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 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
887 ^ Textual 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
894 ^ default is the default value of the field
895 ^ default may contain variable references such as '${text}' which
896 will fill the value from the metadata value 'text'
897 ^ Note: no extra text or more than a single variable is supported ATM.
899 field[<name>;<label>;<default>]
900 ^ as above but without position/size units
901 ^ special field for creating simple forms, such as sign text input
902 ^ must be used without a size[] element
903 ^ a 'Proceed' button will be added automatically
905 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
906 ^ same as fields above, but with multi-line input
908 label[<X>,<Y>;<label>]
909 ^ x and y work as per field
910 ^ label is the text on the label
911 ^ Position and size units are inventory slots
913 button[<X>,<Y>;<W>,<H>;<name>;<label>]
914 ^ Clickable button. When clicked, fields will be sent.
915 ^ x, y and name work as per field
916 ^ w and h are the size of the button
917 ^ label is the text on the button
918 ^ Position and size units are inventory slots
920 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
921 ^ x, y, w, h, and name work as per button
922 ^ image is the filename of an image
923 ^ Position and size units are inventory slots
925 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
926 ^ x, y, w, h, name and label work as per button
927 ^ item name is the registered name of an item/node,
928 tooltip will be made out of its descritption
929 ^ Position and size units are inventory slots
931 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
932 ^ When clicked, fields will be sent and the form will quit.
934 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
935 ^ When clicked, fields will be sent and the form will quit.
939 - "context": Selected node metadata (deprecated: "current_name")
940 - "current_player": Player to whom the menu is shown
941 - "player:<name>": Any player
942 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
943 - "detached:<name>": A detached inventory
947 dump2(obj, name="_", dumped={})
948 ^ Return object serialized as a string, handles reference loops
950 ^ Return object serialized as a string
951 string:split(separator)
952 ^ eg. string:split("a,b", ",") == {"a","b"}
954 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
955 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
956 ^ Convert position to a printable string
957 minetest.string_to_pos(string) -> position
958 ^ Same but in reverse
959 minetest.formspec_escape(string) -> string
960 ^ escapes characters like [, ], and \ that can not be used in formspecs
962 minetest namespace reference
963 -----------------------------
965 minetest.get_current_modname() -> string
966 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
967 ^ Useful for loading additional .lua modules or static data from mod
968 minetest.get_modnames() -> list of installed mods
969 ^ Return a list of installed mods, sorted alphabetically
970 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
971 ^ Useful for storing custom data
972 minetest.is_singleplayer()
974 ^ table containing API feature flags: {foo=true, bar=true}
975 minetest.has_feature(arg) -> bool, missing_features
976 ^ arg: string or table in format {foo=true, bar=true}
977 ^ missing_features: {foo=true, bar=true}
981 ^ Always printed to stderr and logfile (print() is redirected here)
983 minetest.log(loglevel, line)
984 ^ loglevel one of "error", "action", "info", "verbose"
986 Registration functions: (Call these only at load time)
987 minetest.register_entity(name, prototype table)
988 minetest.register_abm(abm definition)
989 minetest.register_node(name, node definition)
990 minetest.register_tool(name, item definition)
991 minetest.register_craftitem(name, item definition)
992 minetest.register_alias(name, convert_to)
993 minetest.register_craft(recipe)
994 minetest.register_ore(ore definition)
995 minetest.register_decoration(decoration definition)
997 Global callback registration functions: (Call these only at load time)
998 minetest.register_globalstep(func(dtime))
999 ^ Called every server step, usually interval of 0.05s
1000 minetest.register_on_shutdown(func())
1001 ^ Called before server shutdown
1002 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1003 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1004 semi-frequent intervals as well as on server shutdown.
1005 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1006 ^ Called when a node has been placed
1007 ^ If return true no item is taken from itemstack
1008 ^ Not recommended; use on_construct or after_place_node in node definition
1010 minetest.register_on_dignode(func(pos, oldnode, digger))
1011 ^ Called when a node has been dug.
1012 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1014 minetest.register_on_punchnode(func(pos, node, puncher))
1015 ^ Called when a node is punched
1016 minetest.register_on_generated(func(minp, maxp, blockseed))
1017 ^ Called after generating a piece of world. Modifying nodes inside the area
1018 is a bit faster than usually.
1019 minetest.register_on_newplayer(func(ObjectRef))
1020 ^ Called after a new player has been created
1021 minetest.register_on_dieplayer(func(ObjectRef))
1022 ^ Called when a player dies
1023 minetest.register_on_respawnplayer(func(ObjectRef))
1024 ^ Called when player is to be respawned
1025 ^ Called _before_ repositioning of player occurs
1026 ^ return true in func to disable regular player placement
1027 minetest.register_on_joinplayer(func(ObjectRef))
1028 ^ Called when a player joins the game
1029 minetest.register_on_leaveplayer(func(ObjectRef))
1030 ^ Called when a player leaves the game
1031 minetest.register_on_chat_message(func(name, message))
1032 ^ Called always when a player says something
1033 minetest.register_on_player_receive_fields(func(player, formname, fields))
1034 ^ Called when a button is pressed in player's inventory form
1035 ^ Newest functions are called first
1036 ^ If function returns true, remaining functions are not called
1038 Other registration functions:
1039 minetest.register_chatcommand(cmd, chatcommand definition)
1040 minetest.register_privilege(name, definition)
1041 ^ definition: "description text"
1043 description = "description text",
1044 give_to_singleplayer = boolean, -- default: true
1046 minetest.register_authentication_handler(handler)
1047 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1050 minetest.setting_set(name, value)
1051 minetest.setting_get(name) -> string or nil
1052 minetest.setting_getbool(name) -> boolean value or nil
1053 minetest.setting_get_pos(name) -> position or nil
1054 minetest.setting_save() -> nil, save all settings to config file
1055 minetest.add_to_creative_inventory(itemstring)
1058 minetest.notify_authentication_modified(name)
1059 ^ Should be called by the authentication handler if privileges change.
1060 ^ To report everybody, set name=nil.
1061 minetest.get_password_hash(name, raw_password)
1062 ^ Convert a name-password pair to a password hash that minetest can use
1063 minetest.string_to_privs(str) -> {priv1=true,...}
1064 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1065 ^ Convert between two privilege representations
1066 minetest.set_player_password(name, password_hash)
1067 minetest.set_player_privs(name, {priv1=true,...})
1068 minetest.get_player_privs(name) -> {priv1=true,...}
1069 minetest.auth_reload()
1070 ^ These call the authentication handler
1071 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1072 ^ A quickhand for checking privileges
1073 minetest.get_player_ip(name) -> IP address string
1076 minetest.chat_send_all(text)
1077 minetest.chat_send_player(name, text, prepend)
1078 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1082 minetest.set_node(pos, node)
1083 minetest.add_node(pos, node): alias set_node(pos, node)
1084 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1085 minetest.remove_node(pos)
1086 ^ Equivalent to set_node(pos, "air")
1087 minetest.get_node(pos)
1088 ^ Returns {name="ignore", ...} for unloaded area
1089 minetest.get_node_or_nil(pos)
1090 ^ Returns nil for unloaded area
1091 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1092 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1094 minetest.place_node(pos, node)
1095 ^ Place node with the same effects that a player would cause
1096 minetest.dig_node(pos)
1097 ^ Dig node with the same effects that a player would cause
1098 minetest.punch_node(pos)
1099 ^ Punch node with the same effects that a player would cause
1101 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1102 minetest.get_node_timer(pos) -- Get NodeTimerRef
1104 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1105 ^ Returns ObjectRef, or nil if failed
1106 minetest.add_item(pos, item): Spawn item
1107 ^ Returns ObjectRef, or nil if failed
1108 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1109 minetest.get_objects_inside_radius(pos, radius)
1110 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1111 minetest.get_timeofday()
1112 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1113 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1114 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1115 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1116 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1117 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1118 minetest.clear_objects()
1119 ^ clear all objects in the environments
1120 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1121 ^ checkif there is a direct line of sight between pos1 and pos2
1122 ^ pos1 First position
1123 ^ pos2 Second position
1124 ^ stepsize smaller gives more accurate results but requires more computing
1126 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1127 ^ -> table containing path
1128 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1129 ^ pos1: start position
1130 ^ pos2: end position
1131 ^ searchdistance: number of blocks to search in each direction
1132 ^ max_jump: maximum height difference to consider walkable
1133 ^ max_drop: maximum height difference to consider droppable
1134 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1135 minetest.spawn_tree (pos, {treedef})
1136 ^ spawns L-System tree at given pos with definition in treedef table
1139 minetest.get_inventory(location) -> InvRef
1140 ^ location = eg. {type="player", name="celeron55"}
1141 {type="node", pos={x=, y=, z=}}
1142 {type="detached", name="creative"}
1143 minetest.create_detached_inventory(name, callbacks) -> InvRef
1144 ^ callbacks: See "Detached inventory callbacks"
1145 ^ Creates a detached inventory. If it already exists, it is cleared.
1146 minetest.show_formspec(playername, formname, formspec)
1147 ^ playername: name of player to show formspec
1148 ^ formname: name passed to on_player_receive_fields callbacks
1149 ^ should follow "modname:<whatever>" naming convention
1150 ^ formspec: formspec to display
1153 minetest.inventorycube(img1, img2, img3)
1154 ^ Returns a string for making an image of a cube (useful as an item image)
1155 minetest.get_pointed_thing_position(pointed_thing, above)
1156 ^ Get position of a pointed_thing (that you can get from somewhere)
1157 minetest.dir_to_facedir(dir)
1158 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1159 minetest.dir_to_wallmounted(dir)
1160 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1161 minetest.get_node_drops(nodename, toolname)
1162 ^ Returns list of item names.
1163 ^ Note: This will be removed or modified in a future version.
1164 minetest.get_craft_result(input) -> output, decremented_input
1165 ^ input.method = 'normal' or 'cooking' or 'fuel'
1166 ^ input.width = for example 3
1167 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1168 stack 5, stack 6, stack 7, stack 8, stack 9 }
1169 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1170 ^ output.time = number, if unsuccessful: 0
1171 ^ decremented_input = like input
1172 minetest.get_craft_recipe(output) -> input
1173 ^ returns last registered recipe for output item (node)
1174 ^ output is a node or item type such as 'default:torch'
1175 ^ input.method = 'normal' or 'cooking' or 'fuel'
1176 ^ input.width = for example 3
1177 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1178 stack 5, stack 6, stack 7, stack 8, stack 9 }
1179 ^ input.items = nil if no recipe found
1180 minetest.get_all_craft_recipes(query item) -> table or nil
1181 ^ returns indexed table with all registered recipes for query item (node)
1182 or nil if no recipe was found
1185 method = 'normal' or 'cooking' or 'fuel'
1186 width = 0-3, 0 means shapeless recipe
1187 items = indexed [1-9] table with recipe items
1188 output = string with item name and quantity
1190 Example query for default:gold_ingot will return table:
1192 1={type = "cooking", width = 3, output = "default:gold_ingot",
1193 items = {1 = "default:gold_lump"}},
1194 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1195 items = {1 = "default:goldblock"}}
1197 minetest.handle_node_drops(pos, drops, digger)
1198 ^ drops: list of itemstrings
1199 ^ Handles drops from nodes after digging: Default action is to put them into
1201 ^ Can be overridden to get different functionality (eg. dropping items on
1205 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1206 ^ Find who has done something to a node, or near a node
1207 ^ actor: "player:<name>", also "liquid".
1208 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1209 ^ Revert latest actions of someone
1210 ^ actor: "player:<name>", also "liquid".
1212 Defaults for the on_* item definition functions:
1213 (These return the leftover itemstack)
1214 minetest.item_place_node(itemstack, placer, pointed_thing)
1215 ^ Place item as a node
1216 minetest.item_place_object(itemstack, placer, pointed_thing)
1218 minetest.item_place(itemstack, placer, pointed_thing)
1219 ^ Use one of the above based on what the item is.
1220 ^ Calls on_rightclick of pointed_thing.under if defined instead
1221 ^ Note: is not called when wielded item overrides on_place
1222 minetest.item_drop(itemstack, dropper, pos)
1224 minetest.item_eat(hp_change, replace_with_item)
1225 ^ Eat the item. replace_with_item can be nil.
1227 Defaults for the on_punch and on_dig node definition callbacks:
1228 minetest.node_punch(pos, node, puncher)
1229 ^ Calls functions registered by minetest.register_on_punchnode()
1230 minetest.node_dig(pos, node, digger)
1231 ^ Checks if node can be dug, puts item into inventory, removes node
1232 ^ Calls functions registered by minetest.registered_on_dignodes()
1235 minetest.sound_play(spec, parameters) -> handle
1236 ^ spec = SimpleSoundSpec
1237 ^ parameters = sound parameter table
1238 minetest.sound_stop(handle)
1241 minetest.after(time, func, ...)
1242 ^ Call function after time seconds
1243 ^ Optional: Variable number of arguments that are passed to func
1246 minetest.request_shutdown() -> request for server shutdown
1247 minetest.get_server_status() -> server status string
1250 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1251 minetest.get_ban_description(ip_or_name) -> ban description (string)
1252 minetest.ban_player(name) -> ban a player
1253 minetest.unban_player_or_ip(name) -> unban player or IP address
1256 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1257 size, collisiondetection, texture, playername)
1258 ^ Spawn particle at pos with velocity and acceleration
1259 ^ Disappears after expirationtime seconds
1260 ^ collisiondetection: if true collides with physical objects
1261 ^ Uses texture (string)
1262 ^ Playername is optional, if specified spawns particle only on the player's client
1264 minetest.add_particlespawner(amount, time,
1268 minexptime, maxexptime,
1270 collisiondetection, texture, playername)
1271 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1272 ^ The particle's properties are random values in between the boundings:
1273 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1274 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1275 ^ collisiondetection: if true uses collisiondetection
1276 ^ Uses texture (string)
1277 ^ Playername is optional, if specified spawns particle only on the player's client
1278 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1281 minetest.delete_particlespawner(id, player)
1282 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1283 ^ If playername is specified, only deletes on the player's client,
1284 ^ otherwise on all clients
1287 minetest.create_schematic(p1, p2, probability_list, filename)
1288 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1289 ^ Apply the specified probability values to the specified nodes in probability_list.
1290 ^ probability_list is an array of tables containing two fields, pos and prob.
1291 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1292 ^ and prob is the integer value from -1 to 255 of the probability (see: Schematic specifier).
1293 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1294 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1295 ^ If probability_list is nil, no probabilities are applied.
1296 ^ Saves schematic in the Minetest Schematic format to filename.
1298 minetest.place_schematic(pos, schematic)
1299 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1302 minetest.get_connected_players() -> list of ObjectRefs
1303 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1304 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1305 minetest.get_item_group(name, group) -> rating
1306 ^ Get rating of a group of an item. (0 = not in group)
1307 minetest.get_node_group(name, group) -> rating
1308 ^ Deprecated: An alias for the former.
1309 minetest.serialize(table) -> string
1310 ^ Convert a table containing tables, strings, numbers, booleans and nils
1311 into string form readable by minetest.deserialize
1312 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1313 minetest.deserialize(string) -> table
1314 ^ Convert a string returned by minetest.deserialize into a table
1315 ^ String is loaded in an empty sandbox environment.
1316 ^ Will load functions, but they cannot access the global environment.
1317 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1318 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1319 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1322 minetest.env - EnvRef of the server environment and world.
1323 ^ Any function in the minetest namespace can be called using the syntax
1324 minetest.env:somefunction(somearguments)
1326 minetest.somefunction(somearguments)
1327 ^ Deprecated, but support is not to be dropped soon
1330 minetest.registered_items
1331 ^ List of registered items, indexed by name
1332 minetest.registered_nodes
1333 ^ List of registered node definitions, indexed by name
1334 minetest.registered_craftitems
1335 ^ List of registered craft item definitions, indexed by name
1336 minetest.registered_tools
1337 ^ List of registered tool definitions, indexed by name
1338 minetest.registered_entities
1339 ^ List of registered entity prototypes, indexed by name
1340 minetest.object_refs
1341 ^ List of object references, indexed by active object id
1342 minetest.luaentities
1343 ^ List of lua entities, indexed by active object id
1347 NodeMetaRef: Node metadata - reference extra data and functionality stored
1349 - Can be gotten via minetest.get_nodemeta(pos)
1351 - set_string(name, value)
1353 - set_int(name, value)
1355 - set_float(name, value)
1357 - get_inventory() -> InvRef
1358 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1359 - from_table(nil or {})
1360 ^ See "Node Metadata"
1362 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1363 - Can be gotten via minetest.get_node_timer(pos)
1365 - set(timeout,elapsed)
1366 ^ set a timer's state
1367 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1368 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1369 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1372 ^ equivelent to set(timeout,0)
1375 - get_timeout() -> current timeout in seconds
1376 ^ if timeout is 0, timer is inactive
1377 - get_elapsed() -> current elapsed time in seconds
1378 ^ the node's on_timer function will be called after timeout-elapsed seconds
1379 - is_started() -> boolean state of timer
1380 ^ returns true if timer is started, otherwise false
1382 ObjectRef: Moving things in the game are generally these
1383 (basically reference to a C++ ServerActiveObject)
1385 - remove(): remove object (after returning from Lua)
1386 - getpos() -> {x=num, y=num, z=num}
1387 - setpos(pos); pos={x=num, y=num, z=num}
1388 - moveto(pos, continuous=false): interpolated move
1389 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1390 ^ puncher = an another ObjectRef,
1391 ^ time_from_last_punch = time since last punch action of the puncher
1392 ^ direction: can be nil
1393 - right_click(clicker); clicker = an another ObjectRef
1394 - get_hp(): returns number of hitpoints (2 * number of hearts)
1395 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1396 - get_inventory() -> InvRef
1397 - get_wield_list(): returns the name of the inventory list the wielded item is in
1398 - get_wield_index(): returns the index of the wielded item
1399 - get_wielded_item() -> ItemStack
1400 - set_wielded_item(item): replaces the wielded item, returns true if successful
1401 - set_armor_groups({group1=rating, group2=rating, ...})
1402 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1403 - set_attach(parent, bone, position, rotation)
1405 ^ position = {x=num, y=num, z=num} (relative)
1406 ^ rotation = {x=num, y=num, z=num}
1408 - set_bone_position(bone, position, rotation)
1410 ^ position = {x=num, y=num, z=num} (relative)
1411 ^ rotation = {x=num, y=num, z=num}
1412 - set_properties(object property table)
1413 LuaEntitySAO-only: (no-op for other objects)
1414 - setvelocity({x=num, y=num, z=num})
1415 - getvelocity() -> {x=num, y=num, z=num}
1416 - setacceleration({x=num, y=num, z=num})
1417 - getacceleration() -> {x=num, y=num, z=num}
1419 - getyaw() -> radians
1420 - settexturemod(mod)
1421 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1422 - select_horiz_by_yawpitch=false)
1423 ^ Select sprite from spritesheet with optional animation and DM-style
1424 texture selection based on yaw relative to camera
1425 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1427 Player-only: (no-op for other objects)
1428 - is_player(): true for players, false for others
1429 - get_player_name(): returns "" if is not a player
1430 - get_look_dir(): get camera direction as a unit vector
1431 - get_look_pitch(): pitch in radians
1432 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1433 - set_look_pitch(radians): sets look pitch
1434 - set_look_yaw(radians): sets look yaw
1435 - set_inventory_formspec(formspec)
1436 ^ Redefine player's inventory form
1437 ^ Should usually be called in on_joinplayer
1438 - get_inventory_formspec() -> formspec string
1439 - get_player_control(): returns table with player pressed keys
1440 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1441 - get_player_control_bits(): returns integer with bit packed player pressed keys
1442 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1443 - set_physics_override(speed, jump, gravity)
1444 modifies per-player walking speed, jump height, and gravity.
1445 Values default to 1 and act as offsets to the physics settings
1446 in minetest.conf. nil will keep the current setting.
1447 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1448 - hud_remove(id): remove the HUD element of the specified id
1449 - hud_change(id, stat, value): change a value of a previously added HUD element
1450 ^ element stat values: position, name, scale, text, number, item, dir
1451 - hud_get(id): gets the HUD element definition structure of the specified ID
1452 - hud_set_flags(flags): sets specified HUD flags to true/false
1453 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1454 ^ pass a table containing a true/false value of each flag to be set or unset
1455 ^ if a flag is nil, the flag is not modified
1456 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1457 ^ count: number of items, must be between 1 and 23
1459 InvRef: Reference to an inventory
1461 - is_empty(listname): return true if list is empty
1462 - get_size(listname): get size of a list
1463 - set_size(listname, size): set size of a list
1464 - get_width(listname): get width of a list
1465 - set_width(listname, width): set width of list; currently used for crafting
1466 - get_stack(listname, i): get a copy of stack index i in list
1467 - set_stack(listname, i, stack): copy stack to index i in list
1468 - get_list(listname): return full list
1469 - set_list(listname, list): set full list (size will not change)
1470 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1471 - room_for_item(listname, stack): returns true if the stack of items
1472 can be fully added to the list
1473 - contains_item(listname, stack): returns true if the stack of items
1474 can be fully taken from the list
1475 remove_item(listname, stack): take as many items as specified from the list,
1476 returns the items that were actually removed (as an ItemStack)
1477 - get_location() -> location compatible to minetest.get_inventory(location)
1478 -> {type="undefined"} in case location is not known
1480 ItemStack: A stack of items.
1481 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1483 - is_empty(): return true if stack is empty
1484 - get_name(): returns item name (e.g. "default:stone")
1485 - get_count(): returns number of items on the stack
1486 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1487 - get_metadata(): returns metadata (a string attached to an item stack)
1488 - clear(): removes all items from the stack, making it empty
1489 - replace(item): replace the contents of this stack (item can also
1490 be an itemstring or table)
1491 - to_string(): returns the stack in itemstring form
1492 - to_table(): returns the stack in Lua table form
1493 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1494 - get_free_space(): returns get_stack_max() - get_count()
1495 - is_known(): returns true if the item name refers to a defined item type
1496 - get_definition(): returns the item definition table
1497 - get_tool_capabilities(): returns the digging properties of the item,
1498 ^ or those of the hand if none are defined for this item type
1499 - add_wear(amount): increases wear by amount if the item is a tool
1500 - add_item(item): put some item or stack onto this stack,
1501 ^ returns leftover ItemStack
1502 - item_fits(item): returns true if item or stack can be fully added to this one
1503 - take_item(n): take (and remove) up to n items from this stack
1504 ^ returns taken ItemStack
1505 ^ if n is omitted, n=1 is used
1506 - peek_item(n): copy (don't remove) up to n items from this stack
1507 ^ returns copied ItemStack
1508 ^ if n is omitted, n=1 is used
1510 PseudoRandom: A pseudorandom number generator
1511 - Can be created via PseudoRandom(seed)
1513 - next(): return next integer random number [0...32767]
1514 - next(min, max): return next integer random number [min...max]
1515 (max - min) must be 32767 or <= 6553 due to the simple
1516 implementation making bad distribution otherwise.
1518 PerlinNoise: A perlin noise generator
1519 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1520 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1522 - get2d(pos) -> 2d noise value at pos={x=,y=}
1523 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1526 --------------------
1527 - Functions receive a "luaentity" as self:
1528 - It has the member .name, which is the registered name ("mod:thing")
1529 - It has the member .object, which is an ObjectRef pointing to the object
1530 - The original prototype stuff is visible directly via a metatable
1532 - on_activate(self, staticdata)
1533 ^ Called when the object is instantiated.
1534 - on_step(self, dtime)
1535 ^ Called on every server tick (dtime is usually 0.05 seconds)
1536 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1537 ^ Called when somebody punches the object.
1538 ^ Note that you probably want to handle most punches using the
1539 automatic armor group system.
1540 ^ puncher: ObjectRef (can be nil)
1541 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1542 ^ tool_capabilities: capability table of used tool (can be nil)
1543 ^ dir: unit vector of direction of punch. Always defined. Points from
1544 the puncher to the punched.
1545 - on_rightclick(self, clicker)
1546 - get_staticdata(self)
1547 ^ Should return a string that will be passed to on_activate when
1548 the object is instantiated the next time.
1553 axiom, - string initial tree axiom
1554 rules_a, - string rules set A
1555 rules_b, - string rules set B
1556 rules_c, - string rules set C
1557 rules_d, - string rules set D
1558 trunk, - string trunk node name
1559 leaves, - string leaves node name
1560 leaves2, - string secondary leaves node name
1561 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1562 angle, - num angle in deg
1563 iterations, - num max # of iterations, usually 2 -5
1564 random_level, - num factor to lower nr of iterations, usually 0 - 3
1565 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1566 thin_branches, - boolean true -> use thin (1 node) branches
1567 fruit, - string fruit node name
1568 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1569 seed, - num random seed
1572 Key for Special L-System Symbols used in Axioms
1573 G - move forward one unit with the pen up
1574 F - move forward one unit with the pen down drawing trunks and branches
1575 f - move forward one unit with the pen down drawing leaves (100% chance)
1576 T - move forward one unit with the pen down drawing trunks only
1577 R - move forward one unit with the pen down placing fruit
1578 A - replace with rules set A
1579 B - replace with rules set B
1580 C - replace with rules set C
1581 D - replace with rules set D
1582 a - replace with rules set A, chance 90%
1583 b - replace with rules set B, chance 80%
1584 c - replace with rules set C, chance 70%
1585 d - replace with rules set D, chance 60%
1586 + - yaw the turtle right by angle parameter
1587 - - yaw the turtle left by angle parameter
1588 & - pitch the turtle down by angle parameter
1589 ^ - pitch the turtle up by angle parameter
1590 / - roll the turtle to the right by angle parameter
1591 * - roll the turtle to the left by angle parameter
1592 [ - save in stack current state info
1593 ] - recover from stack state info
1595 Example usage: spawn small apple tree
1598 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1599 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1600 trunk="default:tree",
1601 leaves="default:leaves",
1605 trunk_type="single",
1608 fruit="default:apple"
1610 minetest.spawn_tree(pos,apple_tree)
1620 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1621 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1622 visual_size = {x=1, y=1},
1624 textures = {}, -- number of required textures depends on visual
1625 colors = {}, -- number of required colors depends on visual
1626 spritediv = {x=1, y=1},
1627 initial_sprite_basepos = {x=0, y=0},
1629 makes_footstep_sound = false,
1630 automatic_rotate = false,
1633 Entity definition (register_entity)
1635 (Deprecated: Everything in object properties is read directly from here)
1637 initial_properties = <initial object properties>,
1639 on_activate = function(self, staticdata, dtime_s),
1640 on_step = function(self, dtime),
1641 on_punch = function(self, hitter),
1642 on_rightclick = function(self, clicker),
1643 get_staticdata = function(self),
1644 ^ Called sometimes; the string returned is passed to on_activate when
1645 the entity is re-activated from static state
1647 # Also you can define arbitrary member variables here
1648 myvariable = whatever,
1651 ABM (ActiveBlockModifier) definition (register_abm)
1653 -- In the following two fields, also group:groupname will work.
1654 nodenames = {"default:lava_source"},
1655 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1656 ^ If left out or empty, any neighbor will do
1657 interval = 1.0, -- (operation interval)
1658 chance = 1, -- (chance of trigger is 1.0/this)
1659 action = func(pos, node, active_object_count, active_object_count_wider),
1662 Item definition (register_node, register_craftitem, register_tool)
1664 description = "Steel Axe",
1665 groups = {}, -- key=name, value=rating; rating=1..3.
1666 if rating not applicable, use 1.
1667 eg. {wool=1, fluffy=3}
1668 {soil=2, outerspace=1, crumbly=1}
1669 {bendy=2, snappy=1},
1670 {hard=1, metal=1, spikes=1}
1671 inventory_image = "default_tool_steelaxe.png",
1673 wield_scale = {x=1,y=1,z=1},
1675 liquids_pointable = false,
1676 tool_capabilities = {
1677 full_punch_interval = 1.0,
1681 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1682 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1684 damage_groups = {groupname=damage},
1686 node_placement_prediction = nil,
1687 ^ If nil and item is node, prediction is made automatically
1688 ^ If nil and item is not a node, no prediction is made
1689 ^ If "" and item is anything, no prediction is made
1690 ^ Otherwise should be name of node which the client immediately places
1691 on ground when the player places the item. Server will always update
1692 actual result to client in a short moment.
1694 place = <SimpleSoundSpec>,
1697 on_place = func(itemstack, placer, pointed_thing),
1698 ^ Shall place item and return the leftover itemstack
1699 ^ default: minetest.item_place
1700 on_drop = func(itemstack, dropper, pos),
1701 ^ Shall drop item and return the leftover itemstack
1702 ^ default: minetest.item_drop
1703 on_use = func(itemstack, user, pointed_thing),
1705 ^ Function must return either nil if no item shall be removed from
1706 inventory, or an itemstack to replace the original itemstack.
1707 eg. itemstack:take_item(); return itemstack
1708 ^ Otherwise, the function is free to do what it wants.
1709 ^ The default functions handle regular use cases.
1714 - {name="image.png", animation={Tile Animation definition}}
1715 - {name="image.png", backface_culling=bool}
1716 ^ backface culling only supported in special tiles
1717 - deprecated still supported field names:
1720 Tile animation definition:
1721 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1723 Node definition (register_node)
1725 <all fields allowed in item definitions>,
1727 drawtype = "normal", -- See "Node drawtypes"
1729 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1730 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1731 ^ List can be shortened to needed length
1732 special_tiles = {tile definition 1, Tile definition 2},
1733 ^ Special textures of node; used rarely (old field name: special_materials)
1734 ^ List can be shortened to needed length
1736 use_texture_alpha = false, -- Use texture's alpha channel
1737 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1738 paramtype = "none", -- See "Nodes"
1739 paramtype2 = "none", -- See "Nodes"
1740 is_ground_content = false, -- Currently not used for anything
1741 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1742 walkable = true, -- If true, objects collide with node
1743 pointable = true, -- If true, can be pointed at
1744 diggable = true, -- If false, can never be dug
1745 climbable = false, -- If true, can be climbed on (ladder)
1746 buildable_to = false, -- If true, placed nodes can replace this node
1747 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1748 liquidtype = "none", -- "none"/"source"/"flowing"
1749 liquid_alternative_flowing = "", -- Flowing version of source liquid
1750 liquid_alternative_source = "", -- Source version of flowing liquid
1751 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1752 liquid_renewable = true, -- Can new liquid source be created by placing
1753 drowning = true, -- Player will drown in these
1754 two or more sources nearly?
1755 light_source = 0, -- Amount of light emitted by node
1756 damage_per_second = 0, -- If player is inside node, this damage is caused
1757 node_box = {type="regular"}, -- See "Node boxes"
1758 selection_box = {type="regular"}, -- See "Node boxes"
1759 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1760 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1761 legacy_wallmounted = false, -- Support maps made in and before January 2012
1763 footstep = <SimpleSoundSpec>,
1764 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1765 dug = <SimpleSoundSpec>,
1766 place = <SimpleSoundSpec>,
1769 on_construct = func(pos),
1770 ^ Node constructor; always called after adding node
1771 ^ Can set up metadata and stuff like that
1773 on_destruct = func(pos),
1774 ^ Node destructor; always called before removing node
1776 after_destruct = func(pos, oldnode),
1777 ^ Node destructor; always called after removing node
1780 after_place_node = func(pos, placer, itemstack),
1781 ^ Called after constructing node when node was placed using
1782 minetest.item_place_node / minetest.place_node
1783 ^ If return true no item is taken from itemstack
1785 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1786 ^ oldmetadata is in table format
1787 ^ Called after destructing node when node was dug using
1788 minetest.node_dig / minetest.dig_node
1790 can_dig = function(pos,player)
1791 ^ returns true if node can be dug, or false if not
1794 on_punch = func(pos, node, puncher),
1795 ^ default: minetest.node_punch
1796 ^ By default: does nothing
1797 on_rightclick = func(pos, node, clicker, itemstack),
1799 ^ if defined, itemstack will hold clicker's wielded item
1800 Shall return the leftover itemstack
1801 on_dig = func(pos, node, digger),
1802 ^ default: minetest.node_dig
1803 ^ By default: checks privileges, wears out tool and removes node
1805 on_timer = function(pos,elapsed),
1807 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
1808 ^ elapsed is the total time passed since the timer was started
1809 ^ return true to run the timer for another cycle with the same timeout value
1811 on_receive_fields = func(pos, formname, fields, sender),
1812 ^ fields = {name1 = value1, name2 = value2, ...}
1813 ^ Called when an UI form (eg. sign text input) returns data
1816 allow_metadata_inventory_move = func(pos, from_list, from_index,
1817 to_list, to_index, count, player),
1818 ^ Called when a player wants to move items inside the inventory
1819 ^ Return value: number of items allowed to move
1821 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1822 ^ Called when a player wants to put something into the inventory
1823 ^ Return value: number of items allowed to put
1824 ^ Return value: -1: Allow and don't modify item count in inventory
1826 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1827 ^ Called when a player wants to take something out of the inventory
1828 ^ Return value: number of items allowed to take
1829 ^ Return value: -1: Allow and don't modify item count in inventory
1831 on_metadata_inventory_move = func(pos, from_list, from_index,
1832 to_list, to_index, count, player),
1833 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1834 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1835 ^ Called after the actual action has happened, according to what was allowed.
1838 on_blast = func(pos, intensity),
1839 ^ intensity: 1.0 = mid range of regular TNT
1840 ^ If defined, called when an explosion touches the node, instead of
1844 Recipe for register_craft: (shaped)
1846 output = 'default:pick_stone',
1848 {'default:cobble', 'default:cobble', 'default:cobble'},
1849 {'', 'default:stick', ''},
1850 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1852 replacements = <optional list of item pairs,
1853 replace one input item with another item on crafting>
1856 Recipe for register_craft (shapeless)
1859 output = 'mushrooms:mushroom_stew',
1862 "mushrooms:mushroom_brown",
1863 "mushrooms:mushroom_red",
1865 replacements = <optional list of item pairs,
1866 replace one input item with another item on crafting>
1869 Recipe for register_craft (tool repair)
1871 type = "toolrepair",
1872 additional_wear = -0.02,
1875 Recipe for register_craft (cooking)
1878 output = "default:glass",
1879 recipe = "default:sand",
1883 Recipe for register_craft (furnace fuel)
1886 recipe = "default:leaves",
1890 Ore definition (register_ore)
1892 ore_type = "scatter", -- See "Ore types"
1893 ore = "default:stone_with_coal",
1894 wherein = "default:stone",
1895 clust_scarcity = 8*8*8,
1896 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1897 ^ This value should be *MUCH* higher than your intuition might tell you!
1899 ^ Number of ores in a cluster
1901 ^ Size of the bounding box of the cluster
1902 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1903 height_min = -31000,
1906 ^ Attributes for this ore generation
1907 noise_threshhold = 0.5,
1908 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1909 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1910 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1911 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1914 Decoration definition (register_decoration)
1916 deco_type = "simple", -- See "Decoration types"
1917 place_on = "default:dirt_with_grass",
1918 ^ Node that decoration can be placed on
1920 ^ Size of divisions made in the chunk being generated.
1921 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
1923 ^ Ratio of the area to be uniformly filled by the decoration.
1924 ^ Used only if noise_params is not specified.
1925 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
1926 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
1927 ^ The result of this is multiplied by the 2d area of the division being decorated.
1928 biomes = {"Oceanside", "Hills", "Plains"},
1929 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
1930 ^ and ignored if the Mapgen being used does not support biomes.
1932 ----- Simple-type parameters
1933 decoration = "default:grass",
1934 ^ The node name used as the decoration.
1935 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
1937 ^ Number of nodes high the decoration is made.
1938 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
1940 ^ Number of nodes the decoration can be at maximum.
1941 ^ If absent, the parameter 'height' is used as a constant.
1942 spawn_by = "default:water",
1943 ^ Node that the decoration only spawns next to, in a 1-node square radius.
1945 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
1946 ^ If absent or -1, decorations occur next to any nodes.
1948 ----- Schematic-type parameters
1949 schematic = "foobar.mts",
1950 ^ If schematic is a string, it is the filepath relative to the current working directory of the
1951 ^ specified Minetest schematic file.
1952 ^ - OR -, could instead be a table containing two fields, size and data:
1954 size = {x=4, y=6, z=4},
1956 {name="cobble", param1=0, param2=0},
1957 {name="dirt_with_grass", param1=0, param2=0},
1961 ^ See 'Schematic specifier' for details.
1962 flags = "place_center_x, place_center_z",
1963 ^ Flags for schematic decorations. See 'Schematic attributes'.
1966 Chatcommand definition (register_chatcommand)
1968 params = "<name> <privilege>", -- short parameter description
1969 description = "Remove privilege from player", -- full description
1970 privs = {privs=true}, -- require the "privs" privilege to run
1971 func = function(name, param), -- called when command is run
1974 Detached inventory callbacks
1976 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1977 ^ Called when a player wants to move items inside the inventory
1978 ^ Return value: number of items allowed to move
1980 allow_put = func(inv, listname, index, stack, player),
1981 ^ Called when a player wants to put something into the inventory
1982 ^ Return value: number of items allowed to put
1983 ^ Return value: -1: Allow and don't modify item count in inventory
1985 allow_take = func(inv, listname, index, stack, player),
1986 ^ Called when a player wants to take something out of the inventory
1987 ^ Return value: number of items allowed to take
1988 ^ Return value: -1: Allow and don't modify item count in inventory
1990 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1991 on_put = func(inv, listname, index, stack, player),
1992 on_take = func(inv, listname, index, stack, player),
1993 ^ Called after the actual action has happened, according to what was allowed.
1997 HUD Definition (hud_add, hud_get)
1999 hud_elem_type = "image", -- see HUD element types
2000 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2001 position = {x=0.5, y=0.5},
2002 ^ Left corner position of element
2008 ^ Selected item in inventory. 0 for no item selected.
2010 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2011 alignment = {x=0, y=0},
2012 ^ See "HUD Element Types"
2013 offset = {x=0, y=0},
2014 ^ See "HUD Element Types"