chance = 1, -- (chance of trigger is 1.0/this)
2125 action = func(pos, node, active_object_count, active_object_count_wider),
2128 Item definition (register_node, register_craftitem, register_tool)
2130 description = "Steel Axe",
2131 groups = {}, -- key=name, value=rating; rating=1..3.
2132 if rating not applicable, use 1.
2133 eg. {wool=1, fluffy=3}
2134 {soil=2, outerspace=1, crumbly=1}
2135 {bendy=2, snappy=1},
2136 {hard=1, metal=1, spikes=1}
2137 inventory_image = "default_tool_steelaxe.png",
2139 wield_scale = {x=1,y=1,z=1},
2142 liquids_pointable = false,
2143 tool_capabilities = {
2144 full_punch_interval = 1.0,
2148 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2149 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2151 damage_groups = {groupname=damage},
2153 node_placement_prediction = nil,
2154 ^ If nil and item is node, prediction is made automatically
2155 ^ If nil and item is not a node, no prediction is made
2156 ^ If "" and item is anything, no prediction is made
2157 ^ Otherwise should be name of node which the client immediately places
2158 on ground when the player places the item. Server will always update
2159 actual result to client in a short moment.
2161 place = <SimpleSoundSpec>,
2164 on_place = func(itemstack, placer, pointed_thing),
2165 ^ Shall place item and return the leftover itemstack
2166 ^ default: minetest.item_place
2167 on_drop = func(itemstack, dropper, pos),
2168 ^ Shall drop item and return the leftover itemstack
2169 ^ default: minetest.item_drop
2170 on_use = func(itemstack, user, pointed_thing),
2172 ^ Function must return either nil if no item shall be removed from
2173 inventory, or an itemstack to replace the original itemstack.
2174 eg. itemstack:take_item(); return itemstack
2175 ^ Otherwise, the function is free to do what it wants.
2176 ^ The default functions handle regular use cases.
2177 after_use = func(itemstack, user, node, digparams),
2179 ^ If defined, should return an itemstack and will be called instead of
2180 wearing out the tool. If returns nil, does nothing.
2181 If after_use doesn't exist, it is the same as:
2182 function(itemstack, user, node, digparams)
2183 itemstack:add_wear(digparams.wear)
2190 - {name="image.png", animation={Tile Animation definition}}
2191 - {name="image.png", backface_culling=bool}
2192 ^ backface culling only supported in special tiles
2193 - deprecated still supported field names:
2196 Tile animation definition:
2197 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2199 Node definition (register_node)
2201 <all fields allowed in item definitions>,
2203 drawtype = "normal", -- See "Node drawtypes"
2205 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2206 ^ For plantlike, the image will start at the bottom of the node; for the
2207 ^ other drawtypes, the image will be centered on the node.
2208 ^ Note that positioning for "torchlike" may still change.
2209 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2210 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2211 ^ List can be shortened to needed length
2212 special_tiles = {tile definition 1, Tile definition 2},
2213 ^ Special textures of node; used rarely (old field name: special_materials)
2214 ^ List can be shortened to needed length
2216 use_texture_alpha = false, -- Use texture's alpha channel
2217 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2218 paramtype = "none", -- See "Nodes"
2219 paramtype2 = "none", -- See "Nodes"
2220 is_ground_content = false, -- Currently not used for anything
2221 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2222 walkable = true, -- If true, objects collide with node
2223 pointable = true, -- If true, can be pointed at
2224 diggable = true, -- If false, can never be dug
2225 climbable = false, -- If true, can be climbed on (ladder)
2226 buildable_to = false, -- If true, placed nodes can replace this node
2227 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2228 liquidtype = "none", -- "none"/"source"/"flowing"
2229 liquid_alternative_flowing = "", -- Flowing version of source liquid
2230 liquid_alternative_source = "", -- Source version of flowing liquid
2231 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2232 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2233 freezemelt = "", -- water for snow/ice, ice/snow for water
2234 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2235 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2236 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2237 light_source = 0, -- Amount of light emitted by node
2238 damage_per_second = 0, -- If player is inside node, this damage is caused
2239 node_box = {type="regular"}, -- See "Node boxes"
2240 selection_box = {type="regular"}, -- See "Node boxes"
2241 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2242 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2243 legacy_wallmounted = false, -- Support maps made in and before January 2012
2245 footstep = <SimpleSoundSpec>,
2246 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2247 dug = <SimpleSoundSpec>,
2248 place = <SimpleSoundSpec>,
2251 on_construct = func(pos),
2252 ^ Node constructor; always called after adding node
2253 ^ Can set up metadata and stuff like that
2255 on_destruct = func(pos),
2256 ^ Node destructor; always called before removing node
2258 after_destruct = func(pos, oldnode),
2259 ^ Node destructor; always called after removing node
2262 after_place_node = func(pos, placer, itemstack, pointed_thing),
2263 ^ Called after constructing node when node was placed using
2264 minetest.item_place_node / minetest.place_node
2265 ^ If return true no item is taken from itemstack
2267 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2268 ^ oldmetadata is in table format
2269 ^ Called after destructing node when node was dug using
2270 minetest.node_dig / minetest.dig_node
2272 can_dig = function(pos,player)
2273 ^ returns true if node can be dug, or false if not
2276 on_punch = func(pos, node, puncher),
2277 ^ default: minetest.node_punch
2278 ^ By default: does nothing
2279 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2281 ^ if defined, itemstack will hold clicker's wielded item
2282 ^ Shall return the leftover itemstack
2283 ^ Note: pointed_thing can be nil, if a mod calls this function
2285 on_dig = func(pos, node, digger),
2286 ^ default: minetest.node_dig
2287 ^ By default: checks privileges, wears out tool and removes node
2289 on_timer = function(pos,elapsed),
2291 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2292 ^ elapsed is the total time passed since the timer was started
2293 ^ return true to run the timer for another cycle with the same timeout value
2295 on_receive_fields = func(pos, formname, fields, sender),
2296 ^ fields = {name1 = value1, name2 = value2, ...}
2297 ^ Called when an UI form (eg. sign text input) returns data
2300 allow_metadata_inventory_move = func(pos, from_list, from_index,
2301 to_list, to_index, count, player),
2302 ^ Called when a player wants to move items inside the inventory
2303 ^ Return value: number of items allowed to move
2305 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2306 ^ Called when a player wants to put something into the inventory
2307 ^ Return value: number of items allowed to put
2308 ^ Return value: -1: Allow and don't modify item count in inventory
2310 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2311 ^ Called when a player wants to take something out of the inventory
2312 ^ Return value: number of items allowed to take
2313 ^ Return value: -1: Allow and don't modify item count in inventory
2315 on_metadata_inventory_move = func(pos, from_list, from_index,
2316 to_list, to_index, count, player),
2317 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2318 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2319 ^ Called after the actual action has happened, according to what was allowed.
2322 on_blast = func(pos, intensity),
2323 ^ intensity: 1.0 = mid range of regular TNT
2324 ^ If defined, called when an explosion touches the node, instead of
2328 Recipe for register_craft: (shaped)
2330 output = 'default:pick_stone',
2332 {'default:cobble', 'default:cobble', 'default:cobble'},
2333 {'', 'default:stick', ''},
2334 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2336 replacements = <optional list of item pairs,
2337 replace one input item with another item on crafting>
2340 Recipe for register_craft (shapeless)
2343 output = 'mushrooms:mushroom_stew',
2346 "mushrooms:mushroom_brown",
2347 "mushrooms:mushroom_red",
2349 replacements = <optional list of item pairs,
2350 replace one input item with another item on crafting>
2353 Recipe for register_craft (tool repair)
2355 type = "toolrepair",
2356 additional_wear = -0.02,
2359 Recipe for register_craft (cooking)
2362 output = "default:glass",
2363 recipe = "default:sand",
2367 Recipe for register_craft (furnace fuel)
2370 recipe = "default:leaves",
2374 Ore definition (register_ore)
2376 ore_type = "scatter", -- See "Ore types"
2377 ore = "default:stone_with_coal",
2378 wherein = "default:stone",
2379 ^ a list of nodenames is supported too
2380 clust_scarcity = 8*8*8,
2381 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2382 ^ This value should be *MUCH* higher than your intuition might tell you!
2384 ^ Number of ores in a cluster
2386 ^ Size of the bounding box of the cluster
2387 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2388 height_min = -31000,
2391 ^ Attributes for this ore generation
2392 noise_threshhold = 0.5,
2393 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2394 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2395 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2396 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2399 Decoration definition (register_decoration)
2401 deco_type = "simple", -- See "Decoration types"
2402 place_on = "default:dirt_with_grass",
2403 ^ Node that decoration can be placed on
2405 ^ Size of divisions made in the chunk being generated.
2406 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2408 ^ Ratio of the area to be uniformly filled by the decoration.
2409 ^ Used only if noise_params is not specified.
2410 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2411 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2412 ^ The result of this is multiplied by the 2d area of the division being decorated.
2413 biomes = {"Oceanside", "Hills", "Plains"},
2414 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2415 ^ and ignored if the Mapgen being used does not support biomes.
2417 ----- Simple-type parameters
2418 decoration = "default:grass",
2419 ^ The node name used as the decoration.
2420 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2422 ^ Number of nodes high the decoration is made.
2423 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2425 ^ Number of nodes the decoration can be at maximum.
2426 ^ If absent, the parameter 'height' is used as a constant.
2427 spawn_by = "default:water",
2428 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2430 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2431 ^ If absent or -1, decorations occur next to any nodes.
2433 ----- Schematic-type parameters
2434 schematic = "foobar.mts",
2435 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2436 ^ specified Minetest schematic file.
2437 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2438 ^ and an optional table yslice_prob:
2440 size = {x=4, y=6, z=4},
2442 {name="cobble", param1=255, param2=0},
2443 {name="dirt_with_grass", param1=255, param2=0},
2452 ^ See 'Schematic specifier' for details.
2453 replacements = {{"oldname", "convert_to"}, ...},
2454 flags = "place_center_x, place_center_z",
2455 ^ Flags for schematic decorations. See 'Schematic attributes'.
2456 rotation = "90" --rotate schematic 90 degrees on placement
2457 ^ Rotation can be "0", "90", "180", "270", or "random".
2460 Chatcommand definition (register_chatcommand)
2462 params = "<name> <privilege>", -- short parameter description
2463 description = "Remove privilege from player", -- full description
2464 privs = {privs=true}, -- require the "privs" privilege to run
2465 func = function(name, param), -- called when command is run
2468 Detached inventory callbacks
2470 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2471 ^ Called when a player wants to move items inside the inventory
2472 ^ Return value: number of items allowed to move
2474 allow_put = func(inv, listname, index, stack, player),
2475 ^ Called when a player wants to put something into the inventory
2476 ^ Return value: number of items allowed to put
2477 ^ Return value: -1: Allow and don't modify item count in inventory
2479 allow_take = func(inv, listname, index, stack, player),
2480 ^ Called when a player wants to take something out of the inventory
2481 ^ Return value: number of items allowed to take
2482 ^ Return value: -1: Allow and don't modify item count in inventory
2484 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2485 on_put = func(inv, listname, index, stack, player),
2486 on_take = func(inv, listname, index, stack, player),
2487 ^ Called after the actual action has happened, according to what was allowed.
2491 HUD Definition (hud_add, hud_get)
2493 hud_elem_type = "image", -- see HUD element types
2494 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2495 position = {x=0.5, y=0.5},
2496 ^ Left corner position of element
2502 ^ Selected item in inventory. 0 for no item selected.
2504 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2505 alignment = {x=0, y=0},
2506 ^ See "HUD Element Types"
2507 offset = {x=0, y=0},
2508 ^ See "HUD Element Types"
2511 Particle definition (add_particle)
2513 pos = {x=0, y=0, z=0},
2514 velocity = {x=0, y=0, z=0},
2515 acceleration = {x=0, y=0, z=0},
2516 ^ Spawn particle at pos with velocity and acceleration
2518 ^ Disappears after expirationtime seconds
2520 collisiondetection = false,
2521 ^ collisiondetection: if true collides with physical objects
2523 ^ vertical: if true faces player using y axis only
2524 texture = "image.png",
2525 ^ Uses texture (string)
2526 playername = "singleplayer"
2527 ^ Playername is optional, if specified spawns particle only on the player's client
2530 Particlespawner definition (add_particlespawner)
2534 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2535 minpos = {x=0, y=0, z=0},
2536 maxpos = {x=0, y=0, z=0},
2537 minvel = {x=0, y=0, z=0},
2538 maxvel = {x=0, y=0, z=0},
2539 minacc = {x=0, y=0, z=0},
2540 maxacc = {x=0, y=0, z=0},
2545 ^ The particle's properties are random values in between the boundings:
2546 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2547 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2548 collisiondetection = false,
2549 ^ collisiondetection: if true uses collisiondetection
2551 ^ vertical: if true faces player using y axis only
2552 texture = "image.png",
2553 ^ Uses texture (string)
2554 playername = "singleplayer"
2555 ^ Playername is optional, if specified spawns particle only on the player's client