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,
427 The position field is used for all element types.
428 To account for differing resolutions, the position coordinates are the percentage of the screen,
429 ranging in value from 0 to 1.
430 The name field is not yet used, but should contain a description of what the HUD element represents.
431 The direction field is the direction in which something is drawn.
432 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.
433 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
434 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
436 The offset field specifies a pixel offset from the position. Contrary to position,
437 the offset is not scaled to screen size. This allows for some precisely-positioned
439 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
441 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
444 Displays an image on the HUD.
445 - scale: The scale of the image, with 1 being the original texture size.
446 Only the X coordinate scale is used.
447 - text: The name of the texture that is displayed.
448 - alignment: The alignment of the image.
449 - offset: offset in pixels from position.
451 Displays text on the HUD.
452 - scale: Defines the bounding rectangle of the text.
453 A value such as {x=100, y=100} should work.
454 - text: The text to be displayed in the HUD element.
455 - number: An integer containing the RGB value of the color used to draw the text.
456 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
457 - alignment: The alignment of the text.
458 - offset: offset in pixels from position.
460 Displays a horizontal bar made up of half-images.
461 - text: The name of the texture that is used.
462 - number: The number of half-textures that are displayed.
463 If odd, will end with a vertically center-split texture.
465 - offset: offset in pixels from position.
467 - text: The name of the inventory list to be displayed.
468 - number: Number of items in the inventory to be displayed.
469 - item: Position of item that is selected.
472 Representations of simple things
473 --------------------------------
475 {x=num, y=num, z=num}
476 Currently the API does not provide any helper functions for addition,
477 subtraction and whatever; you can define those that you need yourself.
481 {type="node", under=pos, above=pos}
482 {type="object", ref=ObjectRef}
486 Node (register_node):
487 A node from the world
488 Tool (register_tool):
489 A tool/weapon that can dig and damage things according to tool_capabilities
490 Craftitem (register_craftitem):
493 Items and item stacks can exist in three formats:
495 Serialized; This is called stackstring or itemstring:
497 eg. 'default:pick_wood 21323'
501 eg. {name="default:dirt", count=5, wear=0, metadata=""}
503 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
504 ^ a wooden pick about 1/3 weared out
505 eg. {name="default:apple", count=1, wear=0, metadata=""}
509 C++ native format with many helper methods. Useful for converting between
510 formats. See the Class reference section for details.
512 When an item must be passed to a function, it can usually be in any of
517 In a number of places, there is a group table. Groups define the
518 properties of a thing (item, node, armor of entity, capabilities of
519 tool) in such a way that the engine and other mods can can interact with
520 the thing without actually knowing what the thing is.
523 - Groups are stored in a table, having the group names with keys and the
524 group ratings as values. For example:
525 groups = {crumbly=3, soil=1}
527 groups = {crumbly=2, soil=1, level=2, outerspace=1}
528 ^ A more special dirt-kind of thing
529 - Groups always have a rating associated with them. If there is no
530 useful meaning for a rating for an enabled group, it shall be 1.
531 - When not defined, the rating of a group defaults to 0. Thus when you
532 read groups, you must interpret nil and 0 as the same value, 0.
534 You can read the rating of a group for an item or a node by using
535 minetest.get_item_group(itemname, groupname)
539 Groups of items can define what kind of an item it is (eg. wool).
543 In addition to the general item things, groups are used to define whether
544 a node is destroyable and how long it takes to destroy by a tool.
548 For entities, groups are, as of now, used only for calculating damage.
549 The rating is the percentage of damage caused by tools with this damage group.
550 See "Entity damage mechanism".
552 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
553 object.set_armor_groups({fleshy=30, cracky=80})
557 Groups in tools define which groups of nodes and entities they are
560 Groups in crafting recipes
561 ---------------------------
562 An example: Make meat soup from any meat, any water and any bowl
564 output = 'food:meat_soup_raw',
570 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
572 An another example: Make red wool from white wool and red dye
576 recipe = {'wool:white', 'group:dye,basecolor_red'},
581 - immortal: Disables the group damage system for an entity
582 - level: Can be used to give an additional sense of progression in the game.
583 - A larger level will cause eg. a weapon of a lower level make much less
584 damage, and get weared out much faster, or not be able to get drops
585 from destroyed nodes.
586 - 0 is something that is directly accessible at the start of gameplay
587 - There is no upper limit
588 - dig_immediate: (player can always pick up node without tool wear)
589 - 2: node is removed without tool wear after 0.5 seconds or so
591 - 3: node is removed without tool wear immediately (torch)
592 - disable_jump: Player (and possibly other things) cannot jump from node
593 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
594 - bouncy: value is bounce speed in percent
595 - falling_node: if there is no walkable block under the node it will fall
596 - attached_node: if the node under it is not a walkable block the node will be
597 dropped as an item. If the node is wallmounted the
598 wallmounted direction is checked.
599 - soil: saplings will grow on nodes in this group
600 - connect_to_raillike: makes nodes of raillike drawtype connect to
601 other group members with same drawtype
603 Known damage and digging time defining groups
604 ----------------------------------------------
605 - crumbly: dirt, sand
606 - cracky: tough but crackable stuff like stone.
607 - snappy: something that can be cut using fine tools; eg. leaves, small
608 plants, wire, sheets of metal
609 - choppy: something that can be cut using force; eg. trees, wooden planks
610 - fleshy: Living things like animals and the player. This could imply
611 some blood effects when hitting.
612 - explody: Especially prone to explosions
613 - oddly_breakable_by_hand:
614 Can be added to nodes that shouldn't logically be breakable by the
615 hand but are. Somewhat similar to dig_immediate, but times are more
616 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
617 speed of a tool if the tool can dig at a faster speed than this
618 suggests for the hand.
620 Examples of custom groups
621 --------------------------
622 Item groups are often used for defining, well, //groups of items//.
623 - meat: any meat-kind of a thing (rating might define the size or healing
624 ability or be irrelevant - it is not defined as of yet)
625 - eatable: anything that can be eaten. Rating might define HP gain in half
627 - flammable: can be set on fire. Rating might define the intensity of the
628 fire, affecting eg. the speed of the spreading of an open fire.
629 - wool: any wool (any origin, any color)
632 - heavy: anything considerably heavy
634 Digging time calculation specifics
635 -----------------------------------
636 Groups such as **crumbly**, **cracky** and **snappy** are used for this
637 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
640 The **level** group is used to limit the toughness of nodes a tool can dig
641 and to scale the digging times / damage to a greater extent.
643 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
646 Tools define their properties by a list of parameters for groups. They
647 cannot dig other groups; thus it is important to use a standard bunch of
648 groups to enable interaction with tools.
651 * Full punch interval
653 * For an arbitrary list of groups:
654 * Uses (until the tool breaks)
655 * Maximum level (usually 0, 1, 2 or 3)
659 **Full punch interval**:
660 When used as a weapon, the tool will do full damage if this time is spent
661 between punches. If eg. half the time is spent, the tool will do half
664 **Maximum drop level**
665 Suggests the maximum level of node, when dug with the tool, that will drop
666 it's useful item. (eg. iron ore to drop a lump of iron).
667 - This is not automated; it is the responsibility of the node definition
671 Determines how many uses the tool has when it is used for digging a node,
672 of this group, of the maximum level. For lower leveled nodes, the use count
673 is multiplied by 3^leveldiff.
674 - uses=10, leveldiff=0 -> actual uses: 10
675 - uses=10, leveldiff=1 -> actual uses: 30
676 - uses=10, leveldiff=2 -> actual uses: 90
679 Tells what is the maximum level of a node of this group that the tool will
683 List of digging times for different ratings of the group, for nodes of the
685 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
686 result in the tool to be able to dig nodes that have a rating of 2 or 3
687 for this group, and unable to dig the rating 1, which is the toughest.
688 Unless there is a matching group that enables digging otherwise.
691 List of damage for groups of entities. See "Entity damage mechanism".
693 Example definition of the capabilities of a tool
694 -------------------------------------------------
695 tool_capabilities = {
696 full_punch_interval=1.5,
699 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
701 damage_groups = {fleshy=2},
704 This makes the tool be able to dig nodes that fullfill both of these:
705 - Have the **crumbly** group
706 - Have a **level** group less or equal to 2
708 Table of resulting digging times:
709 crumbly 0 1 2 3 4 <- level
715 level diff: 2 1 0 -1 -2
717 Table of resulting tool uses:
724 - At crumbly=0, the node is not diggable.
725 - At crumbly=3, the level difference digging time divider kicks in and makes
726 easy nodes to be quickly breakable.
727 - At level > 2, the node is not diggable, because it's level > maxlevel
729 Entity damage mechanism
730 ------------------------
733 foreach group in cap.damage_groups:
734 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
735 * (object.armor_groups[group] / 100.0)
736 -- Where object.armor_groups[group] is 0 for inexisting values
739 Client predicts damage based on damage groups. Because of this, it is able to
740 give an immediate response when an entity is damaged or dies; the response is
741 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
743 - Currently a smoke puff will appear when an entity dies.
745 The group **immortal** completely disables normal damage.
747 Entities can define a special armor group, which is **punch_operable**. This
748 group disables the regular damage mechanism for players punching it by hand or
749 a non-tool item, so that it can do something else than take damage.
751 On the Lua side, every punch calls ''entity:on_punch(puncher,
752 time_from_last_punch, tool_capabilities, direction)''. This should never be
753 called directly, because damage is usually not handled by the entity itself.
754 * ''puncher'' is the object performing the punch. Can be nil. Should never be
755 accessed unless absolutely required, to encourage interoperability.
756 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
757 * ''tool_capabilities'' can be nil.
758 * ''direction'' is a unit vector, pointing from the source of the punch to
761 To punch an entity/object in Lua, call ''object:punch(puncher,
762 time_from_last_punch, tool_capabilities, direction)''.
763 * Return value is tool wear.
764 * Parameters are equal to the above callback.
765 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
766 automatically filled in based on the location of ''puncher''.
770 The instance of a node in the world normally only contains the three values
771 mentioned in "Nodes". However, it is possible to insert extra data into a
772 node. It is called "node metadata"; See "NodeMetaRef".
774 Metadata contains two things:
778 Some of the values in the key-value store are handled specially:
779 - formspec: Defines a right-click inventory menu. See "Formspec".
780 - infotext: Text shown on the screen when the node is pointed at
784 local meta = minetest.get_meta(pos)
785 meta:set_string("formspec",
787 "list[context;main;0,0;8,4;]"..
788 "list[current_player;main;0,5;8,4;]")
789 meta:set_string("infotext", "Chest");
790 local inv = meta:get_inventory()
791 inv:set_size("main", 8*4)
792 print(dump(meta:to_table()))
795 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] = ""}
798 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
805 Formspec defines a menu. Currently not much else than inventories are
806 supported. It is a string, with a somewhat strange format.
808 Spaces and newlines can be inserted between the blocks, as is used in the
814 list[context;main;0,0;8,4;]
815 list[current_player;main;0,5;8,4;]
818 list[context;fuel;2,3;1,1;]
819 list[context;src;2,1;1,1;]
820 list[context;dst;5,1;2,2;]
821 list[current_player;main;0,5;8,4;]
822 - Minecraft-like player inventory
824 image[1,0.6;1,2;player.png]
825 list[current_player;main;0,3.5;8,4;]
826 list[current_player;craft;3,0;3,3;]
827 list[current_player;craftpreview;7,1;1,1;]
832 ^ Define the size of the menu in inventory slots
833 ^ deprecated: invsize[<W>,<H>;]
835 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
836 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
837 ^ Show an inventory list
839 image[<X>,<Y>;<W>,<H>;<texture name>]
841 ^ Position and size units are inventory slots
843 item_image[<X>,<Y>;<W>,<H>;<item name>]
844 ^ Show an inventory image of registered item/node
845 ^ Position and size units are inventory slots
847 background[<X>,<Y>;<W>,<H>;<texture name>]
848 ^ Use a background. Inventory rectangles are not drawn then.
849 ^ Position and size units are inventory slots
850 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
852 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
853 ^ Textual field; will be sent to server when a button is clicked
854 ^ x and y position the field relative to the top left of the menu
855 ^ w and h are the size of the field
856 ^ fields are a set height, but will be vertically centred on h
857 ^ Position and size units are inventory slots
858 ^ name is the name of the field as returned in fields to on_receive_fields
859 ^ label, if not blank, will be text printed on the top left above the field
860 ^ default is the default value of the field
861 ^ default may contain variable references such as '${text}' which
862 will fill the value from the metadata value 'text'
863 ^ Note: no extra text or more than a single variable is supported ATM.
865 field[<name>;<label>;<default>]
866 ^ as above but without position/size units
867 ^ special field for creating simple forms, such as sign text input
868 ^ must be used without a size[] element
869 ^ a 'Proceed' button will be added automatically
871 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
872 ^ same as fields above, but with multi-line input
874 label[<X>,<Y>;<label>]
875 ^ x and y work as per field
876 ^ label is the text on the label
877 ^ Position and size units are inventory slots
879 button[<X>,<Y>;<W>,<H>;<name>;<label>]
880 ^ Clickable button. When clicked, fields will be sent.
881 ^ x, y and name work as per field
882 ^ w and h are the size of the button
883 ^ label is the text on the button
884 ^ Position and size units are inventory slots
886 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
887 ^ x, y, w, h, and name work as per button
888 ^ image is the filename of an image
889 ^ Position and size units are inventory slots
891 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
892 ^ x, y, w, h, name and label work as per button
893 ^ item name is the registered name of an item/node,
894 tooltip will be made out of its descritption
895 ^ Position and size units are inventory slots
897 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
898 ^ When clicked, fields will be sent and the form will quit.
900 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
901 ^ When clicked, fields will be sent and the form will quit.
905 - "context": Selected node metadata (deprecated: "current_name")
906 - "current_player": Player to whom the menu is shown
907 - "player:<name>": Any player
908 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
909 - "detached:<name>": A detached inventory
913 dump2(obj, name="_", dumped={})
914 ^ Return object serialized as a string, handles reference loops
916 ^ Return object serialized as a string
917 string:split(separator)
918 ^ eg. string:split("a,b", ",") == {"a","b"}
920 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
921 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
922 ^ Convert position to a printable string
923 minetest.string_to_pos(string) -> position
924 ^ Same but in reverse
925 minetest.formspec_escape(string) -> string
926 ^ escapes characters like [, ], and \ that can not be used in formspecs
928 minetest namespace reference
929 -----------------------------
931 minetest.get_current_modname() -> string
932 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
933 ^ Useful for loading additional .lua modules or static data from mod
934 minetest.get_modnames() -> list of installed mods
935 ^ Return a list of installed mods, sorted alphabetically
936 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
937 ^ Useful for storing custom data
938 minetest.is_singleplayer()
940 ^ table containing API feature flags: {foo=true, bar=true}
941 minetest.has_feature(arg) -> bool, missing_features
942 ^ arg: string or table in format {foo=true, bar=true}
943 ^ missing_features: {foo=true, bar=true}
947 ^ Always printed to stderr and logfile (print() is redirected here)
949 minetest.log(loglevel, line)
950 ^ loglevel one of "error", "action", "info", "verbose"
952 Registration functions: (Call these only at load time)
953 minetest.register_entity(name, prototype table)
954 minetest.register_abm(abm definition)
955 minetest.register_node(name, node definition)
956 minetest.register_tool(name, item definition)
957 minetest.register_craftitem(name, item definition)
958 minetest.register_alias(name, convert_to)
959 minetest.register_craft(recipe)
960 minetest.register_ore(ore definition)
961 minetest.register_decoration(decoration definition)
963 Global callback registration functions: (Call these only at load time)
964 minetest.register_globalstep(func(dtime))
965 ^ Called every server step, usually interval of 0.05s
966 minetest.register_on_shutdown(func())
967 ^ Called before server shutdown
968 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
969 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
970 semi-frequent intervals as well as on server shutdown.
971 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
972 ^ Called when a node has been placed
973 ^ If return true no item is taken from itemstack
974 ^ Not recommended; use on_construct or after_place_node in node definition
976 minetest.register_on_dignode(func(pos, oldnode, digger))
977 ^ Called when a node has been dug.
978 ^ Not recommended: Use on_destruct or after_dig_node in node definition
980 minetest.register_on_punchnode(func(pos, node, puncher))
981 ^ Called when a node is punched
982 minetest.register_on_generated(func(minp, maxp, blockseed))
983 ^ Called after generating a piece of world. Modifying nodes inside the area
984 is a bit faster than usually.
985 minetest.register_on_newplayer(func(ObjectRef))
986 ^ Called after a new player has been created
987 minetest.register_on_dieplayer(func(ObjectRef))
988 ^ Called when a player dies
989 minetest.register_on_respawnplayer(func(ObjectRef))
990 ^ Called when player is to be respawned
991 ^ Called _before_ repositioning of player occurs
992 ^ return true in func to disable regular player placement
993 minetest.register_on_joinplayer(func(ObjectRef))
994 ^ Called when a player joins the game
995 minetest.register_on_leaveplayer(func(ObjectRef))
996 ^ Called when a player leaves the game
997 minetest.register_on_chat_message(func(name, message))
998 ^ Called always when a player says something
999 minetest.register_on_player_receive_fields(func(player, formname, fields))
1000 ^ Called when a button is pressed in player's inventory form
1001 ^ Newest functions are called first
1002 ^ If function returns true, remaining functions are not called
1004 Other registration functions:
1005 minetest.register_chatcommand(cmd, chatcommand definition)
1006 minetest.register_privilege(name, definition)
1007 ^ definition: "description text"
1009 description = "description text",
1010 give_to_singleplayer = boolean, -- default: true
1012 minetest.register_authentication_handler(handler)
1013 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1016 minetest.setting_set(name, value)
1017 minetest.setting_get(name) -> string or nil
1018 minetest.setting_getbool(name) -> boolean value or nil
1019 minetest.setting_get_pos(name) -> position or nil
1020 minetest.setting_save() -> nil, save all settings to config file
1023 minetest.notify_authentication_modified(name)
1024 ^ Should be called by the authentication handler if privileges change.
1025 ^ To report everybody, set name=nil.
1026 minetest.get_password_hash(name, raw_password)
1027 ^ Convert a name-password pair to a password hash that minetest can use
1028 minetest.string_to_privs(str) -> {priv1=true,...}
1029 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1030 ^ Convert between two privilege representations
1031 minetest.set_player_password(name, password_hash)
1032 minetest.set_player_privs(name, {priv1=true,...})
1033 minetest.get_player_privs(name) -> {priv1=true,...}
1034 minetest.auth_reload()
1035 ^ These call the authentication handler
1036 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1037 ^ A quickhand for checking privileges
1038 minetest.get_player_ip(name) -> IP address string
1041 minetest.chat_send_all(text)
1042 minetest.chat_send_player(name, text, prepend)
1043 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1047 minetest.set_node(pos, node)
1048 minetest.add_node(pos, node): alias set_node(pos, node)
1049 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1050 minetest.remove_node(pos)
1051 ^ Equivalent to set_node(pos, "air")
1052 minetest.get_node(pos)
1053 ^ Returns {name="ignore", ...} for unloaded area
1054 minetest.get_node_or_nil(pos)
1055 ^ Returns nil for unloaded area
1056 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1057 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1059 minetest.place_node(pos, node)
1060 ^ Place node with the same effects that a player would cause
1061 minetest.dig_node(pos)
1062 ^ Dig node with the same effects that a player would cause
1063 minetest.punch_node(pos)
1064 ^ Punch node with the same effects that a player would cause
1066 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1067 minetest.get_node_timer(pos) -- Get NodeTimerRef
1069 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1070 ^ Returns ObjectRef, or nil if failed
1071 minetest.add_item(pos, item): Spawn item
1072 ^ Returns ObjectRef, or nil if failed
1073 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1074 minetest.get_objects_inside_radius(pos, radius)
1075 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1076 minetest.get_timeofday()
1077 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1078 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1079 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1080 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1081 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1082 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1083 minetest.clear_objects()
1084 ^ clear all objects in the environments
1085 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1086 ^ checkif there is a direct line of sight between pos1 and pos2
1087 ^ pos1 First position
1088 ^ pos2 Second position
1089 ^ stepsize smaller gives more accurate results but requires more computing
1091 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1092 ^ -> table containing path
1093 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1094 ^ pos1: start position
1095 ^ pos2: end position
1096 ^ searchdistance: number of blocks to search in each direction
1097 ^ max_jump: maximum height difference to consider walkable
1098 ^ max_drop: maximum height difference to consider droppable
1099 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1100 minetest.spawn_tree (pos, {treedef})
1101 ^ spawns L-System tree at given pos with definition in treedef table
1104 minetest.get_inventory(location) -> InvRef
1105 ^ location = eg. {type="player", name="celeron55"}
1106 {type="node", pos={x=, y=, z=}}
1107 {type="detached", name="creative"}
1108 minetest.create_detached_inventory(name, callbacks) -> InvRef
1109 ^ callbacks: See "Detached inventory callbacks"
1110 ^ Creates a detached inventory. If it already exists, it is cleared.
1111 minetest.show_formspec(playername, formname, formspec)
1112 ^ playername: name of player to show formspec
1113 ^ formname: name passed to on_player_receive_fields callbacks
1114 ^ should follow "modname:<whatever>" naming convention
1115 ^ formspec: formspec to display
1118 minetest.inventorycube(img1, img2, img3)
1119 ^ Returns a string for making an image of a cube (useful as an item image)
1120 minetest.get_pointed_thing_position(pointed_thing, above)
1121 ^ Get position of a pointed_thing (that you can get from somewhere)
1122 minetest.dir_to_facedir(dir)
1123 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1124 minetest.dir_to_wallmounted(dir)
1125 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1126 minetest.get_node_drops(nodename, toolname)
1127 ^ Returns list of item names.
1128 ^ Note: This will be removed or modified in a future version.
1129 minetest.get_craft_result(input) -> output, decremented_input
1130 ^ input.method = 'normal' or 'cooking' or 'fuel'
1131 ^ input.width = for example 3
1132 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1133 stack 5, stack 6, stack 7, stack 8, stack 9 }
1134 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1135 ^ output.time = number, if unsuccessful: 0
1136 ^ decremented_input = like input
1137 minetest.get_craft_recipe(output) -> input
1138 ^ returns last registered recipe for output item (node)
1139 ^ output is a node or item type such as 'default:torch'
1140 ^ input.method = 'normal' or 'cooking' or 'fuel'
1141 ^ input.width = for example 3
1142 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1143 stack 5, stack 6, stack 7, stack 8, stack 9 }
1144 ^ input.items = nil if no recipe found
1145 minetest.get_all_craft_recipes(query item) -> table or nil
1146 ^ returns indexed table with all registered recipes for query item (node)
1147 or nil if no recipe was found
1150 method = 'normal' or 'cooking' or 'fuel'
1151 width = 0-3, 0 means shapeless recipe
1152 items = indexed [1-9] table with recipe items
1153 output = string with item name and quantity
1155 Example query for default:gold_ingot will return table:
1157 1={type = "cooking", width = 3, output = "default:gold_ingot",
1158 items = {1 = "default:gold_lump"}},
1159 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1160 items = {1 = "default:goldblock"}}
1162 minetest.handle_node_drops(pos, drops, digger)
1163 ^ drops: list of itemstrings
1164 ^ Handles drops from nodes after digging: Default action is to put them into
1166 ^ Can be overridden to get different functionality (eg. dropping items on
1170 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1171 ^ Find who has done something to a node, or near a node
1172 ^ actor: "player:<name>", also "liquid".
1173 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1174 ^ Revert latest actions of someone
1175 ^ actor: "player:<name>", also "liquid".
1177 Defaults for the on_* item definition functions:
1178 (These return the leftover itemstack)
1179 minetest.item_place_node(itemstack, placer, pointed_thing)
1180 ^ Place item as a node
1181 minetest.item_place_object(itemstack, placer, pointed_thing)
1183 minetest.item_place(itemstack, placer, pointed_thing)
1184 ^ Use one of the above based on what the item is.
1185 ^ Calls on_rightclick of pointed_thing.under if defined instead
1186 ^ Note: is not called when wielded item overrides on_place
1187 minetest.item_drop(itemstack, dropper, pos)
1189 minetest.item_eat(hp_change, replace_with_item)
1190 ^ Eat the item. replace_with_item can be nil.
1192 Defaults for the on_punch and on_dig node definition callbacks:
1193 minetest.node_punch(pos, node, puncher)
1194 ^ Calls functions registered by minetest.register_on_punchnode()
1195 minetest.node_dig(pos, node, digger)
1196 ^ Checks if node can be dug, puts item into inventory, removes node
1197 ^ Calls functions registered by minetest.registered_on_dignodes()
1200 minetest.sound_play(spec, parameters) -> handle
1201 ^ spec = SimpleSoundSpec
1202 ^ parameters = sound parameter table
1203 minetest.sound_stop(handle)
1206 minetest.after(time, func, ...)
1207 ^ Call function after time seconds
1208 ^ Optional: Variable number of arguments that are passed to func
1211 minetest.request_shutdown() -> request for server shutdown
1212 minetest.get_server_status() -> server status string
1215 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1216 minetest.get_ban_description(ip_or_name) -> ban description (string)
1217 minetest.ban_player(name) -> ban a player
1218 minetest.unban_player_or_ip(name) -> unban player or IP address
1221 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1222 size, collisiondetection, texture, playername)
1223 ^ Spawn particle at pos with velocity and acceleration
1224 ^ Disappears after expirationtime seconds
1225 ^ collisiondetection: if true collides with physical objects
1226 ^ Uses texture (string)
1227 ^ Playername is optional, if specified spawns particle only on the player's client
1229 minetest.add_particlespawner(amount, time,
1233 minexptime, maxexptime,
1235 collisiondetection, texture, playername)
1236 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1237 ^ The particle's properties are random values in between the boundings:
1238 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1239 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1240 ^ collisiondetection: if true uses collisiondetection
1241 ^ Uses texture (string)
1242 ^ Playername is optional, if specified spawns particle only on the player's client
1243 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1246 minetest.delete_particlespawner(id, player)
1247 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1248 ^ If playername is specified, only deletes on the player's client,
1249 ^ otherwise on all clients
1252 minetest.get_connected_players() -> list of ObjectRefs
1253 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1254 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1255 minetest.get_item_group(name, group) -> rating
1256 ^ Get rating of a group of an item. (0 = not in group)
1257 minetest.get_node_group(name, group) -> rating
1258 ^ Deprecated: An alias for the former.
1259 minetest.serialize(table) -> string
1260 ^ Convert a table containing tables, strings, numbers, booleans and nils
1261 into string form readable by minetest.deserialize
1262 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1263 minetest.deserialize(string) -> table
1264 ^ Convert a string returned by minetest.deserialize into a table
1265 ^ String is loaded in an empty sandbox environment.
1266 ^ Will load functions, but they cannot access the global environment.
1267 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1268 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1269 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1272 minetest.env - EnvRef of the server environment and world.
1273 ^ Any function in the minetest namespace can be called using the syntax
1274 minetest.env:somefunction(somearguments)
1276 minetest.somefunction(somearguments)
1277 ^ Deprecated, but support is not to be dropped soon
1280 minetest.registered_items
1281 ^ List of registered items, indexed by name
1282 minetest.registered_nodes
1283 ^ List of registered node definitions, indexed by name
1284 minetest.registered_craftitems
1285 ^ List of registered craft item definitions, indexed by name
1286 minetest.registered_tools
1287 ^ List of registered tool definitions, indexed by name
1288 minetest.registered_entities
1289 ^ List of registered entity prototypes, indexed by name
1290 minetest.object_refs
1291 ^ List of object references, indexed by active object id
1292 minetest.luaentities
1293 ^ List of lua entities, indexed by active object id
1297 NodeMetaRef: Node metadata - reference extra data and functionality stored
1299 - Can be gotten via minetest.get_nodemeta(pos)
1301 - set_string(name, value)
1303 - set_int(name, value)
1305 - set_float(name, value)
1307 - get_inventory() -> InvRef
1308 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1309 - from_table(nil or {})
1310 ^ See "Node Metadata"
1312 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1313 - Can be gotten via minetest.get_node_timer(pos)
1315 - set(timeout,elapsed)
1316 ^ set a timer's state
1317 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1318 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1319 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1322 ^ equivelent to set(timeout,0)
1325 - get_timeout() -> current timeout in seconds
1326 ^ if timeout is 0, timer is inactive
1327 - get_elapsed() -> current elapsed time in seconds
1328 ^ the node's on_timer function will be called after timeout-elapsed seconds
1329 - is_started() -> boolean state of timer
1330 ^ returns true if timer is started, otherwise false
1332 ObjectRef: Moving things in the game are generally these
1333 (basically reference to a C++ ServerActiveObject)
1335 - remove(): remove object (after returning from Lua)
1336 - getpos() -> {x=num, y=num, z=num}
1337 - setpos(pos); pos={x=num, y=num, z=num}
1338 - moveto(pos, continuous=false): interpolated move
1339 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1340 ^ puncher = an another ObjectRef,
1341 ^ time_from_last_punch = time since last punch action of the puncher
1342 ^ direction: can be nil
1343 - right_click(clicker); clicker = an another ObjectRef
1344 - get_hp(): returns number of hitpoints (2 * number of hearts)
1345 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1346 - get_inventory() -> InvRef
1347 - get_wield_list(): returns the name of the inventory list the wielded item is in
1348 - get_wield_index(): returns the index of the wielded item
1349 - get_wielded_item() -> ItemStack
1350 - set_wielded_item(item): replaces the wielded item, returns true if successful
1351 - set_armor_groups({group1=rating, group2=rating, ...})
1352 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1353 - set_attach(parent, bone, position, rotation)
1355 ^ position = {x=num, y=num, z=num} (relative)
1356 ^ rotation = {x=num, y=num, z=num}
1358 - set_bone_position(bone, position, rotation)
1360 ^ position = {x=num, y=num, z=num} (relative)
1361 ^ rotation = {x=num, y=num, z=num}
1362 - set_properties(object property table)
1363 LuaEntitySAO-only: (no-op for other objects)
1364 - setvelocity({x=num, y=num, z=num})
1365 - getvelocity() -> {x=num, y=num, z=num}
1366 - setacceleration({x=num, y=num, z=num})
1367 - getacceleration() -> {x=num, y=num, z=num}
1369 - getyaw() -> radians
1370 - settexturemod(mod)
1371 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1372 - select_horiz_by_yawpitch=false)
1373 ^ Select sprite from spritesheet with optional animation and DM-style
1374 texture selection based on yaw relative to camera
1375 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1377 Player-only: (no-op for other objects)
1378 - is_player(): true for players, false for others
1379 - get_player_name(): returns "" if is not a player
1380 - get_look_dir(): get camera direction as a unit vector
1381 - get_look_pitch(): pitch in radians
1382 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1383 - set_look_pitch(radians): sets look pitch
1384 - set_look_yaw(radians): sets look yaw
1385 - set_inventory_formspec(formspec)
1386 ^ Redefine player's inventory form
1387 ^ Should usually be called in on_joinplayer
1388 - get_inventory_formspec() -> formspec string
1389 - get_player_control(): returns table with player pressed keys
1390 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1391 - get_player_control_bits(): returns integer with bit packed player pressed keys
1392 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1393 - set_physics_override(speed, jump, gravity)
1394 modifies per-player walking speed, jump height, and gravity.
1395 Values default to 1 and act as offsets to the physics settings
1396 in minetest.conf. nil will keep the current setting.
1397 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1398 - hud_remove(id): remove the HUD element of the specified id
1399 - hud_change(id, stat, value): change a value of a previously added HUD element
1400 ^ element stat values: position, name, scale, text, number, item, dir
1401 - hud_get(id): gets the HUD element definition structure of the specified ID
1402 - hud_set_flags(flags): sets specified HUD flags to true/false
1403 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1404 ^ pass a table containing a true/false value of each flag to be set or unset
1405 ^ if a flag is nil, the flag is not modified
1406 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1407 ^ count: number of items, must be between 1 and 23
1409 InvRef: Reference to an inventory
1411 - is_empty(listname): return true if list is empty
1412 - get_size(listname): get size of a list
1413 - set_size(listname, size): set size of a list
1414 - get_width(listname): get width of a list
1415 - set_width(listname, width): set width of list; currently used for crafting
1416 - get_stack(listname, i): get a copy of stack index i in list
1417 - set_stack(listname, i, stack): copy stack to index i in list
1418 - get_list(listname): return full list
1419 - set_list(listname, list): set full list (size will not change)
1420 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1421 - room_for_item(listname, stack): returns true if the stack of items
1422 can be fully added to the list
1423 - contains_item(listname, stack): returns true if the stack of items
1424 can be fully taken from the list
1425 remove_item(listname, stack): take as many items as specified from the list,
1426 returns the items that were actually removed (as an ItemStack)
1427 - get_location() -> location compatible to minetest.get_inventory(location)
1428 -> {type="undefined"} in case location is not known
1430 ItemStack: A stack of items.
1431 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1433 - is_empty(): return true if stack is empty
1434 - get_name(): returns item name (e.g. "default:stone")
1435 - get_count(): returns number of items on the stack
1436 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1437 - get_metadata(): returns metadata (a string attached to an item stack)
1438 - clear(): removes all items from the stack, making it empty
1439 - replace(item): replace the contents of this stack (item can also
1440 be an itemstring or table)
1441 - to_string(): returns the stack in itemstring form
1442 - to_table(): returns the stack in Lua table form
1443 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1444 - get_free_space(): returns get_stack_max() - get_count()
1445 - is_known(): returns true if the item name refers to a defined item type
1446 - get_definition(): returns the item definition table
1447 - get_tool_capabilities(): returns the digging properties of the item,
1448 ^ or those of the hand if none are defined for this item type
1449 - add_wear(amount): increases wear by amount if the item is a tool
1450 - add_item(item): put some item or stack onto this stack,
1451 ^ returns leftover ItemStack
1452 - item_fits(item): returns true if item or stack can be fully added to this one
1453 - take_item(n): take (and remove) up to n items from this stack
1454 ^ returns taken ItemStack
1455 ^ if n is omitted, n=1 is used
1456 - peek_item(n): copy (don't remove) up to n items from this stack
1457 ^ returns copied ItemStack
1458 ^ if n is omitted, n=1 is used
1460 PseudoRandom: A pseudorandom number generator
1461 - Can be created via PseudoRandom(seed)
1463 - next(): return next integer random number [0...32767]
1464 - next(min, max): return next integer random number [min...max]
1465 (max - min) must be 32767 or <= 6553 due to the simple
1466 implementation making bad distribution otherwise.
1468 PerlinNoise: A perlin noise generator
1469 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1470 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1472 - get2d(pos) -> 2d noise value at pos={x=,y=}
1473 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1476 --------------------
1477 - Functions receive a "luaentity" as self:
1478 - It has the member .name, which is the registered name ("mod:thing")
1479 - It has the member .object, which is an ObjectRef pointing to the object
1480 - The original prototype stuff is visible directly via a metatable
1482 - on_activate(self, staticdata)
1483 ^ Called when the object is instantiated.
1484 - on_step(self, dtime)
1485 ^ Called on every server tick (dtime is usually 0.05 seconds)
1486 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1487 ^ Called when somebody punches the object.
1488 ^ Note that you probably want to handle most punches using the
1489 automatic armor group system.
1490 ^ puncher: ObjectRef (can be nil)
1491 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1492 ^ tool_capabilities: capability table of used tool (can be nil)
1493 ^ dir: unit vector of direction of punch. Always defined. Points from
1494 the puncher to the punched.
1495 - on_rightclick(self, clicker)
1496 - get_staticdata(self)
1497 ^ Should return a string that will be passed to on_activate when
1498 the object is instantiated the next time.
1503 axiom, - string initial tree axiom
1504 rules_a, - string rules set A
1505 rules_b, - string rules set B
1506 rules_c, - string rules set C
1507 rules_d, - string rules set D
1508 trunk, - string trunk node name
1509 leaves, - string leaves node name
1510 leaves2, - string secondary leaves node name
1511 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1512 angle, - num angle in deg
1513 iterations, - num max # of iterations, usually 2 -5
1514 random_level, - num factor to lower nr of iterations, usually 0 - 3
1515 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1516 thin_branches, - boolean true -> use thin (1 node) branches
1517 fruit, - string fruit node name
1518 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1519 seed, - num random seed
1522 Key for Special L-System Symbols used in Axioms
1523 G - move forward one unit with the pen up
1524 F - move forward one unit with the pen down drawing trunks and branches
1525 f - move forward one unit with the pen down drawing leaves (100% chance)
1526 T - move forward one unit with the pen down drawing trunks only
1527 R - move forward one unit with the pen down placing fruit
1528 A - replace with rules set A
1529 B - replace with rules set B
1530 C - replace with rules set C
1531 D - replace with rules set D
1532 a - replace with rules set A, chance 90%
1533 b - replace with rules set B, chance 80%
1534 c - replace with rules set C, chance 70%
1535 d - replace with rules set D, chance 60%
1536 + - yaw the turtle right by angle parameter
1537 - - yaw the turtle left by angle parameter
1538 & - pitch the turtle down by angle parameter
1539 ^ - pitch the turtle up by angle parameter
1540 / - roll the turtle to the right by angle parameter
1541 * - roll the turtle to the left by angle parameter
1542 [ - save in stack current state info
1543 ] - recover from stack state info
1545 Example usage: spawn small apple tree
1548 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1549 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1550 trunk="default:tree",
1551 leaves="default:leaves",
1555 trunk_type="single",
1558 fruit="default:apple"
1560 minetest.spawn_tree(pos,apple_tree)
1570 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1571 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1572 visual_size = {x=1, y=1},
1574 textures = {}, -- number of required textures depends on visual
1575 colors = {}, -- number of required colors depends on visual
1576 spritediv = {x=1, y=1},
1577 initial_sprite_basepos = {x=0, y=0},
1579 makes_footstep_sound = false,
1580 automatic_rotate = false,
1583 Entity definition (register_entity)
1585 (Deprecated: Everything in object properties is read directly from here)
1587 initial_properties = <initial object properties>,
1589 on_activate = function(self, staticdata, dtime_s),
1590 on_step = function(self, dtime),
1591 on_punch = function(self, hitter),
1592 on_rightclick = function(self, clicker),
1593 get_staticdata = function(self),
1594 ^ Called sometimes; the string returned is passed to on_activate when
1595 the entity is re-activated from static state
1597 # Also you can define arbitrary member variables here
1598 myvariable = whatever,
1601 ABM (ActiveBlockModifier) definition (register_abm)
1603 -- In the following two fields, also group:groupname will work.
1604 nodenames = {"default:lava_source"},
1605 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1606 ^ If left out or empty, any neighbor will do
1607 interval = 1.0, -- (operation interval)
1608 chance = 1, -- (chance of trigger is 1.0/this)
1609 action = func(pos, node, active_object_count, active_object_count_wider),
1612 Item definition (register_node, register_craftitem, register_tool)
1614 description = "Steel Axe",
1615 groups = {}, -- key=name, value=rating; rating=1..3.
1616 if rating not applicable, use 1.
1617 eg. {wool=1, fluffy=3}
1618 {soil=2, outerspace=1, crumbly=1}
1619 {bendy=2, snappy=1},
1620 {hard=1, metal=1, spikes=1}
1621 inventory_image = "default_tool_steelaxe.png",
1623 wield_scale = {x=1,y=1,z=1},
1625 liquids_pointable = false,
1626 tool_capabilities = {
1627 full_punch_interval = 1.0,
1631 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1632 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1634 damage_groups = {groupname=damage},
1636 node_placement_prediction = nil,
1637 ^ If nil and item is node, prediction is made automatically
1638 ^ If nil and item is not a node, no prediction is made
1639 ^ If "" and item is anything, no prediction is made
1640 ^ Otherwise should be name of node which the client immediately places
1641 on ground when the player places the item. Server will always update
1642 actual result to client in a short moment.
1644 place = <SimpleSoundSpec>,
1647 on_place = func(itemstack, placer, pointed_thing),
1648 ^ Shall place item and return the leftover itemstack
1649 ^ default: minetest.item_place
1650 on_drop = func(itemstack, dropper, pos),
1651 ^ Shall drop item and return the leftover itemstack
1652 ^ default: minetest.item_drop
1653 on_use = func(itemstack, user, pointed_thing),
1655 ^ Function must return either nil if no item shall be removed from
1656 inventory, or an itemstack to replace the original itemstack.
1657 eg. itemstack:take_item(); return itemstack
1658 ^ Otherwise, the function is free to do what it wants.
1659 ^ The default functions handle regular use cases.
1664 - {name="image.png", animation={Tile Animation definition}}
1665 - {name="image.png", backface_culling=bool}
1666 ^ backface culling only supported in special tiles
1667 - deprecated still supported field names:
1670 Tile animation definition:
1671 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1673 Node definition (register_node)
1675 <all fields allowed in item definitions>,
1677 drawtype = "normal", -- See "Node drawtypes"
1679 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1680 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1681 ^ List can be shortened to needed length
1682 special_tiles = {tile definition 1, Tile definition 2},
1683 ^ Special textures of node; used rarely (old field name: special_materials)
1684 ^ List can be shortened to needed length
1686 use_texture_alpha = false, -- Use texture's alpha channel
1687 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1688 paramtype = "none", -- See "Nodes"
1689 paramtype2 = "none", -- See "Nodes"
1690 is_ground_content = false, -- Currently not used for anything
1691 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1692 walkable = true, -- If true, objects collide with node
1693 pointable = true, -- If true, can be pointed at
1694 diggable = true, -- If false, can never be dug
1695 climbable = false, -- If true, can be climbed on (ladder)
1696 buildable_to = false, -- If true, placed nodes can replace this node
1697 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1698 liquidtype = "none", -- "none"/"source"/"flowing"
1699 liquid_alternative_flowing = "", -- Flowing version of source liquid
1700 liquid_alternative_source = "", -- Source version of flowing liquid
1701 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1702 liquid_renewable = true, -- Can new liquid source be created by placing
1703 drowning = true, -- Player will drown in these
1704 two or more sources nearly?
1705 light_source = 0, -- Amount of light emitted by node
1706 damage_per_second = 0, -- If player is inside node, this damage is caused
1707 node_box = {type="regular"}, -- See "Node boxes"
1708 selection_box = {type="regular"}, -- See "Node boxes"
1709 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1710 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1711 legacy_wallmounted = false, -- Support maps made in and before January 2012
1713 footstep = <SimpleSoundSpec>,
1714 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1715 dug = <SimpleSoundSpec>,
1716 place = <SimpleSoundSpec>,
1719 on_construct = func(pos),
1720 ^ Node constructor; always called after adding node
1721 ^ Can set up metadata and stuff like that
1723 on_destruct = func(pos),
1724 ^ Node destructor; always called before removing node
1726 after_destruct = func(pos, oldnode),
1727 ^ Node destructor; always called after removing node
1730 after_place_node = func(pos, placer, itemstack),
1731 ^ Called after constructing node when node was placed using
1732 minetest.item_place_node / minetest.place_node
1733 ^ If return true no item is taken from itemstack
1735 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1736 ^ oldmetadata is in table format
1737 ^ Called after destructing node when node was dug using
1738 minetest.node_dig / minetest.dig_node
1740 can_dig = function(pos,player)
1741 ^ returns true if node can be dug, or false if not
1744 on_punch = func(pos, node, puncher),
1745 ^ default: minetest.node_punch
1746 ^ By default: does nothing
1747 on_rightclick = func(pos, node, clicker, itemstack),
1749 ^ if defined, itemstack will hold clicker's wielded item
1750 Shall return the leftover itemstack
1751 on_dig = func(pos, node, digger),
1752 ^ default: minetest.node_dig
1753 ^ By default: checks privileges, wears out tool and removes node
1755 on_timer = function(pos,elapsed),
1757 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
1758 ^ elapsed is the total time passed since the timer was started
1759 ^ return true to run the timer for another cycle with the same timeout value
1761 on_receive_fields = func(pos, formname, fields, sender),
1762 ^ fields = {name1 = value1, name2 = value2, ...}
1763 ^ Called when an UI form (eg. sign text input) returns data
1766 allow_metadata_inventory_move = func(pos, from_list, from_index,
1767 to_list, to_index, count, player),
1768 ^ Called when a player wants to move items inside the inventory
1769 ^ Return value: number of items allowed to move
1771 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1772 ^ Called when a player wants to put something into the inventory
1773 ^ Return value: number of items allowed to put
1774 ^ Return value: -1: Allow and don't modify item count in inventory
1776 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1777 ^ Called when a player wants to take something out of the inventory
1778 ^ Return value: number of items allowed to take
1779 ^ Return value: -1: Allow and don't modify item count in inventory
1781 on_metadata_inventory_move = func(pos, from_list, from_index,
1782 to_list, to_index, count, player),
1783 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1784 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1785 ^ Called after the actual action has happened, according to what was allowed.
1788 on_blast = func(pos, intensity),
1789 ^ intensity: 1.0 = mid range of regular TNT
1790 ^ If defined, called when an explosion touches the node, instead of
1794 Recipe for register_craft: (shaped)
1796 output = 'default:pick_stone',
1798 {'default:cobble', 'default:cobble', 'default:cobble'},
1799 {'', 'default:stick', ''},
1800 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1802 replacements = <optional list of item pairs,
1803 replace one input item with another item on crafting>
1806 Recipe for register_craft (shapeless)
1809 output = 'mushrooms:mushroom_stew',
1812 "mushrooms:mushroom_brown",
1813 "mushrooms:mushroom_red",
1815 replacements = <optional list of item pairs,
1816 replace one input item with another item on crafting>
1819 Recipe for register_craft (tool repair)
1821 type = "toolrepair",
1822 additional_wear = -0.02,
1825 Recipe for register_craft (cooking)
1828 output = "default:glass",
1829 recipe = "default:sand",
1833 Recipe for register_craft (furnace fuel)
1836 recipe = "default:leaves",
1840 Ore definition (register_ore)
1842 ore_type = "scatter", -- See "Ore types"
1843 ore = "default:stone_with_coal",
1844 wherein = "default:stone",
1845 clust_scarcity = 8*8*8,
1846 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1847 ^ This value should be *MUCH* higher than your intuition might tell you!
1849 ^ Number of ores in a cluster
1851 ^ Size of the bounding box of the cluster
1852 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1853 height_min = -31000,
1856 ^ Attributes for this ore generation
1857 noise_threshhold = 0.5,
1858 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1859 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1860 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1861 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1864 Decoration definition (register_decoration)
1866 deco_type = "simple", -- See "Decoration types"
1867 place_on = "default:dirt_with_grass",
1868 ^ Node that decoration can be placed on
1870 ^ Size of divisions made in the chunk being generated.
1871 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
1873 ^ Ratio of the area to be uniformly filled by the decoration.
1874 ^ Used only if noise_params is not specified.
1875 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
1876 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
1877 ^ The result of this is multiplied by the 2d area of the division being decorated.
1878 biomes = {"Oceanside", "Hills", "Plains"},
1879 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
1880 ^ and ignored if the Mapgen being used does not support biomes.
1882 ----- Simple-type parameters
1883 decoration = "default:grass",
1884 ^ The node name used as the decoration.
1885 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
1887 ^ Number of nodes high the decoration is made.
1888 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
1890 ^ Number of nodes the decoration can be at maximum.
1891 ^ If absent, the parameter 'height' is used as a constant.
1892 spawn_by = "default:water",
1893 ^ Node that the decoration only spawns next to, in a 1-node square radius.
1895 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
1896 ^ If absent or -1, decorations occur next to any nodes.
1899 Chatcommand definition (register_chatcommand)
1901 params = "<name> <privilege>", -- short parameter description
1902 description = "Remove privilege from player", -- full description
1903 privs = {privs=true}, -- require the "privs" privilege to run
1904 func = function(name, param), -- called when command is run
1907 Detached inventory callbacks
1909 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1910 ^ Called when a player wants to move items inside the inventory
1911 ^ Return value: number of items allowed to move
1913 allow_put = func(inv, listname, index, stack, player),
1914 ^ Called when a player wants to put something into the inventory
1915 ^ Return value: number of items allowed to put
1916 ^ Return value: -1: Allow and don't modify item count in inventory
1918 allow_take = func(inv, listname, index, stack, player),
1919 ^ Called when a player wants to take something out of the inventory
1920 ^ Return value: number of items allowed to take
1921 ^ Return value: -1: Allow and don't modify item count in inventory
1923 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1924 on_put = func(inv, listname, index, stack, player),
1925 on_take = func(inv, listname, index, stack, player),
1926 ^ Called after the actual action has happened, according to what was allowed.
1930 HUD Definition (hud_add, hud_get)
1932 hud_elem_type = "image", -- see HUD element types
1933 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1934 position = {x=0.5, y=0.5},
1935 ^ Left corner position of element
1941 ^ Selected item in inventory. 0 for no item selected.
1943 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1944 alignment = {x=0, y=0},
1945 ^ See "HUD Element Types"
1946 offset = {x=0, y=0},
1947 ^ See "HUD Element Types"