1 Minetest Lua Modding API Reference 0.4.7
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 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
326 Nodes can also contain extra data. See "Node Metadata".
330 There are a bunch of different looking node types. These are mostly just
331 copied from Minetest 0.3; more may be made in the future.
333 Look for examples in games/minimal or games/minetest_game.
348 - nodebox -- See below. EXPERIMENTAL
352 Node selection boxes are defined using "node boxes"
354 The "nodebox" node drawtype allows defining visual of nodes consisting of
355 arbitrary number of boxes. It allows defining stuff like stairs. Only the
356 "fixed" box type is supported for these.
357 ^ Please note that this is still experimental, and may be incompatibly
358 changed in the future.
360 A nodebox is defined as any of:
362 -- A normal cube; the default in most things
366 -- A fixed box (facedir param2 is used, if applicable)
368 fixed = box OR {box1, box2, ...}
371 -- A box like the selection box for torches
372 -- (wallmounted param2 is used, if applicable)
373 type = "wallmounted",
380 {x1, y1, z1, x2, y2, z2}
381 A box of a regular node would look like:
382 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 These tell in what manner the ore is generated.
387 All default ores are of the uniformly-distributed scatter type.
390 Randomly chooses a location and generates a cluster of ore.
391 If noise_params is specified, the ore will be placed if the 3d perlin noise at
392 that point is greater than the noise_threshhold, giving the ability to create a non-equal
395 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
396 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
397 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
398 scale when comparing against the noise threshhold, but scale is used to determine relative height.
399 The height of the blob is randomly scattered, with a maximum height of clust_size.
400 clust_scarcity and clust_num_ores are ignored.
401 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
402 - claylike - NOT YET IMPLEMENTED
403 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
404 neighborhood of clust_size radius.
408 Currently supported flags: absheight
410 Also produce this same ore between the height range of -height_max and -height_min.
411 Useful for having ore in sky realms without having to duplicate ore entries.
415 The varying types of decorations that can be placed.
416 The default value is simple, and is currently the only type supported.
419 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
420 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
421 for example. Can also generate a decoration of random height between a specified lower and
422 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
425 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
426 probability of a node randomly appearing when placed. This decoration type is intended to be used
427 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
431 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
432 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
433 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
434 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
436 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
437 probability of that node appearing in the structure.
438 When passed to minetest.create_schematic, probability is an integer value ranging from -1 to 255:
439 - A probability value of 0 means that node will always appear.
440 - A probability value of -1 means the node will never appear.
441 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
442 will appear when the schematic is placed on the map.
444 If registering a structure in the raw format, however, -1 is not a valid probability value; in order to
445 have a node that is not placed, it must be CONTENT_IGNORE (the name for which is "ignore").
447 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
450 ---------------------
451 Currently supported flags: place_center_x, place_center_y, place_center_z
453 Placement of this decoration is centered along the X axis.
455 Placement of this decoration is centered along the Y axis.
457 Placement of this decoration is centered along the Z axis.
461 The position field is used for all element types.
462 To account for differing resolutions, the position coordinates are the percentage of the screen,
463 ranging in value from 0 to 1.
464 The name field is not yet used, but should contain a description of what the HUD element represents.
465 The direction field is the direction in which something is drawn.
466 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.
467 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
468 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
470 The offset field specifies a pixel offset from the position. Contrary to position,
471 the offset is not scaled to screen size. This allows for some precisely-positioned
473 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
475 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
478 Displays an image on the HUD.
479 - scale: The scale of the image, with 1 being the original texture size.
480 Only the X coordinate scale is used.
481 - text: The name of the texture that is displayed.
482 - alignment: The alignment of the image.
483 - offset: offset in pixels from position.
485 Displays text on the HUD.
486 - scale: Defines the bounding rectangle of the text.
487 A value such as {x=100, y=100} should work.
488 - text: The text to be displayed in the HUD element.
489 - number: An integer containing the RGB value of the color used to draw the text.
490 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
491 - alignment: The alignment of the text.
492 - offset: offset in pixels from position.
494 Displays a horizontal bar made up of half-images.
495 - text: The name of the texture that is used.
496 - number: The number of half-textures that are displayed.
497 If odd, will end with a vertically center-split texture.
499 - offset: offset in pixels from position.
501 - text: The name of the inventory list to be displayed.
502 - number: Number of items in the inventory to be displayed.
503 - item: Position of item that is selected.
506 Representations of simple things
507 --------------------------------
509 {x=num, y=num, z=num}
510 Currently the API does not provide any helper functions for addition,
511 subtraction and whatever; you can define those that you need yourself.
515 {type="node", under=pos, above=pos}
516 {type="object", ref=ObjectRef}
520 Node (register_node):
521 A node from the world
522 Tool (register_tool):
523 A tool/weapon that can dig and damage things according to tool_capabilities
524 Craftitem (register_craftitem):
527 Items and item stacks can exist in three formats:
529 Serialized; This is called stackstring or itemstring:
531 eg. 'default:pick_wood 21323'
535 eg. {name="default:dirt", count=5, wear=0, metadata=""}
537 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
538 ^ a wooden pick about 1/3 weared out
539 eg. {name="default:apple", count=1, wear=0, metadata=""}
543 C++ native format with many helper methods. Useful for converting between
544 formats. See the Class reference section for details.
546 When an item must be passed to a function, it can usually be in any of
551 In a number of places, there is a group table. Groups define the
552 properties of a thing (item, node, armor of entity, capabilities of
553 tool) in such a way that the engine and other mods can can interact with
554 the thing without actually knowing what the thing is.
557 - Groups are stored in a table, having the group names with keys and the
558 group ratings as values. For example:
559 groups = {crumbly=3, soil=1}
561 groups = {crumbly=2, soil=1, level=2, outerspace=1}
562 ^ A more special dirt-kind of thing
563 - Groups always have a rating associated with them. If there is no
564 useful meaning for a rating for an enabled group, it shall be 1.
565 - When not defined, the rating of a group defaults to 0. Thus when you
566 read groups, you must interpret nil and 0 as the same value, 0.
568 You can read the rating of a group for an item or a node by using
569 minetest.get_item_group(itemname, groupname)
573 Groups of items can define what kind of an item it is (eg. wool).
577 In addition to the general item things, groups are used to define whether
578 a node is destroyable and how long it takes to destroy by a tool.
582 For entities, groups are, as of now, used only for calculating damage.
583 The rating is the percentage of damage caused by tools with this damage group.
584 See "Entity damage mechanism".
586 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
587 object.set_armor_groups({fleshy=30, cracky=80})
591 Groups in tools define which groups of nodes and entities they are
594 Groups in crafting recipes
595 ---------------------------
596 An example: Make meat soup from any meat, any water and any bowl
598 output = 'food:meat_soup_raw',
604 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
606 An another example: Make red wool from white wool and red dye
610 recipe = {'wool:white', 'group:dye,basecolor_red'},
615 - immortal: Disables the group damage system for an entity
616 - level: Can be used to give an additional sense of progression in the game.
617 - A larger level will cause eg. a weapon of a lower level make much less
618 damage, and get weared out much faster, or not be able to get drops
619 from destroyed nodes.
620 - 0 is something that is directly accessible at the start of gameplay
621 - There is no upper limit
622 - dig_immediate: (player can always pick up node without tool wear)
623 - 2: node is removed without tool wear after 0.5 seconds or so
625 - 3: node is removed without tool wear immediately (torch)
626 - disable_jump: Player (and possibly other things) cannot jump from node
627 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
628 - bouncy: value is bounce speed in percent
629 - falling_node: if there is no walkable block under the node it will fall
630 - attached_node: if the node under it is not a walkable block the node will be
631 dropped as an item. If the node is wallmounted the
632 wallmounted direction is checked.
633 - soil: saplings will grow on nodes in this group
634 - connect_to_raillike: makes nodes of raillike drawtype connect to
635 other group members with same drawtype
637 Known damage and digging time defining groups
638 ----------------------------------------------
639 - crumbly: dirt, sand
640 - cracky: tough but crackable stuff like stone.
641 - snappy: something that can be cut using fine tools; eg. leaves, small
642 plants, wire, sheets of metal
643 - choppy: something that can be cut using force; eg. trees, wooden planks
644 - fleshy: Living things like animals and the player. This could imply
645 some blood effects when hitting.
646 - explody: Especially prone to explosions
647 - oddly_breakable_by_hand:
648 Can be added to nodes that shouldn't logically be breakable by the
649 hand but are. Somewhat similar to dig_immediate, but times are more
650 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
651 speed of a tool if the tool can dig at a faster speed than this
652 suggests for the hand.
654 Examples of custom groups
655 --------------------------
656 Item groups are often used for defining, well, //groups of items//.
657 - meat: any meat-kind of a thing (rating might define the size or healing
658 ability or be irrelevant - it is not defined as of yet)
659 - eatable: anything that can be eaten. Rating might define HP gain in half
661 - flammable: can be set on fire. Rating might define the intensity of the
662 fire, affecting eg. the speed of the spreading of an open fire.
663 - wool: any wool (any origin, any color)
666 - heavy: anything considerably heavy
668 Digging time calculation specifics
669 -----------------------------------
670 Groups such as **crumbly**, **cracky** and **snappy** are used for this
671 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
674 The **level** group is used to limit the toughness of nodes a tool can dig
675 and to scale the digging times / damage to a greater extent.
677 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
680 Tools define their properties by a list of parameters for groups. They
681 cannot dig other groups; thus it is important to use a standard bunch of
682 groups to enable interaction with tools.
685 * Full punch interval
687 * For an arbitrary list of groups:
688 * Uses (until the tool breaks)
689 * Maximum level (usually 0, 1, 2 or 3)
693 **Full punch interval**:
694 When used as a weapon, the tool will do full damage if this time is spent
695 between punches. If eg. half the time is spent, the tool will do half
698 **Maximum drop level**
699 Suggests the maximum level of node, when dug with the tool, that will drop
700 it's useful item. (eg. iron ore to drop a lump of iron).
701 - This is not automated; it is the responsibility of the node definition
705 Determines how many uses the tool has when it is used for digging a node,
706 of this group, of the maximum level. For lower leveled nodes, the use count
707 is multiplied by 3^leveldiff.
708 - uses=10, leveldiff=0 -> actual uses: 10
709 - uses=10, leveldiff=1 -> actual uses: 30
710 - uses=10, leveldiff=2 -> actual uses: 90
713 Tells what is the maximum level of a node of this group that the tool will
717 List of digging times for different ratings of the group, for nodes of the
719 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
720 result in the tool to be able to dig nodes that have a rating of 2 or 3
721 for this group, and unable to dig the rating 1, which is the toughest.
722 Unless there is a matching group that enables digging otherwise.
725 List of damage for groups of entities. See "Entity damage mechanism".
727 Example definition of the capabilities of a tool
728 -------------------------------------------------
729 tool_capabilities = {
730 full_punch_interval=1.5,
733 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
735 damage_groups = {fleshy=2},
738 This makes the tool be able to dig nodes that fullfill both of these:
739 - Have the **crumbly** group
740 - Have a **level** group less or equal to 2
742 Table of resulting digging times:
743 crumbly 0 1 2 3 4 <- level
749 level diff: 2 1 0 -1 -2
751 Table of resulting tool uses:
758 - At crumbly=0, the node is not diggable.
759 - At crumbly=3, the level difference digging time divider kicks in and makes
760 easy nodes to be quickly breakable.
761 - At level > 2, the node is not diggable, because it's level > maxlevel
763 Entity damage mechanism
764 ------------------------
767 foreach group in cap.damage_groups:
768 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
769 * (object.armor_groups[group] / 100.0)
770 -- Where object.armor_groups[group] is 0 for inexisting values
773 Client predicts damage based on damage groups. Because of this, it is able to
774 give an immediate response when an entity is damaged or dies; the response is
775 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
777 - Currently a smoke puff will appear when an entity dies.
779 The group **immortal** completely disables normal damage.
781 Entities can define a special armor group, which is **punch_operable**. This
782 group disables the regular damage mechanism for players punching it by hand or
783 a non-tool item, so that it can do something else than take damage.
785 On the Lua side, every punch calls ''entity:on_punch(puncher,
786 time_from_last_punch, tool_capabilities, direction)''. This should never be
787 called directly, because damage is usually not handled by the entity itself.
788 * ''puncher'' is the object performing the punch. Can be nil. Should never be
789 accessed unless absolutely required, to encourage interoperability.
790 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
791 * ''tool_capabilities'' can be nil.
792 * ''direction'' is a unit vector, pointing from the source of the punch to
795 To punch an entity/object in Lua, call ''object:punch(puncher,
796 time_from_last_punch, tool_capabilities, direction)''.
797 * Return value is tool wear.
798 * Parameters are equal to the above callback.
799 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
800 automatically filled in based on the location of ''puncher''.
804 The instance of a node in the world normally only contains the three values
805 mentioned in "Nodes". However, it is possible to insert extra data into a
806 node. It is called "node metadata"; See "NodeMetaRef".
808 Metadata contains two things:
812 Some of the values in the key-value store are handled specially:
813 - formspec: Defines a right-click inventory menu. See "Formspec".
814 - infotext: Text shown on the screen when the node is pointed at
818 local meta = minetest.get_meta(pos)
819 meta:set_string("formspec",
821 "list[context;main;0,0;8,4;]"..
822 "list[current_player;main;0,5;8,4;]")
823 meta:set_string("infotext", "Chest");
824 local inv = meta:get_inventory()
825 inv:set_size("main", 8*4)
826 print(dump(meta:to_table()))
829 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] = ""}
832 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
839 Formspec defines a menu. Currently not much else than inventories are
840 supported. It is a string, with a somewhat strange format.
842 Spaces and newlines can be inserted between the blocks, as is used in the
848 list[context;main;0,0;8,4;]
849 list[current_player;main;0,5;8,4;]
852 list[context;fuel;2,3;1,1;]
853 list[context;src;2,1;1,1;]
854 list[context;dst;5,1;2,2;]
855 list[current_player;main;0,5;8,4;]
856 - Minecraft-like player inventory
858 image[1,0.6;1,2;player.png]
859 list[current_player;main;0,3.5;8,4;]
860 list[current_player;craft;3,0;3,3;]
861 list[current_player;craftpreview;7,1;1,1;]
866 ^ Define the size of the menu in inventory slots
867 ^ deprecated: invsize[<W>,<H>;]
869 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
870 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
871 ^ Show an inventory list
873 image[<X>,<Y>;<W>,<H>;<texture name>]
875 ^ Position and size units are inventory slots
877 item_image[<X>,<Y>;<W>,<H>;<item name>]
878 ^ Show an inventory image of registered item/node
879 ^ Position and size units are inventory slots
881 background[<X>,<Y>;<W>,<H>;<texture name>]
882 ^ Use a background. Inventory rectangles are not drawn then.
883 ^ Position and size units are inventory slots
884 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
886 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
887 ^ Textual password style field; will be sent to server when a button is clicked
888 ^ x and y position the field relative to the top left of the menu
889 ^ w and h are the size of the field
890 ^ fields are a set height, but will be vertically centred on h
891 ^ Position and size units are inventory slots
892 ^ name is the name of the field as returned in fields to on_receive_fields
893 ^ label, if not blank, will be text printed on the top left above the field
895 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
896 ^ Textual field; will be sent to server when a button is clicked
897 ^ x and y position the field relative to the top left of the menu
898 ^ w and h are the size of the field
899 ^ fields are a set height, but will be vertically centred on h
900 ^ Position and size units are inventory slots
901 ^ name is the name of the field as returned in fields to on_receive_fields
902 ^ label, if not blank, will be text printed on the top left above the field
903 ^ default is the default value of the field
904 ^ default may contain variable references such as '${text}' which
905 will fill the value from the metadata value 'text'
906 ^ Note: no extra text or more than a single variable is supported ATM.
908 field[<name>;<label>;<default>]
909 ^ as above but without position/size units
910 ^ special field for creating simple forms, such as sign text input
911 ^ must be used without a size[] element
912 ^ a 'Proceed' button will be added automatically
914 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
915 ^ same as fields above, but with multi-line input
917 label[<X>,<Y>;<label>]
918 ^ x and y work as per field
919 ^ label is the text on the label
920 ^ Position and size units are inventory slots
922 vertlabel[<X>,<Y>;<label>]
923 ^ Textual label drawn verticaly
924 ^ x and y work as per field
925 ^ label is the text on the label
926 ^ Position and size units are inventory slots
928 button[<X>,<Y>;<W>,<H>;<name>;<label>]
929 ^ Clickable button. When clicked, fields will be sent.
930 ^ x, y and name work as per field
931 ^ w and h are the size of the button
932 ^ label is the text on the button
933 ^ Position and size units are inventory slots
935 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
936 ^ x, y, w, h, and name work as per button
937 ^ image is the filename of an image
938 ^ Position and size units are inventory slots
940 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
941 ^ x, y, w, h, and name work as per button
942 ^ image is the filename of an image
943 ^ Position and size units are inventory slots
944 ^ noclip true meand imagebutton doesn't need to be within specified formsize
945 ^ drawborder draw button bodrer or not
947 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
948 ^ x, y, w, h, name and label work as per button
949 ^ item name is the registered name of an item/node,
950 tooltip will be made out of its descritption
951 ^ Position and size units are inventory slots
953 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
954 ^ When clicked, fields will be sent and the form will quit.
956 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
957 ^ When clicked, fields will be sent and the form will quit.
959 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
960 ^Scrollabel itemlist showing arbitrary text elements
961 ^ x and y position the itemlist relative to the top left of the menu
962 ^ w and h are the size of the itemlist
963 ^ listelements can be prepended by #RRGGBB in hexadecimal format
964 ^ if you want a listelement to start with # write ##
965 ^ name fieldname sent to server on doubleclick value is current selected element
967 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>;<current_tab>;<transparent>;<draw_border>]
968 ^ show a tabHEADER at specific position (ignores formsize)
969 ^ x and y position the itemlist relative to the top left of the menu
970 ^ name fieldname data is transfered to lua
971 ^ caption 1... name shown on top of tab
972 ^ current_tab index of selected tab 1...
973 ^ transparent (optional) show transparent
974 ^ draw_border (optional) draw border
976 box[<X>,<Y>;<W>,<H>;<color>]
977 ^ simple colored semitransparent box
978 ^ x and y position the box relative to the top left of the menu
979 ^ w and h are the size of box
980 ^ color in hexadecimal format RRGGBB
985 - "context": Selected node metadata (deprecated: "current_name")
986 - "current_player": Player to whom the menu is shown
987 - "player:<name>": Any player
988 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
989 - "detached:<name>": A detached inventory
993 vector.new([x[, y, z]]) -> vector
994 ^ x is a table or the x position.
995 vector.direction(p1, p2) -> vector
996 vector.distance(p1, p2) -> number
997 vector.length(v) -> number
998 vector.normalize(v) -> vector
999 vector.round(v) -> vector
1000 vector.equal(v1, v2) -> bool
1001 vector.add(v, x) -> vector
1002 ^ x can be annother vector or a number
1003 vector.subtract(v, x) -> vector
1004 vector.multiply(v, x) -> vector
1005 vector.divide(v, x) -> vector
1007 You can also use Lua operators on vectors.
1019 dump2(obj, name="_", dumped={})
1020 ^ Return object serialized as a string, handles reference loops
1021 dump(obj, dumped={})
1022 ^ Return object serialized as a string
1024 ^ Get the hypotenuse of a triangle with legs x and y.
1025 Usefull for distance calculation.
1026 string:split(separator)
1027 ^ eg. string:split("a,b", ",") == {"a","b"}
1029 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1030 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1031 ^ Convert position to a printable string
1032 minetest.string_to_pos(string) -> position
1033 ^ Same but in reverse
1034 minetest.formspec_escape(string) -> string
1035 ^ escapes characters like [, ], and \ that can not be used in formspecs
1037 minetest namespace reference
1038 -----------------------------
1040 minetest.get_current_modname() -> string
1041 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1042 ^ Useful for loading additional .lua modules or static data from mod
1043 minetest.get_modnames() -> list of installed mods
1044 ^ Return a list of installed mods, sorted alphabetically
1045 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1046 ^ Useful for storing custom data
1047 minetest.is_singleplayer()
1049 ^ table containing API feature flags: {foo=true, bar=true}
1050 minetest.has_feature(arg) -> bool, missing_features
1051 ^ arg: string or table in format {foo=true, bar=true}
1052 ^ missing_features: {foo=true, bar=true}
1055 minetest.debug(line)
1056 ^ Always printed to stderr and logfile (print() is redirected here)
1058 minetest.log(loglevel, line)
1059 ^ loglevel one of "error", "action", "info", "verbose"
1061 Registration functions: (Call these only at load time)
1062 minetest.register_entity(name, prototype table)
1063 minetest.register_abm(abm definition)
1064 minetest.register_node(name, node definition)
1065 minetest.register_tool(name, item definition)
1066 minetest.register_craftitem(name, item definition)
1067 minetest.register_alias(name, convert_to)
1068 minetest.register_craft(recipe)
1069 minetest.register_ore(ore definition)
1070 minetest.register_decoration(decoration definition)
1072 Global callback registration functions: (Call these only at load time)
1073 minetest.register_globalstep(func(dtime))
1074 ^ Called every server step, usually interval of 0.05s
1075 minetest.register_on_shutdown(func())
1076 ^ Called before server shutdown
1077 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1078 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1079 semi-frequent intervals as well as on server shutdown.
1080 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1081 ^ Called when a node has been placed
1082 ^ If return true no item is taken from itemstack
1083 ^ Not recommended; use on_construct or after_place_node in node definition
1085 minetest.register_on_dignode(func(pos, oldnode, digger))
1086 ^ Called when a node has been dug.
1087 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1089 minetest.register_on_punchnode(func(pos, node, puncher))
1090 ^ Called when a node is punched
1091 minetest.register_on_generated(func(minp, maxp, blockseed))
1092 ^ Called after generating a piece of world. Modifying nodes inside the area
1093 is a bit faster than usually.
1094 minetest.register_on_newplayer(func(ObjectRef))
1095 ^ Called after a new player has been created
1096 minetest.register_on_dieplayer(func(ObjectRef))
1097 ^ Called when a player dies
1098 minetest.register_on_respawnplayer(func(ObjectRef))
1099 ^ Called when player is to be respawned
1100 ^ Called _before_ repositioning of player occurs
1101 ^ return true in func to disable regular player placement
1102 minetest.register_on_joinplayer(func(ObjectRef))
1103 ^ Called when a player joins the game
1104 minetest.register_on_leaveplayer(func(ObjectRef))
1105 ^ Called when a player leaves the game
1106 minetest.register_on_chat_message(func(name, message))
1107 ^ Called always when a player says something
1108 minetest.register_on_player_receive_fields(func(player, formname, fields))
1109 ^ Called when a button is pressed in player's inventory form
1110 ^ Newest functions are called first
1111 ^ If function returns true, remaining functions are not called
1112 minetest.register_on_mapgen_init(func(MapgenParams))
1113 ^ Called just before the map generator is initialized but before the environment is initialized
1114 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1116 Other registration functions:
1117 minetest.register_chatcommand(cmd, chatcommand definition)
1118 minetest.register_privilege(name, definition)
1119 ^ definition: "description text"
1121 description = "description text",
1122 give_to_singleplayer = boolean, -- default: true
1124 minetest.register_authentication_handler(handler)
1125 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1128 minetest.setting_set(name, value)
1129 minetest.setting_get(name) -> string or nil
1130 minetest.setting_getbool(name) -> boolean value or nil
1131 minetest.setting_get_pos(name) -> position or nil
1132 minetest.setting_save() -> nil, save all settings to config file
1135 minetest.notify_authentication_modified(name)
1136 ^ Should be called by the authentication handler if privileges change.
1137 ^ To report everybody, set name=nil.
1138 minetest.get_password_hash(name, raw_password)
1139 ^ Convert a name-password pair to a password hash that minetest can use
1140 minetest.string_to_privs(str) -> {priv1=true,...}
1141 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1142 ^ Convert between two privilege representations
1143 minetest.set_player_password(name, password_hash)
1144 minetest.set_player_privs(name, {priv1=true,...})
1145 minetest.get_player_privs(name) -> {priv1=true,...}
1146 minetest.auth_reload()
1147 ^ These call the authentication handler
1148 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1149 ^ A quickhand for checking privileges
1150 minetest.get_player_ip(name) -> IP address string
1153 minetest.chat_send_all(text)
1154 minetest.chat_send_player(name, text, prepend)
1155 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1159 minetest.set_node(pos, node)
1160 minetest.add_node(pos, node): alias set_node(pos, node)
1161 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1162 minetest.remove_node(pos)
1163 ^ Equivalent to set_node(pos, "air")
1164 minetest.get_node(pos)
1165 ^ Returns {name="ignore", ...} for unloaded area
1166 minetest.get_node_or_nil(pos)
1167 ^ Returns nil for unloaded area
1168 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1169 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1171 minetest.place_node(pos, node)
1172 ^ Place node with the same effects that a player would cause
1173 minetest.dig_node(pos)
1174 ^ Dig node with the same effects that a player would cause
1175 minetest.punch_node(pos)
1176 ^ Punch node with the same effects that a player would cause
1178 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1179 minetest.get_node_timer(pos) -- Get NodeTimerRef
1181 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1182 ^ Returns ObjectRef, or nil if failed
1183 minetest.add_item(pos, item): Spawn item
1184 ^ Returns ObjectRef, or nil if failed
1185 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1186 minetest.get_objects_inside_radius(pos, radius)
1187 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1188 minetest.get_timeofday()
1189 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1190 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1191 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1192 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1193 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1194 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1195 minetest.get_voxel_manip()
1196 ^ Return voxel manipulator object
1197 minetest.get_mapgen_object(objectname)
1198 ^ Return requested mapgen object if available (see Mapgen objects)
1199 minetest.set_mapgen_params(MapgenParams)
1200 ^ Set map generation parameters
1201 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1202 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1203 ^ Leave field unset to leave that parameter unchanged
1204 ^ flagmask field must be set to all mapgen flags that are being modified
1205 ^ flags contains only the flags that are being set
1206 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1207 minetest.clear_objects()
1208 ^ clear all objects in the environments
1209 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1210 ^ checkif there is a direct line of sight between pos1 and pos2
1211 ^ pos1 First position
1212 ^ pos2 Second position
1213 ^ stepsize smaller gives more accurate results but requires more computing
1215 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1216 ^ -> table containing path
1217 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1218 ^ pos1: start position
1219 ^ pos2: end position
1220 ^ searchdistance: number of blocks to search in each direction
1221 ^ max_jump: maximum height difference to consider walkable
1222 ^ max_drop: maximum height difference to consider droppable
1223 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1224 minetest.spawn_tree (pos, {treedef})
1225 ^ spawns L-System tree at given pos with definition in treedef table
1228 minetest.get_inventory(location) -> InvRef
1229 ^ location = eg. {type="player", name="celeron55"}
1230 {type="node", pos={x=, y=, z=}}
1231 {type="detached", name="creative"}
1232 minetest.create_detached_inventory(name, callbacks) -> InvRef
1233 ^ callbacks: See "Detached inventory callbacks"
1234 ^ Creates a detached inventory. If it already exists, it is cleared.
1235 minetest.show_formspec(playername, formname, formspec)
1236 ^ playername: name of player to show formspec
1237 ^ formname: name passed to on_player_receive_fields callbacks
1238 ^ should follow "modname:<whatever>" naming convention
1239 ^ formspec: formspec to display
1242 minetest.inventorycube(img1, img2, img3)
1243 ^ Returns a string for making an image of a cube (useful as an item image)
1244 minetest.get_pointed_thing_position(pointed_thing, above)
1245 ^ Get position of a pointed_thing (that you can get from somewhere)
1246 minetest.dir_to_facedir(dir)
1247 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1248 minetest.dir_to_wallmounted(dir)
1249 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1250 minetest.get_node_drops(nodename, toolname)
1251 ^ Returns list of item names.
1252 ^ Note: This will be removed or modified in a future version.
1253 minetest.get_craft_result(input) -> output, decremented_input
1254 ^ input.method = 'normal' or 'cooking' or 'fuel'
1255 ^ input.width = for example 3
1256 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1257 stack 5, stack 6, stack 7, stack 8, stack 9 }
1258 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1259 ^ output.time = number, if unsuccessful: 0
1260 ^ decremented_input = like input
1261 minetest.get_craft_recipe(output) -> input
1262 ^ returns last registered recipe for output item (node)
1263 ^ output is a node or item type such as 'default:torch'
1264 ^ input.method = 'normal' or 'cooking' or 'fuel'
1265 ^ input.width = for example 3
1266 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1267 stack 5, stack 6, stack 7, stack 8, stack 9 }
1268 ^ input.items = nil if no recipe found
1269 minetest.get_all_craft_recipes(query item) -> table or nil
1270 ^ returns indexed table with all registered recipes for query item (node)
1271 or nil if no recipe was found
1274 method = 'normal' or 'cooking' or 'fuel'
1275 width = 0-3, 0 means shapeless recipe
1276 items = indexed [1-9] table with recipe items
1277 output = string with item name and quantity
1279 Example query for default:gold_ingot will return table:
1281 1={type = "cooking", width = 3, output = "default:gold_ingot",
1282 items = {1 = "default:gold_lump"}},
1283 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1284 items = {1 = "default:goldblock"}}
1286 minetest.handle_node_drops(pos, drops, digger)
1287 ^ drops: list of itemstrings
1288 ^ Handles drops from nodes after digging: Default action is to put them into
1290 ^ Can be overridden to get different functionality (eg. dropping items on
1294 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1295 ^ Find who has done something to a node, or near a node
1296 ^ actor: "player:<name>", also "liquid".
1297 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1298 ^ Revert latest actions of someone
1299 ^ actor: "player:<name>", also "liquid".
1301 Defaults for the on_* item definition functions:
1302 (These return the leftover itemstack)
1303 minetest.item_place_node(itemstack, placer, pointed_thing)
1304 ^ Place item as a node
1305 minetest.item_place_object(itemstack, placer, pointed_thing)
1307 minetest.item_place(itemstack, placer, pointed_thing)
1308 ^ Use one of the above based on what the item is.
1309 ^ Calls on_rightclick of pointed_thing.under if defined instead
1310 ^ Note: is not called when wielded item overrides on_place
1311 minetest.item_drop(itemstack, dropper, pos)
1313 minetest.item_eat(hp_change, replace_with_item)
1314 ^ Eat the item. replace_with_item can be nil.
1316 Defaults for the on_punch and on_dig node definition callbacks:
1317 minetest.node_punch(pos, node, puncher)
1318 ^ Calls functions registered by minetest.register_on_punchnode()
1319 minetest.node_dig(pos, node, digger)
1320 ^ Checks if node can be dug, puts item into inventory, removes node
1321 ^ Calls functions registered by minetest.registered_on_dignodes()
1324 minetest.sound_play(spec, parameters) -> handle
1325 ^ spec = SimpleSoundSpec
1326 ^ parameters = sound parameter table
1327 minetest.sound_stop(handle)
1330 minetest.after(time, func, ...)
1331 ^ Call function after time seconds
1332 ^ Optional: Variable number of arguments that are passed to func
1335 minetest.request_shutdown() -> request for server shutdown
1336 minetest.get_server_status() -> server status string
1339 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1340 minetest.get_ban_description(ip_or_name) -> ban description (string)
1341 minetest.ban_player(name) -> ban a player
1342 minetest.unban_player_or_ip(name) -> unban player or IP address
1345 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1346 size, collisiondetection, texture, playername)
1347 ^ Spawn particle at pos with velocity and acceleration
1348 ^ Disappears after expirationtime seconds
1349 ^ collisiondetection: if true collides with physical objects
1350 ^ Uses texture (string)
1351 ^ Playername is optional, if specified spawns particle only on the player's client
1353 minetest.add_particlespawner(amount, time,
1357 minexptime, maxexptime,
1359 collisiondetection, texture, playername)
1360 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1361 ^ The particle's properties are random values in between the boundings:
1362 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1363 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1364 ^ collisiondetection: if true uses collisiondetection
1365 ^ Uses texture (string)
1366 ^ Playername is optional, if specified spawns particle only on the player's client
1367 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1370 minetest.delete_particlespawner(id, player)
1371 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1372 ^ If playername is specified, only deletes on the player's client,
1373 ^ otherwise on all clients
1376 minetest.create_schematic(p1, p2, probability_list, filename)
1377 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1378 ^ Apply the specified probability values to the specified nodes in probability_list.
1379 ^ probability_list is an array of tables containing two fields, pos and prob.
1380 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1381 ^ and prob is the integer value from -1 to 255 of the probability (see: Schematic specifier).
1382 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1383 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1384 ^ If probability_list is nil, no probabilities are applied.
1385 ^ Saves schematic in the Minetest Schematic format to filename.
1387 minetest.place_schematic(pos, schematic, rotation)
1388 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1389 ^ Rotation can be "0", "90", "180", "270", or "random".
1390 ^ If the rotation parameter is omitted, the schematic is not rotated.
1393 minetest.get_connected_players() -> list of ObjectRefs
1394 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1395 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1396 minetest.get_item_group(name, group) -> rating
1397 ^ Get rating of a group of an item. (0 = not in group)
1398 minetest.get_node_group(name, group) -> rating
1399 ^ Deprecated: An alias for the former.
1400 minetest.get_content_id(name) -> integer
1401 ^ Gets the internal content ID of name
1402 minetest.get_name_from_content_id(content_id) -> string
1403 ^ Gets the name of the content with that content ID
1404 minetest.serialize(table) -> string
1405 ^ Convert a table containing tables, strings, numbers, booleans and nils
1406 into string form readable by minetest.deserialize
1407 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1408 minetest.deserialize(string) -> table
1409 ^ Convert a string returned by minetest.deserialize into a table
1410 ^ String is loaded in an empty sandbox environment.
1411 ^ Will load functions, but they cannot access the global environment.
1412 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1413 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1414 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1417 minetest.env - EnvRef of the server environment and world.
1418 ^ Any function in the minetest namespace can be called using the syntax
1419 minetest.env:somefunction(somearguments)
1421 minetest.somefunction(somearguments)
1422 ^ Deprecated, but support is not to be dropped soon
1425 minetest.registered_items
1426 ^ List of registered items, indexed by name
1427 minetest.registered_nodes
1428 ^ List of registered node definitions, indexed by name
1429 minetest.registered_craftitems
1430 ^ List of registered craft item definitions, indexed by name
1431 minetest.registered_tools
1432 ^ List of registered tool definitions, indexed by name
1433 minetest.registered_entities
1434 ^ List of registered entity prototypes, indexed by name
1435 minetest.object_refs
1436 ^ List of object references, indexed by active object id
1437 minetest.luaentities
1438 ^ List of lua entities, indexed by active object id
1442 NodeMetaRef: Node metadata - reference extra data and functionality stored
1444 - Can be gotten via minetest.get_nodemeta(pos)
1446 - set_string(name, value)
1448 - set_int(name, value)
1450 - set_float(name, value)
1452 - get_inventory() -> InvRef
1453 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1454 - from_table(nil or {})
1455 ^ See "Node Metadata"
1457 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1458 - Can be gotten via minetest.get_node_timer(pos)
1460 - set(timeout,elapsed)
1461 ^ set a timer's state
1462 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1463 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1464 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1467 ^ equivelent to set(timeout,0)
1470 - get_timeout() -> current timeout in seconds
1471 ^ if timeout is 0, timer is inactive
1472 - get_elapsed() -> current elapsed time in seconds
1473 ^ the node's on_timer function will be called after timeout-elapsed seconds
1474 - is_started() -> boolean state of timer
1475 ^ returns true if timer is started, otherwise false
1477 ObjectRef: Moving things in the game are generally these
1478 (basically reference to a C++ ServerActiveObject)
1480 - remove(): remove object (after returning from Lua)
1481 - getpos() -> {x=num, y=num, z=num}
1482 - setpos(pos); pos={x=num, y=num, z=num}
1483 - moveto(pos, continuous=false): interpolated move
1484 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1485 ^ puncher = an another ObjectRef,
1486 ^ time_from_last_punch = time since last punch action of the puncher
1487 ^ direction: can be nil
1488 - right_click(clicker); clicker = an another ObjectRef
1489 - get_hp(): returns number of hitpoints (2 * number of hearts)
1490 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1491 - get_inventory() -> InvRef
1492 - get_wield_list(): returns the name of the inventory list the wielded item is in
1493 - get_wield_index(): returns the index of the wielded item
1494 - get_wielded_item() -> ItemStack
1495 - set_wielded_item(item): replaces the wielded item, returns true if successful
1496 - set_armor_groups({group1=rating, group2=rating, ...})
1497 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1498 - set_attach(parent, bone, position, rotation)
1500 ^ position = {x=num, y=num, z=num} (relative)
1501 ^ rotation = {x=num, y=num, z=num}
1503 - set_bone_position(bone, position, rotation)
1505 ^ position = {x=num, y=num, z=num} (relative)
1506 ^ rotation = {x=num, y=num, z=num}
1507 - set_properties(object property table)
1508 LuaEntitySAO-only: (no-op for other objects)
1509 - setvelocity({x=num, y=num, z=num})
1510 - getvelocity() -> {x=num, y=num, z=num}
1511 - setacceleration({x=num, y=num, z=num})
1512 - getacceleration() -> {x=num, y=num, z=num}
1514 - getyaw() -> radians
1515 - settexturemod(mod)
1516 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1517 - select_horiz_by_yawpitch=false)
1518 ^ Select sprite from spritesheet with optional animation and DM-style
1519 texture selection based on yaw relative to camera
1520 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1522 Player-only: (no-op for other objects)
1523 - is_player(): true for players, false for others
1524 - get_player_name(): returns "" if is not a player
1525 - get_look_dir(): get camera direction as a unit vector
1526 - get_look_pitch(): pitch in radians
1527 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1528 - set_look_pitch(radians): sets look pitch
1529 - set_look_yaw(radians): sets look yaw
1530 - set_inventory_formspec(formspec)
1531 ^ Redefine player's inventory form
1532 ^ Should usually be called in on_joinplayer
1533 - get_inventory_formspec() -> formspec string
1534 - get_player_control(): returns table with player pressed keys
1535 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1536 - get_player_control_bits(): returns integer with bit packed player pressed keys
1537 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1538 - set_physics_override(speed, jump, gravity)
1539 modifies per-player walking speed, jump height, and gravity.
1540 Values default to 1 and act as offsets to the physics settings
1541 in minetest.conf. nil will keep the current setting.
1542 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1543 - hud_remove(id): remove the HUD element of the specified id
1544 - hud_change(id, stat, value): change a value of a previously added HUD element
1545 ^ element stat values: position, name, scale, text, number, item, dir
1546 - hud_get(id): gets the HUD element definition structure of the specified ID
1547 - hud_set_flags(flags): sets specified HUD flags to true/false
1548 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1549 ^ pass a table containing a true/false value of each flag to be set or unset
1550 ^ if a flag is nil, the flag is not modified
1551 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1552 ^ count: number of items, must be between 1 and 23
1554 InvRef: Reference to an inventory
1556 - is_empty(listname): return true if list is empty
1557 - get_size(listname): get size of a list
1558 - set_size(listname, size): set size of a list
1559 - get_width(listname): get width of a list
1560 - set_width(listname, width): set width of list; currently used for crafting
1561 - get_stack(listname, i): get a copy of stack index i in list
1562 - set_stack(listname, i, stack): copy stack to index i in list
1563 - get_list(listname): return full list
1564 - set_list(listname, list): set full list (size will not change)
1565 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1566 - room_for_item(listname, stack): returns true if the stack of items
1567 can be fully added to the list
1568 - contains_item(listname, stack): returns true if the stack of items
1569 can be fully taken from the list
1570 remove_item(listname, stack): take as many items as specified from the list,
1571 returns the items that were actually removed (as an ItemStack)
1572 - get_location() -> location compatible to minetest.get_inventory(location)
1573 -> {type="undefined"} in case location is not known
1575 ItemStack: A stack of items.
1576 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1578 - is_empty(): return true if stack is empty
1579 - get_name(): returns item name (e.g. "default:stone")
1580 - get_count(): returns number of items on the stack
1581 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1582 - get_metadata(): returns metadata (a string attached to an item stack)
1583 - clear(): removes all items from the stack, making it empty
1584 - replace(item): replace the contents of this stack (item can also
1585 be an itemstring or table)
1586 - to_string(): returns the stack in itemstring form
1587 - to_table(): returns the stack in Lua table form
1588 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1589 - get_free_space(): returns get_stack_max() - get_count()
1590 - is_known(): returns true if the item name refers to a defined item type
1591 - get_definition(): returns the item definition table
1592 - get_tool_capabilities(): returns the digging properties of the item,
1593 ^ or those of the hand if none are defined for this item type
1594 - add_wear(amount): increases wear by amount if the item is a tool
1595 - add_item(item): put some item or stack onto this stack,
1596 ^ returns leftover ItemStack
1597 - item_fits(item): returns true if item or stack can be fully added to this one
1598 - take_item(n): take (and remove) up to n items from this stack
1599 ^ returns taken ItemStack
1600 ^ if n is omitted, n=1 is used
1601 - peek_item(n): copy (don't remove) up to n items from this stack
1602 ^ returns copied ItemStack
1603 ^ if n is omitted, n=1 is used
1605 PseudoRandom: A pseudorandom number generator
1606 - Can be created via PseudoRandom(seed)
1608 - next(): return next integer random number [0...32767]
1609 - next(min, max): return next integer random number [min...max]
1610 (max - min) must be 32767 or <= 6553 due to the simple
1611 implementation making bad distribution otherwise.
1613 PerlinNoise: A perlin noise generator
1614 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1615 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1617 - get2d(pos) -> 2d noise value at pos={x=,y=}
1618 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1620 PerlinNoiseMap: A fast, bulk perlin noise generator
1621 - Can be created via PerlinNoiseMap(noiseparams, size)
1622 - Also minetest.get_perlin_map(noiseparams, size)
1624 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1625 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1626 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1627 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1629 VoxelManip: An interface to the MapVoxelManipulator for Lua
1630 - Can be created via VoxelManip()
1631 - Also minetest.get_voxel_manip()
1633 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1634 ^ returns actual emerged pmin, actual emerged pmax
1635 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1636 ^ important: data must be set using VoxelManip:set_data before calling this
1637 - get_data(): Gets the data read into the VoxelManip object
1638 ^ returns raw node data is in the form of an array of node content ids
1639 - set_data(data): Sets the data contents of the VoxelManip object
1640 - update_map(): Update map after writing chunk back to map.
1641 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1642 ^ retrieved from minetest.get_mapgen_object
1643 - set_lighting(light): Set the lighting within the VoxelManip
1644 ^ light is a table, {day=<0...15>, night=<0...15>}
1645 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1646 - calc_lighting(): Calculate lighting within the VoxelManip
1647 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1648 - update_liquids(): Update liquid flow
1650 VoxelArea: A helper class for voxel areas
1651 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1652 - Coordinates are *inclusive*, like most other things in Minetest
1654 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1655 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1656 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1657 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1658 - indexp(p): same as above, except takes a vector
1662 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1663 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1664 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1665 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1667 The following Mapgen objects are currently available:
1670 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1671 order. All mapgens support this object.
1674 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1675 generated chunk by the current mapgen.
1678 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1682 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1686 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1690 --------------------
1691 - Functions receive a "luaentity" as self:
1692 - It has the member .name, which is the registered name ("mod:thing")
1693 - It has the member .object, which is an ObjectRef pointing to the object
1694 - The original prototype stuff is visible directly via a metatable
1696 - on_activate(self, staticdata)
1697 ^ Called when the object is instantiated.
1698 - on_step(self, dtime)
1699 ^ Called on every server tick (dtime is usually 0.05 seconds)
1700 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1701 ^ Called when somebody punches the object.
1702 ^ Note that you probably want to handle most punches using the
1703 automatic armor group system.
1704 ^ puncher: ObjectRef (can be nil)
1705 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1706 ^ tool_capabilities: capability table of used tool (can be nil)
1707 ^ dir: unit vector of direction of punch. Always defined. Points from
1708 the puncher to the punched.
1709 - on_rightclick(self, clicker)
1710 - get_staticdata(self)
1711 ^ Should return a string that will be passed to on_activate when
1712 the object is instantiated the next time.
1717 axiom, - string initial tree axiom
1718 rules_a, - string rules set A
1719 rules_b, - string rules set B
1720 rules_c, - string rules set C
1721 rules_d, - string rules set D
1722 trunk, - string trunk node name
1723 leaves, - string leaves node name
1724 leaves2, - string secondary leaves node name
1725 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1726 angle, - num angle in deg
1727 iterations, - num max # of iterations, usually 2 -5
1728 random_level, - num factor to lower nr of iterations, usually 0 - 3
1729 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1730 thin_branches, - boolean true -> use thin (1 node) branches
1731 fruit, - string fruit node name
1732 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1733 seed, - num random seed
1736 Key for Special L-System Symbols used in Axioms
1737 G - move forward one unit with the pen up
1738 F - move forward one unit with the pen down drawing trunks and branches
1739 f - move forward one unit with the pen down drawing leaves (100% chance)
1740 T - move forward one unit with the pen down drawing trunks only
1741 R - move forward one unit with the pen down placing fruit
1742 A - replace with rules set A
1743 B - replace with rules set B
1744 C - replace with rules set C
1745 D - replace with rules set D
1746 a - replace with rules set A, chance 90%
1747 b - replace with rules set B, chance 80%
1748 c - replace with rules set C, chance 70%
1749 d - replace with rules set D, chance 60%
1750 + - yaw the turtle right by angle parameter
1751 - - yaw the turtle left by angle parameter
1752 & - pitch the turtle down by angle parameter
1753 ^ - pitch the turtle up by angle parameter
1754 / - roll the turtle to the right by angle parameter
1755 * - roll the turtle to the left by angle parameter
1756 [ - save in stack current state info
1757 ] - recover from stack state info
1759 Example usage: spawn small apple tree
1762 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1763 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1764 trunk="default:tree",
1765 leaves="default:leaves",
1769 trunk_type="single",
1772 fruit="default:apple"
1774 minetest.spawn_tree(pos,apple_tree)
1784 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1785 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1786 visual_size = {x=1, y=1},
1788 textures = {}, -- number of required textures depends on visual
1789 colors = {}, -- number of required colors depends on visual
1790 spritediv = {x=1, y=1},
1791 initial_sprite_basepos = {x=0, y=0},
1793 makes_footstep_sound = false,
1794 automatic_rotate = false,
1797 Entity definition (register_entity)
1799 (Deprecated: Everything in object properties is read directly from here)
1801 initial_properties = <initial object properties>,
1803 on_activate = function(self, staticdata, dtime_s),
1804 on_step = function(self, dtime),
1805 on_punch = function(self, hitter),
1806 on_rightclick = function(self, clicker),
1807 get_staticdata = function(self),
1808 ^ Called sometimes; the string returned is passed to on_activate when
1809 the entity is re-activated from static state
1811 # Also you can define arbitrary member variables here
1812 myvariable = whatever,
1815 ABM (ActiveBlockModifier) definition (register_abm)
1817 -- In the following two fields, also group:groupname will work.
1818 nodenames = {"default:lava_source"},
1819 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1820 ^ If left out or empty, any neighbor will do
1821 interval = 1.0, -- (operation interval)
1822 chance = 1, -- (chance of trigger is 1.0/this)
1823 action = func(pos, node, active_object_count, active_object_count_wider),
1826 Item definition (register_node, register_craftitem, register_tool)
1828 description = "Steel Axe",
1829 groups = {}, -- key=name, value=rating; rating=1..3.
1830 if rating not applicable, use 1.
1831 eg. {wool=1, fluffy=3}
1832 {soil=2, outerspace=1, crumbly=1}
1833 {bendy=2, snappy=1},
1834 {hard=1, metal=1, spikes=1}
1835 inventory_image = "default_tool_steelaxe.png",
1837 wield_scale = {x=1,y=1,z=1},
1839 liquids_pointable = false,
1840 tool_capabilities = {
1841 full_punch_interval = 1.0,
1845 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1846 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1848 damage_groups = {groupname=damage},
1850 node_placement_prediction = nil,
1851 ^ If nil and item is node, prediction is made automatically
1852 ^ If nil and item is not a node, no prediction is made
1853 ^ If "" and item is anything, no prediction is made
1854 ^ Otherwise should be name of node which the client immediately places
1855 on ground when the player places the item. Server will always update
1856 actual result to client in a short moment.
1858 place = <SimpleSoundSpec>,
1861 on_place = func(itemstack, placer, pointed_thing),
1862 ^ Shall place item and return the leftover itemstack
1863 ^ default: minetest.item_place
1864 on_drop = func(itemstack, dropper, pos),
1865 ^ Shall drop item and return the leftover itemstack
1866 ^ default: minetest.item_drop
1867 on_use = func(itemstack, user, pointed_thing),
1869 ^ Function must return either nil if no item shall be removed from
1870 inventory, or an itemstack to replace the original itemstack.
1871 eg. itemstack:take_item(); return itemstack
1872 ^ Otherwise, the function is free to do what it wants.
1873 ^ The default functions handle regular use cases.
1878 - {name="image.png", animation={Tile Animation definition}}
1879 - {name="image.png", backface_culling=bool}
1880 ^ backface culling only supported in special tiles
1881 - deprecated still supported field names:
1884 Tile animation definition:
1885 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1887 Node definition (register_node)
1889 <all fields allowed in item definitions>,
1891 drawtype = "normal", -- See "Node drawtypes"
1893 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1894 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1895 ^ List can be shortened to needed length
1896 special_tiles = {tile definition 1, Tile definition 2},
1897 ^ Special textures of node; used rarely (old field name: special_materials)
1898 ^ List can be shortened to needed length
1900 use_texture_alpha = false, -- Use texture's alpha channel
1901 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1902 paramtype = "none", -- See "Nodes"
1903 paramtype2 = "none", -- See "Nodes"
1904 is_ground_content = false, -- Currently not used for anything
1905 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1906 walkable = true, -- If true, objects collide with node
1907 pointable = true, -- If true, can be pointed at
1908 diggable = true, -- If false, can never be dug
1909 climbable = false, -- If true, can be climbed on (ladder)
1910 buildable_to = false, -- If true, placed nodes can replace this node
1911 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1912 liquidtype = "none", -- "none"/"source"/"flowing"
1913 liquid_alternative_flowing = "", -- Flowing version of source liquid
1914 liquid_alternative_source = "", -- Source version of flowing liquid
1915 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1916 liquid_renewable = true, -- Can new liquid source be created by placing
1917 drowning = true, -- Player will drown in these
1918 two or more sources nearly?
1919 light_source = 0, -- Amount of light emitted by node
1920 damage_per_second = 0, -- If player is inside node, this damage is caused
1921 node_box = {type="regular"}, -- See "Node boxes"
1922 selection_box = {type="regular"}, -- See "Node boxes"
1923 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1924 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1925 legacy_wallmounted = false, -- Support maps made in and before January 2012
1927 footstep = <SimpleSoundSpec>,
1928 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1929 dug = <SimpleSoundSpec>,
1930 place = <SimpleSoundSpec>,
1933 on_construct = func(pos),
1934 ^ Node constructor; always called after adding node
1935 ^ Can set up metadata and stuff like that
1937 on_destruct = func(pos),
1938 ^ Node destructor; always called before removing node
1940 after_destruct = func(pos, oldnode),
1941 ^ Node destructor; always called after removing node
1944 after_place_node = func(pos, placer, itemstack),
1945 ^ Called after constructing node when node was placed using
1946 minetest.item_place_node / minetest.place_node
1947 ^ If return true no item is taken from itemstack
1949 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1950 ^ oldmetadata is in table format
1951 ^ Called after destructing node when node was dug using
1952 minetest.node_dig / minetest.dig_node
1954 can_dig = function(pos,player)
1955 ^ returns true if node can be dug, or false if not
1958 on_punch = func(pos, node, puncher),
1959 ^ default: minetest.node_punch
1960 ^ By default: does nothing
1961 on_rightclick = func(pos, node, clicker, itemstack),
1963 ^ if defined, itemstack will hold clicker's wielded item
1964 Shall return the leftover itemstack
1965 on_dig = func(pos, node, digger),
1966 ^ default: minetest.node_dig
1967 ^ By default: checks privileges, wears out tool and removes node
1969 on_timer = function(pos,elapsed),
1971 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
1972 ^ elapsed is the total time passed since the timer was started
1973 ^ return true to run the timer for another cycle with the same timeout value
1975 on_receive_fields = func(pos, formname, fields, sender),
1976 ^ fields = {name1 = value1, name2 = value2, ...}
1977 ^ Called when an UI form (eg. sign text input) returns data
1980 allow_metadata_inventory_move = func(pos, from_list, from_index,
1981 to_list, to_index, count, player),
1982 ^ Called when a player wants to move items inside the inventory
1983 ^ Return value: number of items allowed to move
1985 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1986 ^ Called when a player wants to put something into the inventory
1987 ^ Return value: number of items allowed to put
1988 ^ Return value: -1: Allow and don't modify item count in inventory
1990 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1991 ^ Called when a player wants to take something out of the inventory
1992 ^ Return value: number of items allowed to take
1993 ^ Return value: -1: Allow and don't modify item count in inventory
1995 on_metadata_inventory_move = func(pos, from_list, from_index,
1996 to_list, to_index, count, player),
1997 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1998 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1999 ^ Called after the actual action has happened, according to what was allowed.
2002 on_blast = func(pos, intensity),
2003 ^ intensity: 1.0 = mid range of regular TNT
2004 ^ If defined, called when an explosion touches the node, instead of
2008 Recipe for register_craft: (shaped)
2010 output = 'default:pick_stone',
2012 {'default:cobble', 'default:cobble', 'default:cobble'},
2013 {'', 'default:stick', ''},
2014 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2016 replacements = <optional list of item pairs,
2017 replace one input item with another item on crafting>
2020 Recipe for register_craft (shapeless)
2023 output = 'mushrooms:mushroom_stew',
2026 "mushrooms:mushroom_brown",
2027 "mushrooms:mushroom_red",
2029 replacements = <optional list of item pairs,
2030 replace one input item with another item on crafting>
2033 Recipe for register_craft (tool repair)
2035 type = "toolrepair",
2036 additional_wear = -0.02,
2039 Recipe for register_craft (cooking)
2042 output = "default:glass",
2043 recipe = "default:sand",
2047 Recipe for register_craft (furnace fuel)
2050 recipe = "default:leaves",
2054 Ore definition (register_ore)
2056 ore_type = "scatter", -- See "Ore types"
2057 ore = "default:stone_with_coal",
2058 wherein = "default:stone",
2059 clust_scarcity = 8*8*8,
2060 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2061 ^ This value should be *MUCH* higher than your intuition might tell you!
2063 ^ Number of ores in a cluster
2065 ^ Size of the bounding box of the cluster
2066 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2067 height_min = -31000,
2070 ^ Attributes for this ore generation
2071 noise_threshhold = 0.5,
2072 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2073 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2074 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2075 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2078 Decoration definition (register_decoration)
2080 deco_type = "simple", -- See "Decoration types"
2081 place_on = "default:dirt_with_grass",
2082 ^ Node that decoration can be placed on
2084 ^ Size of divisions made in the chunk being generated.
2085 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2087 ^ Ratio of the area to be uniformly filled by the decoration.
2088 ^ Used only if noise_params is not specified.
2089 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2090 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2091 ^ The result of this is multiplied by the 2d area of the division being decorated.
2092 biomes = {"Oceanside", "Hills", "Plains"},
2093 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2094 ^ and ignored if the Mapgen being used does not support biomes.
2096 ----- Simple-type parameters
2097 decoration = "default:grass",
2098 ^ The node name used as the decoration.
2099 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2101 ^ Number of nodes high the decoration is made.
2102 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2104 ^ Number of nodes the decoration can be at maximum.
2105 ^ If absent, the parameter 'height' is used as a constant.
2106 spawn_by = "default:water",
2107 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2109 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2110 ^ If absent or -1, decorations occur next to any nodes.
2112 ----- Schematic-type parameters
2113 schematic = "foobar.mts",
2114 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2115 ^ specified Minetest schematic file.
2116 ^ - OR -, could instead be a table containing two fields, size and data:
2118 size = {x=4, y=6, z=4},
2120 {name="cobble", param1=0, param2=0},
2121 {name="dirt_with_grass", param1=0, param2=0},
2125 ^ See 'Schematic specifier' for details.
2126 flags = "place_center_x, place_center_z",
2127 ^ Flags for schematic decorations. See 'Schematic attributes'.
2128 rotation = "90" --rotate schematic 90 degrees on placement
2129 ^ Rotation can be "0", "90", "180", "270", or "random".
2132 Chatcommand definition (register_chatcommand)
2134 params = "<name> <privilege>", -- short parameter description
2135 description = "Remove privilege from player", -- full description
2136 privs = {privs=true}, -- require the "privs" privilege to run
2137 func = function(name, param), -- called when command is run
2140 Detached inventory callbacks
2142 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2143 ^ Called when a player wants to move items inside the inventory
2144 ^ Return value: number of items allowed to move
2146 allow_put = func(inv, listname, index, stack, player),
2147 ^ Called when a player wants to put something into the inventory
2148 ^ Return value: number of items allowed to put
2149 ^ Return value: -1: Allow and don't modify item count in inventory
2151 allow_take = func(inv, listname, index, stack, player),
2152 ^ Called when a player wants to take something out of the inventory
2153 ^ Return value: number of items allowed to take
2154 ^ Return value: -1: Allow and don't modify item count in inventory
2156 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2157 on_put = func(inv, listname, index, stack, player),
2158 on_take = func(inv, listname, index, stack, player),
2159 ^ Called after the actual action has happened, according to what was allowed.
2163 HUD Definition (hud_add, hud_get)
2165 hud_elem_type = "image", -- see HUD element types
2166 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2167 position = {x=0.5, y=0.5},
2168 ^ Left corner position of element
2174 ^ Selected item in inventory. 0 for no item selected.
2176 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2177 alignment = {x=0, y=0},
2178 ^ See "HUD Element Types"
2179 offset = {x=0, y=0},
2180 ^ See "HUD Element Types"