1 Minetest Lua Modding API Reference 0.4.9
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing desctiption to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, eg. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, eg. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 eg. foomod_foothing.png
191 Only OGG files are supported.
193 For positional playing of sounds, only single-channel (mono) files are
194 supported. Otherwise OpenAL will play them non-positionally.
196 Mods should generally prefix their sounds with modname_, eg. given
197 the mod name "foomod", a sound could be called
198 "foomod_foosound.ogg"
200 Sounds are referred to by their name with a dot, a single digit and the
201 file extension stripped out. When a sound is played, the actual sound file
202 is chosen randomly from the matching sounds.
204 When playing the sound "foomod_foosound", the sound is chosen randomly
205 from the available ones of the following files:
207 foomod_foosound.0.ogg
208 foomod_foosound.1.ogg
210 foomod_foosound.9.ogg
212 Examples of sound parameter tables:
213 -- Play locationless on all clients
215 gain = 1.0, -- default
217 -- Play locationless to a player
220 gain = 1.0, -- default
222 -- Play in a location
225 gain = 1.0, -- default
226 max_hear_distance = 32, -- default
228 -- Play connected to an object, looped
230 object = <an ObjectRef>,
231 gain = 1.0, -- default
232 max_hear_distance = 32, -- default
233 loop = true, -- only sounds connected to objects can be looped
238 eg. "default_place_node"
240 eg. {name="default_place_node"}
241 eg. {name="default_place_node", gain=1.0}
243 Registered definitions of stuff
244 --------------------------------
245 Anything added using certain minetest.register_* functions get added to
246 the global minetest.registered_* tables.
248 minetest.register_entity(name, prototype table)
249 -> minetest.registered_entities[name]
251 minetest.register_node(name, node definition)
252 -> minetest.registered_items[name]
253 -> minetest.registered_nodes[name]
255 minetest.register_tool(name, item definition)
256 -> minetest.registered_items[name]
258 minetest.register_craftitem(name, item definition)
259 -> minetest.registered_items[name]
261 Note that in some cases you will stumble upon things that are not contained
262 in these tables (eg. when a mod has been removed). Always check for
263 existence before trying to access the fields.
265 Example: If you want to check the drawtype of a node, you could do:
267 local function get_nodedef_field(nodename, fieldname)
268 if not minetest.registered_nodes[nodename] then
271 return minetest.registered_nodes[nodename][fieldname]
273 local drawtype = get_nodedef_field(nodename, "drawtype")
275 Example: minetest.get_item_group(name, group) has been implemented as:
277 function minetest.get_item_group(name, group)
278 if not minetest.registered_items[name] or not
279 minetest.registered_items[name].groups[group] then
282 return minetest.registered_items[name].groups[group]
287 Nodes are the bulk data of the world: cubes and other things that take the
288 space of a cube. Huge amounts of them are handled efficiently, but they
291 The definition of a node is stored and can be accessed by name in
292 minetest.registered_nodes[node.name]
293 See "Registered definitions of stuff".
295 Nodes are passed by value between Lua and the engine.
296 They are represented by a table:
297 {name="name", param1=num, param2=num}
299 param1 and param2 are 8 bit integers. The engine uses them for certain
300 automated functions. If you don't use these functions, you can use them to
301 store arbitrary values.
303 The functions of param1 and param2 are determined by certain fields in the
305 param1 is reserved for the engine when paramtype != "none":
307 ^ The value stores light with and without sun in it's
308 upper and lower 4 bits.
309 param2 is reserved for the engine when any of these are used:
310 liquidtype == "flowing"
311 ^ The level and some flags of the liquid is stored in param2
312 drawtype == "flowingliquid"
313 ^ The drawn liquid level is read from param2
314 drawtype == "torchlike"
315 drawtype == "signlike"
316 paramtype2 == "wallmounted"
317 ^ The rotation of the node is stored in param2. You can make this value
318 by using minetest.dir_to_wallmounted().
319 paramtype2 == "facedir"
320 ^ The rotation of the node is stored in param2. Furnaces and chests are
321 rotated this way. Can be made by using minetest.dir_to_facedir().
323 facedir modulo 4 = axisdir
324 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
325 facedir's two less significant bits are rotation around the axis
326 paramtype2 == "leveled"
327 ^ The drawn node level is read from param2, like flowingliquid
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" and "leveled" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
387 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
391 These tell in what manner the ore is generated.
392 All default ores are of the uniformly-distributed scatter type.
395 Randomly chooses a location and generates a cluster of ore.
396 If noise_params is specified, the ore will be placed if the 3d perlin noise at
397 that point is greater than the noise_threshhold, giving the ability to create a non-equal
400 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
401 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
402 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
403 scale when comparing against the noise threshhold, but scale is used to determine relative height.
404 The height of the blob is randomly scattered, with a maximum height of clust_size.
405 clust_scarcity and clust_num_ores are ignored.
406 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
407 - claylike - NOT YET IMPLEMENTED
408 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
409 neighborhood of clust_size radius.
413 See section Flag Specifier Format.
414 Currently supported flags: absheight
416 Also produce this same ore between the height range of -height_max and -height_min.
417 Useful for having ore in sky realms without having to duplicate ore entries.
421 The varying types of decorations that can be placed.
422 The default value is simple, and is currently the only type supported.
425 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
426 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
427 for example. Can also generate a decoration of random height between a specified lower and
428 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
431 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
432 probability of a node randomly appearing when placed. This decoration type is intended to be used
433 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
437 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
438 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
439 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
440 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
441 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
443 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
444 probability of that node appearing in the structure.
445 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
446 - A probability value of 0 means that node will never appear (0% chance).
447 - A probability value of 255 means the node will always appear (100% chance).
448 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
449 will appear when the schematic is placed on the map.
451 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
454 ---------------------
455 See section Flag Specifier Format.
456 Currently supported flags: place_center_x, place_center_y, place_center_z
458 Placement of this decoration is centered along the X axis.
460 Placement of this decoration is centered along the Y axis.
462 Placement of this decoration is centered along the Z axis.
466 The position field is used for all element types.
467 To account for differing resolutions, the position coordinates are the percentage of the screen,
468 ranging in value from 0 to 1.
469 The name field is not yet used, but should contain a description of what the HUD element represents.
470 The direction field is the direction in which something is drawn.
471 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.
472 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
473 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
475 The offset field specifies a pixel offset from the position. Contrary to position,
476 the offset is not scaled to screen size. This allows for some precisely-positioned
478 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
480 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
483 Displays an image on the HUD.
484 - scale: The scale of the image, with 1 being the original texture size.
485 Only the X coordinate scale is used (positive values)
486 Negative values represent that percentage of the screen it
487 should take; e.g. x=-100 means 100% (width)
488 - text: The name of the texture that is displayed.
489 - alignment: The alignment of the image.
490 - offset: offset in pixels from position.
492 Displays text on the HUD.
493 - scale: Defines the bounding rectangle of the text.
494 A value such as {x=100, y=100} should work.
495 - text: The text to be displayed in the HUD element.
496 - number: An integer containing the RGB value of the color used to draw the text.
497 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
498 - alignment: The alignment of the text.
499 - offset: offset in pixels from position.
501 Displays a horizontal bar made up of half-images.
502 - text: The name of the texture that is used.
503 - number: The number of half-textures that are displayed.
504 If odd, will end with a vertically center-split texture.
506 - offset: offset in pixels from position.
508 - text: The name of the inventory list to be displayed.
509 - number: Number of items in the inventory to be displayed.
510 - item: Position of item that is selected.
513 Displays distance to selected world position.
514 - name: The name of the waypoint.
515 - text: Distance suffix. Can be blank.
516 - number: An integer containing the RGB value of the color used to draw the text.
517 - world_pos: World position of the waypoint.
519 Representations of simple things
520 --------------------------------
522 {x=num, y=num, z=num}
523 For helper functions see "Vector helpers".
527 {type="node", under=pos, above=pos}
528 {type="object", ref=ObjectRef}
530 Flag Specifier Format
531 -----------------------
532 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
533 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
534 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
535 clears the flag from whatever the default may be.
536 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
537 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
538 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
540 e.g. A flag field of value
541 {place_center_x = true, place_center_y=false, place_center_z=true}
543 {place_center_x = true, noplace_center_y=true, place_center_z=true}
544 which is equivalent to
545 "place_center_x, noplace_center_y, place_center_z"
547 "place_center_x, place_center_z"
548 since, by default, no schematic attributes are set.
552 Node (register_node):
553 A node from the world
554 Tool (register_tool):
555 A tool/weapon that can dig and damage things according to tool_capabilities
556 Craftitem (register_craftitem):
559 Items and item stacks can exist in three formats:
561 Serialized; This is called stackstring or itemstring:
563 eg. 'default:pick_wood 21323'
567 eg. {name="default:dirt", count=5, wear=0, metadata=""}
569 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
570 ^ a wooden pick about 1/3 weared out
571 eg. {name="default:apple", count=1, wear=0, metadata=""}
575 C++ native format with many helper methods. Useful for converting between
576 formats. See the Class reference section for details.
578 When an item must be passed to a function, it can usually be in any of
583 In a number of places, there is a group table. Groups define the
584 properties of a thing (item, node, armor of entity, capabilities of
585 tool) in such a way that the engine and other mods can can interact with
586 the thing without actually knowing what the thing is.
589 - Groups are stored in a table, having the group names with keys and the
590 group ratings as values. For example:
591 groups = {crumbly=3, soil=1}
593 groups = {crumbly=2, soil=1, level=2, outerspace=1}
594 ^ A more special dirt-kind of thing
595 - Groups always have a rating associated with them. If there is no
596 useful meaning for a rating for an enabled group, it shall be 1.
597 - When not defined, the rating of a group defaults to 0. Thus when you
598 read groups, you must interpret nil and 0 as the same value, 0.
600 You can read the rating of a group for an item or a node by using
601 minetest.get_item_group(itemname, groupname)
605 Groups of items can define what kind of an item it is (eg. wool).
609 In addition to the general item things, groups are used to define whether
610 a node is destroyable and how long it takes to destroy by a tool.
614 For entities, groups are, as of now, used only for calculating damage.
615 The rating is the percentage of damage caused by tools with this damage group.
616 See "Entity damage mechanism".
618 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
619 object.set_armor_groups({fleshy=30, cracky=80})
623 Groups in tools define which groups of nodes and entities they are
626 Groups in crafting recipes
627 ---------------------------
628 An example: Make meat soup from any meat, any water and any bowl
630 output = 'food:meat_soup_raw',
636 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
638 An another example: Make red wool from white wool and red dye
642 recipe = {'wool:white', 'group:dye,basecolor_red'},
647 - immortal: Disables the group damage system for an entity
648 - level: Can be used to give an additional sense of progression in the game.
649 - A larger level will cause eg. a weapon of a lower level make much less
650 damage, and get weared out much faster, or not be able to get drops
651 from destroyed nodes.
652 - 0 is something that is directly accessible at the start of gameplay
653 - There is no upper limit
654 - dig_immediate: (player can always pick up node without tool wear)
655 - 2: node is removed without tool wear after 0.5 seconds or so
657 - 3: node is removed without tool wear immediately (torch)
658 - disable_jump: Player (and possibly other things) cannot jump from node
659 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
660 - bouncy: value is bounce speed in percent
661 - falling_node: if there is no walkable block under the node it will fall
662 - attached_node: if the node under it is not a walkable block the node will be
663 dropped as an item. If the node is wallmounted the
664 wallmounted direction is checked.
665 - soil: saplings will grow on nodes in this group
666 - connect_to_raillike: makes nodes of raillike drawtype connect to
667 other group members with same drawtype
669 Known damage and digging time defining groups
670 ----------------------------------------------
671 - crumbly: dirt, sand
672 - cracky: tough but crackable stuff like stone.
673 - snappy: something that can be cut using fine tools; eg. leaves, small
674 plants, wire, sheets of metal
675 - choppy: something that can be cut using force; eg. trees, wooden planks
676 - fleshy: Living things like animals and the player. This could imply
677 some blood effects when hitting.
678 - explody: Especially prone to explosions
679 - oddly_breakable_by_hand:
680 Can be added to nodes that shouldn't logically be breakable by the
681 hand but are. Somewhat similar to dig_immediate, but times are more
682 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
683 speed of a tool if the tool can dig at a faster speed than this
684 suggests for the hand.
686 Examples of custom groups
687 --------------------------
688 Item groups are often used for defining, well, //groups of items//.
689 - meat: any meat-kind of a thing (rating might define the size or healing
690 ability or be irrelevant - it is not defined as of yet)
691 - eatable: anything that can be eaten. Rating might define HP gain in half
693 - flammable: can be set on fire. Rating might define the intensity of the
694 fire, affecting eg. the speed of the spreading of an open fire.
695 - wool: any wool (any origin, any color)
698 - heavy: anything considerably heavy
700 Digging time calculation specifics
701 -----------------------------------
702 Groups such as **crumbly**, **cracky** and **snappy** are used for this
703 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
706 The **level** group is used to limit the toughness of nodes a tool can dig
707 and to scale the digging times / damage to a greater extent.
709 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
712 Tools define their properties by a list of parameters for groups. They
713 cannot dig other groups; thus it is important to use a standard bunch of
714 groups to enable interaction with tools.
717 * Full punch interval
719 * For an arbitrary list of groups:
720 * Uses (until the tool breaks)
721 * Maximum level (usually 0, 1, 2 or 3)
725 **Full punch interval**:
726 When used as a weapon, the tool will do full damage if this time is spent
727 between punches. If eg. half the time is spent, the tool will do half
730 **Maximum drop level**
731 Suggests the maximum level of node, when dug with the tool, that will drop
732 it's useful item. (eg. iron ore to drop a lump of iron).
733 - This is not automated; it is the responsibility of the node definition
737 Determines how many uses the tool has when it is used for digging a node,
738 of this group, of the maximum level. For lower leveled nodes, the use count
739 is multiplied by 3^leveldiff.
740 - uses=10, leveldiff=0 -> actual uses: 10
741 - uses=10, leveldiff=1 -> actual uses: 30
742 - uses=10, leveldiff=2 -> actual uses: 90
745 Tells what is the maximum level of a node of this group that the tool will
749 List of digging times for different ratings of the group, for nodes of the
751 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
752 result in the tool to be able to dig nodes that have a rating of 2 or 3
753 for this group, and unable to dig the rating 1, which is the toughest.
754 Unless there is a matching group that enables digging otherwise.
757 List of damage for groups of entities. See "Entity damage mechanism".
759 Example definition of the capabilities of a tool
760 -------------------------------------------------
761 tool_capabilities = {
762 full_punch_interval=1.5,
765 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
767 damage_groups = {fleshy=2},
770 This makes the tool be able to dig nodes that fullfill both of these:
771 - Have the **crumbly** group
772 - Have a **level** group less or equal to 2
774 Table of resulting digging times:
775 crumbly 0 1 2 3 4 <- level
781 level diff: 2 1 0 -1 -2
783 Table of resulting tool uses:
790 - At crumbly=0, the node is not diggable.
791 - At crumbly=3, the level difference digging time divider kicks in and makes
792 easy nodes to be quickly breakable.
793 - At level > 2, the node is not diggable, because it's level > maxlevel
795 Entity damage mechanism
796 ------------------------
799 foreach group in cap.damage_groups:
800 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
801 * (object.armor_groups[group] / 100.0)
802 -- Where object.armor_groups[group] is 0 for inexisting values
805 Client predicts damage based on damage groups. Because of this, it is able to
806 give an immediate response when an entity is damaged or dies; the response is
807 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
809 - Currently a smoke puff will appear when an entity dies.
811 The group **immortal** completely disables normal damage.
813 Entities can define a special armor group, which is **punch_operable**. This
814 group disables the regular damage mechanism for players punching it by hand or
815 a non-tool item, so that it can do something else than take damage.
817 On the Lua side, every punch calls ''entity:on_punch(puncher,
818 time_from_last_punch, tool_capabilities, direction)''. This should never be
819 called directly, because damage is usually not handled by the entity itself.
820 * ''puncher'' is the object performing the punch. Can be nil. Should never be
821 accessed unless absolutely required, to encourage interoperability.
822 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
823 * ''tool_capabilities'' can be nil.
824 * ''direction'' is a unit vector, pointing from the source of the punch to
827 To punch an entity/object in Lua, call ''object:punch(puncher,
828 time_from_last_punch, tool_capabilities, direction)''.
829 * Return value is tool wear.
830 * Parameters are equal to the above callback.
831 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
832 automatically filled in based on the location of ''puncher''.
836 The instance of a node in the world normally only contains the three values
837 mentioned in "Nodes". However, it is possible to insert extra data into a
838 node. It is called "node metadata"; See "NodeMetaRef".
840 Metadata contains two things:
844 Some of the values in the key-value store are handled specially:
845 - formspec: Defines a right-click inventory menu. See "Formspec".
846 - infotext: Text shown on the screen when the node is pointed at
850 local meta = minetest.get_meta(pos)
851 meta:set_string("formspec",
853 "list[context;main;0,0;8,4;]"..
854 "list[current_player;main;0,5;8,4;]")
855 meta:set_string("infotext", "Chest");
856 local inv = meta:get_inventory()
857 inv:set_size("main", 8*4)
858 print(dump(meta:to_table()))
861 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] = ""}
864 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
871 Formspec defines a menu. Currently not much else than inventories are
872 supported. It is a string, with a somewhat strange format.
874 Spaces and newlines can be inserted between the blocks, as is used in the
880 list[context;main;0,0;8,4;]
881 list[current_player;main;0,5;8,4;]
884 list[context;fuel;2,3;1,1;]
885 list[context;src;2,1;1,1;]
886 list[context;dst;5,1;2,2;]
887 list[current_player;main;0,5;8,4;]
888 - Minecraft-like player inventory
890 image[1,0.6;1,2;player.png]
891 list[current_player;main;0,3.5;8,4;]
892 list[current_player;craft;3,0;3,3;]
893 list[current_player;craftpreview;7,1;1,1;]
897 size[<W>,<H>,<fixed_size>]
898 ^ Define the size of the menu in inventory slots
899 ^ fixed_size true/false (optional)
900 ^ deprecated: invsize[<W>,<H>;]
902 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
903 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
904 ^ Show an inventory list
906 listcolors[<slot_bg_normal>;<slot_bg_hover>]
907 ^ Sets background color of slots in HEX-Color format
908 ^ Sets background color of slots on mouse hovering
910 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
911 ^ Sets background color of slots in HEX-Color format
912 ^ Sets background color of slots on mouse hovering
913 ^ Sets color of slots border
915 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
916 ^ Sets background color of slots in HEX-Color format
917 ^ Sets background color of slots on mouse hovering
918 ^ Sets color of slots border
919 ^ Sets background color of tooltips
920 ^ Sets font color of tooltips
922 image[<X>,<Y>;<W>,<H>;<texture name>]
924 ^ Position and size units are inventory slots
926 item_image[<X>,<Y>;<W>,<H>;<item name>]
927 ^ Show an inventory image of registered item/node
928 ^ Position and size units are inventory slots
930 bgcolor[<color>;<fullscreen>]
931 ^ Sets background color of formspec in HEX-Color format
932 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
934 background[<X>,<Y>;<W>,<H>;<texture name>]
935 ^ Use a background. Inventory rectangles are not drawn then.
936 ^ Position and size units are inventory slots
937 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
939 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
940 ^ Use a background. Inventory rectangles are not drawn then.
941 ^ Position and size units are inventory slots
942 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
943 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
945 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
946 ^ Textual password style field; will be sent to server when a button is clicked
947 ^ x and y position the field relative to the top left of the menu
948 ^ w and h are the size of the field
949 ^ fields are a set height, but will be vertically centred on h
950 ^ Position and size units are inventory slots
951 ^ name is the name of the field as returned in fields to on_receive_fields
952 ^ label, if not blank, will be text printed on the top left above the field
954 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
955 ^ Textual field; will be sent to server when a button is clicked
956 ^ x and y position the field relative to the top left of the menu
957 ^ w and h are the size of the field
958 ^ fields are a set height, but will be vertically centred on h
959 ^ Position and size units are inventory slots
960 ^ name is the name of the field as returned in fields to on_receive_fields
961 ^ label, if not blank, will be text printed on the top left above the field
962 ^ default is the default value of the field
963 ^ default may contain variable references such as '${text}' which
964 will fill the value from the metadata value 'text'
965 ^ Note: no extra text or more than a single variable is supported ATM.
967 field[<name>;<label>;<default>]
968 ^ as above but without position/size units
969 ^ special field for creating simple forms, such as sign text input
970 ^ must be used without a size[] element
971 ^ a 'Proceed' button will be added automatically
973 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
974 ^ same as fields above, but with multi-line input
976 label[<X>,<Y>;<label>]
977 ^ x and y work as per field
978 ^ label is the text on the label
979 ^ Position and size units are inventory slots
981 vertlabel[<X>,<Y>;<label>]
982 ^ Textual label drawn verticaly
983 ^ x and y work as per field
984 ^ label is the text on the label
985 ^ Position and size units are inventory slots
987 button[<X>,<Y>;<W>,<H>;<name>;<label>]
988 ^ Clickable button. When clicked, fields will be sent.
989 ^ x, y and name work as per field
990 ^ w and h are the size of the button
991 ^ label is the text on the button
992 ^ Position and size units are inventory slots
994 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
995 ^ x, y, w, h, and name work as per button
996 ^ texture name is the filename of an image
997 ^ Position and size units are inventory slots
999 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
1000 ^ x, y, w, h, and name work as per button
1001 ^ texture name is the filename of an image
1002 ^ Position and size units are inventory slots
1003 ^ noclip true meand imagebutton doesn't need to be within specified formsize
1004 ^ drawborder draw button bodrer or not
1006 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1007 ^ x, y, w, h, and name work as per button
1008 ^ texture name is the filename of an image
1009 ^ Position and size units are inventory slots
1010 ^ noclip true meand imagebutton doesn't need to be within specified formsize
1011 ^ drawborder draw button bodrer or not
1012 ^ pressed texture name is the filename of an image on pressed state
1014 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1015 ^ x, y, w, h, name and label work as per button
1016 ^ item name is the registered name of an item/node,
1017 tooltip will be made out of its descritption
1018 ^ Position and size units are inventory slots
1020 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1021 ^ When clicked, fields will be sent and the form will quit.
1023 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1024 ^ When clicked, fields will be sent and the form will quit.
1026 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1027 ^Scrollabel itemlist showing arbitrary text elements
1028 ^ x and y position the itemlist relative to the top left of the menu
1029 ^ w and h are the size of the itemlist
1030 ^ name fieldname sent to server on doubleclick value is current selected element
1031 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1032 ^ if you want a listelement to start with # write ##
1034 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1035 ^Scrollabel itemlist showing arbitrary text elements
1036 ^ x and y position the itemlist relative to the top left of the menu
1037 ^ w and h are the size of the itemlist
1038 ^ name fieldname sent to server on doubleclick value is current selected element
1039 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1040 ^ if you want a listelement to start with # write ##
1041 ^ index to be selected within textlist
1042 ^ true/false draw transparent background
1043 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1045 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1046 ^ show a tabHEADER at specific position (ignores formsize)
1047 ^ x and y position the itemlist relative to the top left of the menu
1048 ^ name fieldname data is transfered to lua
1049 ^ caption 1... name shown on top of tab
1050 ^ current_tab index of selected tab 1...
1051 ^ transparent (optional) show transparent
1052 ^ draw_border (optional) draw border
1054 box[<X>,<Y>;<W>,<H>;<color>]
1055 ^ simple colored semitransparent box
1056 ^ x and y position the box relative to the top left of the menu
1057 ^ w and h are the size of box
1058 ^ color in HEX-Color format
1060 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1061 ^ show a dropdown field
1062 ^ x and y position of dropdown
1064 ^ fieldname data is transfered to lua
1065 ^ items to be shown in dropdown
1066 ^ index of currently selected dropdown item
1067 ^ color in hexadecimal format RRGGBB (only)
1069 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1071 ^ x and y position of checkbox
1072 ^ name fieldname data is transfered to lua
1073 ^ label to be shown left of checkbox
1074 ^ selected (optional) true/false
1076 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1077 ^ show scrollable table using options defined by the previous tableoptions[]
1078 ^ displays cells as defined by the previous tablecolumns[]
1079 ^ x and y position the itemlist relative to the top left of the menu
1080 ^ w and h are the size of the itemlist
1081 ^ name fieldname sent to server on row select or doubleclick
1082 ^ cell 1...n cell contents given in row-major order
1083 ^ selected idx: index of row to be selected within table (first row = 1)
1084 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1086 tableoptions[<opt 1>;<opt 2>;...]
1087 ^ sets options for table[]:
1089 ^^ default text color (HEX-Color), defaults to #FFFFFF
1090 ^ background=#RRGGBB
1091 ^^ table background color (HEX-Color), defaults to #000000
1092 ^ border=<true/false>
1093 ^^ should the table be drawn with a border? (default true)
1095 ^^ highlight background color (HEX-Color), defaults to #466432
1096 ^ highlight_text=#RRGGBB
1097 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1099 ^^ all subtrees up to depth < value are open (default value = 0)
1100 ^^ only useful when there is a column of type "tree"
1102 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1103 ^ sets columns for table[]:
1104 ^ types: text, image, color, indent, tree
1105 ^^ text: show cell contents as text
1106 ^^ image: cell contents are an image index, use column options to define images
1107 ^^ color: cell contents are a HEX-Color and define color of following cell
1108 ^^ indent: cell contents are a number and define indentation of following cell
1109 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1111 ^^ align=<value> for "text" and "image": content alignment within cells
1112 ^^ available values: left (default), center, right, inline
1113 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1114 ^^ for "indent" and "tree": indent width in em (default 1.5)
1115 ^^ padding=<value> padding left of the column, in em (default 0.5)
1116 ^^ exception: defaults to 0 for indent columns
1117 ^^ tooltip=<value> tooltip text (default empty)
1118 ^ "image" column options:
1119 ^^ 0=<value> sets image for image index 0
1120 ^^ 1=<value> sets image for image index 1
1121 ^^ 2=<value> sets image for image index 2
1122 ^^ and so on; defined indices need not be contiguous
1123 ^^ empty or non-numeric cells are treated as 0
1124 ^ "color" column options:
1125 ^^ span=<value> number of following columns to affect (default infinite)
1127 Note: do NOT use a element name starting with "key_" those names are reserved to
1128 pass key press events to formspec!
1132 - "context": Selected node metadata (deprecated: "current_name")
1133 - "current_player": Player to whom the menu is shown
1134 - "player:<name>": Any player
1135 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1136 - "detached:<name>": A detached inventory
1141 ^ defines a color in hexadecimal format
1143 ^ defines a color in hexadecimal format and alpha channel
1145 ^ defines a color in hexadecimal format
1147 ^ defines a color in hexadecimal format and alpha channel
1151 vector.new([x[, y, z]]) -> vector
1152 ^ x is a table or the x position.
1153 vector.direction(p1, p2) -> vector
1154 vector.distance(p1, p2) -> number
1155 vector.length(v) -> number
1156 vector.normalize(v) -> vector
1157 vector.round(v) -> vector
1158 vector.equals(v1, v2) -> bool
1159 For the folowing x can be either a vector or a number.
1160 vector.add(v, x) -> vector
1161 vector.subtract(v, x) -> vector
1162 vector.multiply(v, x) -> vector
1163 vector.divide(v, x) -> vector
1167 dump2(obj, name="_", dumped={})
1168 ^ Return object serialized as a string, handles reference loops
1169 dump(obj, dumped={})
1170 ^ Return object serialized as a string
1172 ^ Get the hypotenuse of a triangle with legs x and y.
1173 Usefull for distance calculation.
1174 string:split(separator)
1175 ^ eg. string:split("a,b", ",") == {"a","b"}
1177 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1178 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1179 ^ Convert position to a printable string
1180 minetest.string_to_pos(string) -> position
1181 ^ Same but in reverse
1182 minetest.formspec_escape(string) -> string
1183 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1184 minetest.is_yes(arg)
1185 ^ returns whether arg can be interpreted as yes
1187 minetest namespace reference
1188 -----------------------------
1190 minetest.get_current_modname() -> string
1191 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1192 ^ Useful for loading additional .lua modules or static data from mod
1193 minetest.get_modnames() -> list of installed mods
1194 ^ Return a list of installed mods, sorted alphabetically
1195 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1196 ^ Useful for storing custom data
1197 minetest.is_singleplayer()
1199 ^ table containing API feature flags: {foo=true, bar=true}
1200 minetest.has_feature(arg) -> bool, missing_features
1201 ^ arg: string or table in format {foo=true, bar=true}
1202 ^ missing_features: {foo=true, bar=true}
1203 minetest.get_player_information(playername)
1204 ^ table containing information about player peer:
1206 address = "127.0.0.1", -- ip address of client
1207 ip_version = 4, -- IPv4 / IPv6
1208 min_rtt = 0.01, -- minimum round trip time
1209 max_rtt = 0.2, -- maximum round trip time
1210 avg_rtt = 0.02, -- average round trip time
1211 min_jitter = 0.01, -- minimum packet time jitter
1212 max_jitter = 0.5, -- maximum packet time jitter
1213 avg_jitter = 0.03, -- average packet time jitter
1214 connection_uptime = 200, -- seconds since client connected
1216 -- following information is available on debug build only!!!
1217 -- DO NOT USE IN MODS
1218 --ser_vers = 26, -- serialization version used by client
1219 --prot_vers = 23, -- protocol version used by client
1220 --major = 0, -- major version number
1221 --minor = 4, -- minor version number
1222 --patch = 10, -- patch version number
1223 --vers_string = "0.4.9-git", -- full version string
1224 --state = "Active" -- current client state
1228 minetest.debug(line)
1229 ^ Always printed to stderr and logfile (print() is redirected here)
1231 minetest.log(loglevel, line)
1232 ^ loglevel one of "error", "action", "info", "verbose"
1234 Registration functions: (Call these only at load time)
1235 minetest.register_entity(name, prototype table)
1236 minetest.register_abm(abm definition)
1237 minetest.register_node(name, node definition)
1238 minetest.register_tool(name, item definition)
1239 minetest.register_craftitem(name, item definition)
1240 minetest.register_alias(name, convert_to)
1241 minetest.register_craft(recipe)
1242 minetest.register_ore(ore definition)
1243 minetest.register_decoration(decoration definition)
1244 minetest.override_item(name, redefinition)
1245 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1246 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1247 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1249 Global callback registration functions: (Call these only at load time)
1250 minetest.register_globalstep(func(dtime))
1251 ^ Called every server step, usually interval of 0.1s
1252 minetest.register_on_shutdown(func())
1253 ^ Called before server shutdown
1254 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1255 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1256 semi-frequent intervals as well as on server shutdown.
1257 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1258 ^ Called when a node has been placed
1259 ^ If return true no item is taken from itemstack
1260 ^ Not recommended; use on_construct or after_place_node in node definition
1262 minetest.register_on_dignode(func(pos, oldnode, digger))
1263 ^ Called when a node has been dug.
1264 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1266 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1267 ^ Called when a node is punched
1268 minetest.register_on_generated(func(minp, maxp, blockseed))
1269 ^ Called after generating a piece of world. Modifying nodes inside the area
1270 is a bit faster than usually.
1271 minetest.register_on_newplayer(func(ObjectRef))
1272 ^ Called after a new player has been created
1273 minetest.register_on_dieplayer(func(ObjectRef))
1274 ^ Called when a player dies
1275 minetest.register_on_respawnplayer(func(ObjectRef))
1276 ^ Called when player is to be respawned
1277 ^ Called _before_ repositioning of player occurs
1278 ^ return true in func to disable regular player placement
1279 minetest.register_on_prejoinplayer(func(name, ip))
1280 ^ Called before a player joins the game
1281 ^ If it returns a string, the player is disconnected with that string as reason
1282 minetest.register_on_joinplayer(func(ObjectRef))
1283 ^ Called when a player joins the game
1284 minetest.register_on_leaveplayer(func(ObjectRef))
1285 ^ Called when a player leaves the game
1286 minetest.register_on_cheat(func(ObjectRef, cheat))
1287 ^ Called when a player cheats
1288 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1289 minetest.register_on_chat_message(func(name, message))
1290 ^ Called always when a player says something
1291 minetest.register_on_player_receive_fields(func(player, formname, fields))
1292 ^ Called when a button is pressed in player's inventory form
1293 ^ Newest functions are called first
1294 ^ If function returns true, remaining functions are not called
1295 minetest.register_on_mapgen_init(func(MapgenParams))
1296 ^ Called just before the map generator is initialized but before the environment is initialized
1297 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1298 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1299 ^ Called when player crafts something
1300 ^ itemstack is the output
1301 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1302 ^ craft_inv is the inventory with the crafting grid
1303 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1304 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1305 ^ The same as before, except that it is called before the player crafts, to make
1306 ^ craft prediction, and it should not change anything.
1307 minetest.register_on_protection_violation(func(pos, name))
1308 ^ Called by builtin and mods when a player violates protection at a position
1309 (eg, digs a node or punches a protected entity).
1310 ^ The registered functions can be called using minetest.record_protection_violation
1311 ^ The provided function should check that the position is protected by the mod
1312 calling this function before it prints a message, if it does, to allow for
1313 multiple protection mods.
1315 Other registration functions:
1316 minetest.register_chatcommand(cmd, chatcommand definition)
1317 minetest.register_privilege(name, definition)
1318 ^ definition: "description text"
1320 description = "description text",
1321 give_to_singleplayer = boolean, -- default: true
1323 minetest.register_authentication_handler(handler)
1324 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1327 minetest.setting_set(name, value)
1328 minetest.setting_get(name) -> string or nil
1329 minetest.setting_setbool(name, value)
1330 minetest.setting_getbool(name) -> boolean value or nil
1331 minetest.setting_get_pos(name) -> position or nil
1332 minetest.setting_save() -> nil, save all settings to config file
1335 minetest.notify_authentication_modified(name)
1336 ^ Should be called by the authentication handler if privileges change.
1337 ^ To report everybody, set name=nil.
1338 minetest.get_password_hash(name, raw_password)
1339 ^ Convert a name-password pair to a password hash that minetest can use
1340 minetest.string_to_privs(str) -> {priv1=true,...}
1341 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1342 ^ Convert between two privilege representations
1343 minetest.set_player_password(name, password_hash)
1344 minetest.set_player_privs(name, {priv1=true,...})
1345 minetest.get_player_privs(name) -> {priv1=true,...}
1346 minetest.auth_reload()
1347 ^ These call the authentication handler
1348 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1349 ^ A quickhand for checking privileges
1350 minetest.get_player_ip(name) -> IP address string
1353 minetest.chat_send_all(text)
1354 minetest.chat_send_player(name, text)
1358 minetest.set_node(pos, node)
1359 minetest.add_node(pos, node): alias set_node(pos, node)
1360 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1361 minetest.swap_node(pos, node)
1362 ^ Set node at position, but don't remove metadata
1363 minetest.remove_node(pos)
1364 ^ Equivalent to set_node(pos, "air")
1365 minetest.get_node(pos)
1366 ^ Returns {name="ignore", ...} for unloaded area
1367 minetest.get_node_or_nil(pos)
1368 ^ Returns nil for unloaded area
1369 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1370 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1372 minetest.place_node(pos, node)
1373 ^ Place node with the same effects that a player would cause
1374 minetest.dig_node(pos)
1375 ^ Dig node with the same effects that a player would cause
1376 minetest.punch_node(pos)
1377 ^ Punch node with the same effects that a player would cause
1379 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1380 minetest.get_node_timer(pos) -- Get NodeTimerRef
1382 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1383 ^ Returns ObjectRef, or nil if failed
1384 minetest.add_item(pos, item): Spawn item
1385 ^ Returns ObjectRef, or nil if failed
1386 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1387 minetest.get_objects_inside_radius(pos, radius)
1388 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1389 minetest.get_timeofday()
1390 minetest.get_gametime(): returns the time, in seconds, since the world was created
1391 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1392 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1393 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1394 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1395 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1396 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1397 minetest.get_voxel_manip()
1398 ^ Return voxel manipulator object
1399 minetest.set_gen_notify(flags)
1400 ^ Set the types of on-generate notifications that should be collected
1401 ^ flags is a comma-delimited combination of:
1402 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1403 minetest.get_mapgen_object(objectname)
1404 ^ Return requested mapgen object if available (see Mapgen objects)
1405 minetest.set_mapgen_params(MapgenParams)
1406 ^ Set map generation parameters
1407 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1408 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1409 ^ Leave field unset to leave that parameter unchanged
1410 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1411 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1412 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1413 ^ Sets the default value of a noiseparam setting
1414 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1415 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1416 minetest.clear_objects()
1417 ^ clear all objects in the environments
1418 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1419 ^ Check if there is a direct line of sight between pos1 and pos2
1420 ^ Returns the position of the blocking node when false
1421 ^ pos1 First position
1422 ^ pos2 Second position
1423 ^ stepsize smaller gives more accurate results but requires more computing
1425 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1426 ^ -> table containing path
1427 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1428 ^ pos1: start position
1429 ^ pos2: end position
1430 ^ searchdistance: number of blocks to search in each direction
1431 ^ max_jump: maximum height difference to consider walkable
1432 ^ max_drop: maximum height difference to consider droppable
1433 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1434 minetest.spawn_tree (pos, {treedef})
1435 ^ spawns L-System tree at given pos with definition in treedef table
1436 minetest.transforming_liquid_add(pos)
1437 ^ add node to liquid update queue
1438 minetest.get_node_max_level(pos)
1439 ^ get max available level for leveled node
1440 minetest.get_node_level(pos)
1441 ^ get level of leveled node (water, snow)
1442 minetest.set_node_level(pos, level)
1443 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1444 minetest.add_node_level(pos, level)
1445 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1446 minetest.get_heat(pos)
1448 minetest.get_humidity(pos)
1452 minetest.get_inventory(location) -> InvRef
1453 ^ location = eg. {type="player", name="celeron55"}
1454 {type="node", pos={x=, y=, z=}}
1455 {type="detached", name="creative"}
1456 minetest.create_detached_inventory(name, callbacks) -> InvRef
1457 ^ callbacks: See "Detached inventory callbacks"
1458 ^ Creates a detached inventory. If it already exists, it is cleared.
1461 minetest.show_formspec(playername, formname, formspec)
1462 ^ playername: name of player to show formspec
1463 ^ formname: name passed to on_player_receive_fields callbacks
1464 ^ should follow "modname:<whatever>" naming convention
1465 ^ formspec: formspec to display
1466 minetest.formspec_escape(string) -> string
1467 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1468 minetest.explode_table_event(string) -> table
1469 ^ returns e.g. {type="CHG", row=1, column=2}
1470 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1471 minetest.explode_textlist_event(string) -> table
1472 ^ returns e.g. {type="CHG", index=1}
1473 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1476 minetest.inventorycube(img1, img2, img3)
1477 ^ Returns a string for making an image of a cube (useful as an item image)
1478 minetest.get_pointed_thing_position(pointed_thing, above)
1479 ^ Get position of a pointed_thing (that you can get from somewhere)
1480 minetest.dir_to_facedir(dir, is6d)
1481 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1482 minetest.facedir_to_dir(facedir)
1483 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1484 minetest.dir_to_wallmounted(dir)
1485 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1486 minetest.get_node_drops(nodename, toolname)
1487 ^ Returns list of item names.
1488 ^ Note: This will be removed or modified in a future version.
1489 minetest.get_craft_result(input) -> output, decremented_input
1490 ^ input.method = 'normal' or 'cooking' or 'fuel'
1491 ^ input.width = for example 3
1492 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1493 stack 5, stack 6, stack 7, stack 8, stack 9 }
1494 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1495 ^ output.time = number, if unsuccessful: 0
1496 ^ decremented_input = like input
1497 minetest.get_craft_recipe(output) -> input
1498 ^ returns last registered recipe for output item (node)
1499 ^ output is a node or item type such as 'default:torch'
1500 ^ input.method = 'normal' or 'cooking' or 'fuel'
1501 ^ input.width = for example 3
1502 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1503 stack 5, stack 6, stack 7, stack 8, stack 9 }
1504 ^ input.items = nil if no recipe found
1505 minetest.get_all_craft_recipes(query item) -> table or nil
1506 ^ returns indexed table with all registered recipes for query item (node)
1507 or nil if no recipe was found
1510 method = 'normal' or 'cooking' or 'fuel'
1511 width = 0-3, 0 means shapeless recipe
1512 items = indexed [1-9] table with recipe items
1513 output = string with item name and quantity
1515 Example query for default:gold_ingot will return table:
1517 1={type = "cooking", width = 3, output = "default:gold_ingot",
1518 items = {1 = "default:gold_lump"}},
1519 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1520 items = {1 = "default:goldblock"}}
1522 minetest.handle_node_drops(pos, drops, digger)
1523 ^ drops: list of itemstrings
1524 ^ Handles drops from nodes after digging: Default action is to put them into
1526 ^ Can be overridden to get different functionality (eg. dropping items on
1530 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1531 ^ Find who has done something to a node, or near a node
1532 ^ actor: "player:<name>", also "liquid".
1533 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1534 ^ Revert latest actions of someone
1535 ^ actor: "player:<name>", also "liquid".
1537 Defaults for the on_* item definition functions:
1538 (These return the leftover itemstack)
1539 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1540 ^ Place item as a node
1541 ^ param2 overrides facedir and wallmounted param2
1542 ^ returns itemstack, success
1543 minetest.item_place_object(itemstack, placer, pointed_thing)
1545 minetest.item_place(itemstack, placer, pointed_thing, param2)
1546 ^ Use one of the above based on what the item is.
1547 ^ Calls on_rightclick of pointed_thing.under if defined instead
1548 ^ Note: is not called when wielded item overrides on_place
1549 ^ param2 overrides facedir and wallmounted param2
1550 ^ returns itemstack, success
1551 minetest.item_drop(itemstack, dropper, pos)
1553 minetest.item_eat(hp_change, replace_with_item)
1554 ^ Eat the item. replace_with_item can be nil.
1556 Defaults for the on_punch and on_dig node definition callbacks:
1557 minetest.node_punch(pos, node, puncher, pointed_thing)
1558 ^ Calls functions registered by minetest.register_on_punchnode()
1559 minetest.node_dig(pos, node, digger)
1560 ^ Checks if node can be dug, puts item into inventory, removes node
1561 ^ Calls functions registered by minetest.registered_on_dignodes()
1564 minetest.sound_play(spec, parameters) -> handle
1565 ^ spec = SimpleSoundSpec
1566 ^ parameters = sound parameter table
1567 minetest.sound_stop(handle)
1570 minetest.after(time, func, ...)
1571 ^ Call function after time seconds
1572 ^ Optional: Variable number of arguments that are passed to func
1575 minetest.request_shutdown() -> request for server shutdown
1576 minetest.get_server_status() -> server status string
1579 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1580 minetest.get_ban_description(ip_or_name) -> ban description (string)
1581 minetest.ban_player(name) -> ban a player
1582 minetest.unban_player_or_ip(name) -> unban player or IP address
1583 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1586 minetest.add_particle(particle definition)
1587 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1588 size, collisiondetection, texture, playername)
1590 minetest.add_particlespawner(particlespawner definition)
1591 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1593 ^ Deprecated: minetest.add_particlespawner(amount, time,
1597 minexptime, maxexptime,
1599 collisiondetection, texture, playername)
1601 minetest.delete_particlespawner(id, player)
1602 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1603 ^ If playername is specified, only deletes on the player's client,
1604 ^ otherwise on all clients
1607 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1608 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1609 ^ Apply the specified probability values to the specified nodes in probability_list.
1610 ^ probability_list is an array of tables containing two fields, pos and prob.
1611 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1612 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1613 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1614 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1615 ^ If probability_list is nil, no probabilities are applied.
1616 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1617 ^ the y position of the slice with a probability applied.
1618 ^ If slice probability list is nil, no slice probabilities are applied.
1619 ^ Saves schematic in the Minetest Schematic format to filename.
1621 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1622 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1623 ^ Rotation can be "0", "90", "180", "270", or "random".
1624 ^ If the rotation parameter is omitted, the schematic is not rotated.
1625 ^ replacements = {{"oldname", "convert_to"}, ...}
1626 ^ force_placement is a boolean indicating whether nodes other than air and
1627 ^ ignore are replaced by the schematic
1630 minetest.get_connected_players() -> list of ObjectRefs
1631 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1632 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1633 minetest.get_position_from_hash(hash) -> postion
1634 ^ Inverse transform of minetest.hash_node_postion
1635 minetest.get_item_group(name, group) -> rating
1636 ^ Get rating of a group of an item. (0 = not in group)
1637 minetest.get_node_group(name, group) -> rating
1638 ^ Deprecated: An alias for the former.
1639 minetest.get_content_id(name) -> integer
1640 ^ Gets the internal content ID of name
1641 minetest.get_name_from_content_id(content_id) -> string
1642 ^ Gets the name of the content with that content ID
1643 minetest.parse_json(string[, nullvalue]) -> something
1644 ^ Convert a string containing JSON data into the Lua equivalent
1645 ^ nullvalue: returned in place of the JSON null; defaults to nil
1646 ^ On success returns a table, a string, a number, a boolean or nullvalue
1647 ^ On failure outputs an error message and returns nil
1648 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1649 minetest.write_json(data[, styled]) -> string or nil and error message
1650 ^ Convert a Lua table into a JSON string
1651 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1652 ^ Un-serializable things like functions and userdata are saved as null.
1653 ^ Warning: JSON is more strict than the Lua table format.
1654 1. You can only use strings and positive integers of at least one as keys.
1655 2. You can not mix string and integer keys.
1656 This is due to the fact that Javascript has two distinct array and object values.
1657 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1658 minetest.serialize(table) -> string
1659 ^ Convert a table containing tables, strings, numbers, booleans and nils
1660 into string form readable by minetest.deserialize
1661 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1662 minetest.deserialize(string) -> table
1663 ^ Convert a string returned by minetest.deserialize into a table
1664 ^ String is loaded in an empty sandbox environment.
1665 ^ Will load functions, but they cannot access the global environment.
1666 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1667 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1668 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1669 minetest.is_protected(pos, name) -> bool
1670 ^ This function should be overriden by protection mods and should be used to
1671 check if a player can interact at a position.
1672 ^ This function should call the old version of itself if the position is not
1673 protected by the mod.
1675 local old_is_protected = minetest.is_protected
1676 function minetest.is_protected(pos, name)
1677 if mymod:position_protected_from(pos, name) then
1680 return old_is_protected(pos, name)
1682 minetest.record_protection_violation(pos, name)
1683 ^ This function calls functions registered with
1684 minetest.register_on_protection_violation.
1685 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1686 ^ Attempt to predict the desired orientation of the facedir-capable node
1687 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1688 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1689 field is false or omitted (else, the itemstack is not changed). orient_flags
1690 is an optional table containing extra tweaks to the placement code:
1691 invert_wall: if true, place wall-orientation on the ground and ground-
1692 orientation on the wall.
1693 force_wall: if true, always place the node in wall orientation.
1694 force_ceiling: if true, always place on the ceiling.
1695 force_floor: if true, always place the node on the floor.
1697 The above four options are mutually-exclusive; the last in the list takes
1698 precedence over the first.
1700 force_facedir: if true, forcably reset the facedir to north when placing on
1701 the floor or ceiling
1703 minetest.rotate_node(itemstack, placer, pointed_thing)
1704 ^ calls rotate_and_place() with infinitestacks set according to the state of
1705 the creative mode setting, and checks for "sneak" to set the invert_wall
1708 minetest.forceload_block(pos)
1709 ^ forceloads the position pos.
1710 ^ returns true if area could be forceloaded
1712 minetest.forceload_free_block(pos)
1713 ^ stops forceloading the position pos.
1715 Please note that forceloaded areas are saved when the server restarts.
1718 minetest.env - EnvRef of the server environment and world.
1719 ^ Any function in the minetest namespace can be called using the syntax
1720 minetest.env:somefunction(somearguments)
1722 minetest.somefunction(somearguments)
1723 ^ Deprecated, but support is not to be dropped soon
1726 minetest.registered_items
1727 ^ List of registered items, indexed by name
1728 minetest.registered_nodes
1729 ^ List of registered node definitions, indexed by name
1730 minetest.registered_craftitems
1731 ^ List of registered craft item definitions, indexed by name
1732 minetest.registered_tools
1733 ^ List of registered tool definitions, indexed by name
1734 minetest.registered_entities
1735 ^ List of registered entity prototypes, indexed by name
1736 minetest.object_refs
1737 ^ List of object references, indexed by active object id
1738 minetest.luaentities
1739 ^ List of lua entities, indexed by active object id
1743 NodeMetaRef: Node metadata - reference extra data and functionality stored
1745 - Can be gotten via minetest.get_nodemeta(pos)
1747 - set_string(name, value)
1749 - set_int(name, value)
1751 - set_float(name, value)
1753 - get_inventory() -> InvRef
1754 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1755 - from_table(nil or {})
1756 ^ See "Node Metadata"
1758 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1759 - Can be gotten via minetest.get_node_timer(pos)
1761 - set(timeout,elapsed)
1762 ^ set a timer's state
1763 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1764 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1765 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1768 ^ equivelent to set(timeout,0)
1771 - get_timeout() -> current timeout in seconds
1772 ^ if timeout is 0, timer is inactive
1773 - get_elapsed() -> current elapsed time in seconds
1774 ^ the node's on_timer function will be called after timeout-elapsed seconds
1775 - is_started() -> boolean state of timer
1776 ^ returns true if timer is started, otherwise false
1778 ObjectRef: Moving things in the game are generally these
1779 (basically reference to a C++ ServerActiveObject)
1781 - remove(): remove object (after returning from Lua)
1782 - getpos() -> {x=num, y=num, z=num}
1783 - setpos(pos); pos={x=num, y=num, z=num}
1784 - moveto(pos, continuous=false): interpolated move
1785 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1786 ^ puncher = an another ObjectRef,
1787 ^ time_from_last_punch = time since last punch action of the puncher
1788 ^ direction: can be nil
1789 - right_click(clicker); clicker = an another ObjectRef
1790 - get_hp(): returns number of hitpoints (2 * number of hearts)
1791 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1792 - get_inventory() -> InvRef
1793 - get_wield_list(): returns the name of the inventory list the wielded item is in
1794 - get_wield_index(): returns the index of the wielded item
1795 - get_wielded_item() -> ItemStack
1796 - set_wielded_item(item): replaces the wielded item, returns true if successful
1797 - set_armor_groups({group1=rating, group2=rating, ...})
1798 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1799 - set_attach(parent, bone, position, rotation)
1801 ^ position = {x=num, y=num, z=num} (relative)
1802 ^ rotation = {x=num, y=num, z=num}
1804 - set_bone_position(bone, position, rotation)
1806 ^ position = {x=num, y=num, z=num} (relative)
1807 ^ rotation = {x=num, y=num, z=num}
1808 - set_properties(object property table)
1809 LuaEntitySAO-only: (no-op for other objects)
1810 - setvelocity({x=num, y=num, z=num})
1811 - getvelocity() -> {x=num, y=num, z=num}
1812 - setacceleration({x=num, y=num, z=num})
1813 - getacceleration() -> {x=num, y=num, z=num}
1815 - getyaw() -> radians
1816 - settexturemod(mod)
1817 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1818 - select_horiz_by_yawpitch=false)
1819 ^ Select sprite from spritesheet with optional animation and DM-style
1820 texture selection based on yaw relative to camera
1821 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1823 Player-only: (no-op for other objects)
1824 - is_player(): true for players, false for others
1825 - get_player_name(): returns "" if is not a player
1826 - get_look_dir(): get camera direction as a unit vector
1827 - get_look_pitch(): pitch in radians
1828 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1829 - set_look_pitch(radians): sets look pitch
1830 - set_look_yaw(radians): sets look yaw
1831 - get_breath() : returns players breath
1832 - set_breath(value) : sets players breath
1833 values: 0 player is drowning,
1834 1-10 number of bubbles remain,
1835 11 bubbles bar is not shown
1836 - set_inventory_formspec(formspec)
1837 ^ Redefine player's inventory form
1838 ^ Should usually be called in on_joinplayer
1839 - get_inventory_formspec() -> formspec string
1840 - get_player_control(): returns table with player pressed keys
1841 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1842 - get_player_control_bits(): returns integer with bit packed player pressed keys
1843 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1844 - set_physics_override({
1845 speed = 1.0, -- multiplier to default value
1846 jump = 1.0, -- multiplier to default value
1847 gravity = 1.0, -- multiplier to default value
1848 sneak = true, -- whether player can sneak
1849 sneak_glitch = true, -- whether player can use the sneak glitch
1851 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1852 - hud_remove(id): remove the HUD element of the specified id
1853 - hud_change(id, stat, value): change a value of a previously added HUD element
1854 ^ element stat values: position, name, scale, text, number, item, dir
1855 - hud_get(id): gets the HUD element definition structure of the specified ID
1856 - hud_set_flags(flags): sets specified HUD flags to true/false
1857 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1858 ^ pass a table containing a true/false value of each flag to be set or unset
1859 ^ if a flag is nil, the flag is not modified
1860 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1861 ^ count: number of items, must be between 1 and 23
1862 - hud_set_hotbar_image(texturename)
1863 ^ sets background image for hotbar
1864 - hud_set_hotbar_selected_image(texturename)
1865 ^ sets image for selected item of hotbar
1866 - set_sky(bgcolor, type, {texture names})
1867 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1869 - "regular": Uses 0 textures, bgcolor ignored
1870 - "skybox": Uses 6 textures, bgcolor used
1871 - "plain": Uses 0 textures, bgcolor used
1872 ^ Note: currently does not work directly in on_joinplayer; use
1873 minetest.after(0) in there.
1874 - override_day_night_ratio(ratio or nil)
1875 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1876 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1878 InvRef: Reference to an inventory
1880 - is_empty(listname): return true if list is empty
1881 - get_size(listname): get size of a list
1882 - set_size(listname, size): set size of a list
1883 ^ returns false on error (e.g. invalid listname or listsize)
1884 - get_width(listname): get width of a list
1885 - set_width(listname, width): set width of list; currently used for crafting
1886 - get_stack(listname, i): get a copy of stack index i in list
1887 - set_stack(listname, i, stack): copy stack to index i in list
1888 - get_list(listname): return full list
1889 - set_list(listname, list): set full list (size will not change)
1890 - get_lists(): returns list of inventory lists
1891 - set_lists(lists): sets inventory lists (size will not change)
1892 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1893 - room_for_item(listname, stack): returns true if the stack of items
1894 can be fully added to the list
1895 - contains_item(listname, stack): returns true if the stack of items
1896 can be fully taken from the list
1897 remove_item(listname, stack): take as many items as specified from the list,
1898 returns the items that were actually removed (as an ItemStack)
1899 - get_location() -> location compatible to minetest.get_inventory(location)
1900 -> {type="undefined"} in case location is not known
1902 ItemStack: A stack of items.
1903 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1905 - is_empty(): return true if stack is empty
1906 - get_name(): returns item name (e.g. "default:stone")
1907 - set_name(itemname)
1908 - get_count(): returns number of items on the stack
1910 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1912 - get_metadata(): returns metadata (a string attached to an item stack)
1913 - set_metadata(metadata)
1914 - clear(): removes all items from the stack, making it empty
1915 - replace(item): replace the contents of this stack (item can also
1916 be an itemstring or table)
1917 - to_string(): returns the stack in itemstring form
1918 - to_table(): returns the stack in Lua table form
1919 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1920 - get_free_space(): returns get_stack_max() - get_count()
1921 - is_known(): returns true if the item name refers to a defined item type
1922 - get_definition(): returns the item definition table
1923 - get_tool_capabilities(): returns the digging properties of the item,
1924 ^ or those of the hand if none are defined for this item type
1925 - add_wear(amount): increases wear by amount if the item is a tool
1926 - add_item(item): put some item or stack onto this stack,
1927 ^ returns leftover ItemStack
1928 - item_fits(item): returns true if item or stack can be fully added to this one
1929 - take_item(n): take (and remove) up to n items from this stack
1930 ^ returns taken ItemStack
1931 ^ if n is omitted, n=1 is used
1932 - peek_item(n): copy (don't remove) up to n items from this stack
1933 ^ returns copied ItemStack
1934 ^ if n is omitted, n=1 is used
1936 PseudoRandom: A pseudorandom number generator
1937 - Can be created via PseudoRandom(seed)
1939 - next(): return next integer random number [0...32767]
1940 - next(min, max): return next integer random number [min...max]
1941 (max - min) must be 32767 or <= 6553 due to the simple
1942 implementation making bad distribution otherwise.
1944 PerlinNoise: A perlin noise generator
1945 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1946 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1948 - get2d(pos) -> 2d noise value at pos={x=,y=}
1949 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1951 PerlinNoiseMap: A fast, bulk perlin noise generator
1952 - Can be created via PerlinNoiseMap(noiseparams, size)
1953 - Also minetest.get_perlin_map(noiseparams, size)
1955 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1956 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1957 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1958 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1960 VoxelManip: An interface to the MapVoxelManipulator for Lua
1961 - Can be created via VoxelManip()
1962 - Also minetest.get_voxel_manip()
1964 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1965 ^ returns actual emerged pmin, actual emerged pmax
1966 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1967 ^ important: data must be set using VoxelManip:set_data before calling this
1968 - get_data(): Gets the data read into the VoxelManip object
1969 ^ returns raw node data is in the form of an array of node content ids
1970 - set_data(data): Sets the data contents of the VoxelManip object
1971 - update_map(): Update map after writing chunk back to map.
1972 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1973 ^ retrieved from minetest.get_mapgen_object
1974 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1975 ^ light is a table, {day=<0...15>, night=<0...15>}
1976 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1977 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1978 - get_light_data(): Gets the light data read into the VoxelManip object
1979 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1980 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1981 ^ light = day + (night * 16)
1982 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
1983 ^ expects lighting data in the same format that get_light_data() returns
1984 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
1985 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
1986 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
1987 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1988 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1989 - update_liquids(): Update liquid flow
1991 VoxelArea: A helper class for voxel areas
1992 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1993 - Coordinates are *inclusive*, like most other things in Minetest
1995 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1996 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1997 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1998 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1999 - indexp(p): same as above, except takes a vector
2000 - position(i): returns the absolute position vector corresponding to index i
2001 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2002 - containsp(p): same as above, except takes a vector
2003 - containsi(i): same as above, except takes an index
2004 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2005 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2006 - iterp(minp, maxp): same as above, except takes a vector
2008 Settings: An interface to read config files in the format of minetest.conf
2009 - Can be created via Settings(filename)
2012 - get_bool(key) -> boolean
2014 - remove(key) -> success
2015 - get_names() -> {key1,...}
2016 - write() -> success
2017 ^ write changes to file
2018 - to_table() -> {[key1]=value1,...}
2022 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2023 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2024 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2025 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2027 The following Mapgen objects are currently available:
2030 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2031 order. All mapgens support this object.
2034 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2035 generated chunk by the current mapgen.
2038 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2042 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2046 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2050 Returns a table mapping requested generation notification types to arrays of positions at which the
2051 corresponding generated structures are located at within the current chunk. To set the capture of positions
2052 of interest to be recorded on generate, use minetest.set_gen_notify().
2053 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2056 --------------------
2057 - Functions receive a "luaentity" as self:
2058 - It has the member .name, which is the registered name ("mod:thing")
2059 - It has the member .object, which is an ObjectRef pointing to the object
2060 - The original prototype stuff is visible directly via a metatable
2062 - on_activate(self, staticdata)
2063 ^ Called when the object is instantiated.
2064 - on_step(self, dtime)
2065 ^ Called on every server tick (dtime is usually 0.1 seconds)
2066 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2067 ^ Called when somebody punches the object.
2068 ^ Note that you probably want to handle most punches using the
2069 automatic armor group system.
2070 ^ puncher: ObjectRef (can be nil)
2071 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2072 ^ tool_capabilities: capability table of used tool (can be nil)
2073 ^ dir: unit vector of direction of punch. Always defined. Points from
2074 the puncher to the punched.
2075 - on_rightclick(self, clicker)
2076 - get_staticdata(self)
2077 ^ Should return a string that will be passed to on_activate when
2078 the object is instantiated the next time.
2083 axiom, - string initial tree axiom
2084 rules_a, - string rules set A
2085 rules_b, - string rules set B
2086 rules_c, - string rules set C
2087 rules_d, - string rules set D
2088 trunk, - string trunk node name
2089 leaves, - string leaves node name
2090 leaves2, - string secondary leaves node name
2091 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2092 angle, - num angle in deg
2093 iterations, - num max # of iterations, usually 2 -5
2094 random_level, - num factor to lower nr of iterations, usually 0 - 3
2095 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2096 thin_branches, - boolean true -> use thin (1 node) branches
2097 fruit, - string fruit node name
2098 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2099 seed, - num random seed
2102 Key for Special L-System Symbols used in Axioms
2103 G - move forward one unit with the pen up
2104 F - move forward one unit with the pen down drawing trunks and branches
2105 f - move forward one unit with the pen down drawing leaves (100% chance)
2106 T - move forward one unit with the pen down drawing trunks only
2107 R - move forward one unit with the pen down placing fruit
2108 A - replace with rules set A
2109 B - replace with rules set B
2110 C - replace with rules set C
2111 D - replace with rules set D
2112 a - replace with rules set A, chance 90%
2113 b - replace with rules set B, chance 80%
2114 c - replace with rules set C, chance 70%
2115 d - replace with rules set D, chance 60%
2116 + - yaw the turtle right by angle parameter
2117 - - yaw the turtle left by angle parameter
2118 & - pitch the turtle down by angle parameter
2119 ^ - pitch the turtle up by angle parameter
2120 / - roll the turtle to the right by angle parameter
2121 * - roll the turtle to the left by angle parameter
2122 [ - save in stack current state info
2123 ] - recover from stack state info
2125 Example usage: spawn small apple tree
2128 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2129 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2130 trunk="default:tree",
2131 leaves="default:leaves",
2135 trunk_type="single",
2138 fruit="default:apple"
2140 minetest.spawn_tree(pos,apple_tree)
2149 collide_with_objects = true, -- collide with other objects if physical=true
2151 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2152 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2153 visual_size = {x=1, y=1},
2155 textures = {}, -- number of required textures depends on visual
2156 colors = {}, -- number of required colors depends on visual
2157 spritediv = {x=1, y=1},
2158 initial_sprite_basepos = {x=0, y=0},
2160 makes_footstep_sound = false,
2161 automatic_rotate = false,
2163 automatic_face_movement_dir = 0.0,
2164 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2167 Entity definition (register_entity)
2169 (Deprecated: Everything in object properties is read directly from here)
2171 initial_properties = <initial object properties>,
2173 on_activate = function(self, staticdata, dtime_s),
2174 on_step = function(self, dtime),
2175 on_punch = function(self, hitter),
2176 on_rightclick = function(self, clicker),
2177 get_staticdata = function(self),
2178 ^ Called sometimes; the string returned is passed to on_activate when
2179 the entity is re-activated from static state
2181 # Also you can define arbitrary member variables here
2182 myvariable = whatever,
2185 ABM (ActiveBlockModifier) definition (register_abm)
2187 -- In the following two fields, also group:groupname will work.
2188 nodenames = {"default:lava_source"},
2189 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2190 ^ If left out or empty, any neighbor will do
2191 interval = 1.0, -- (operation interval)
2192 chance = 1, -- (chance of trigger is 1.0/this)
2193 action = func(pos, node, active_object_count, active_object_count_wider),
2196 Item definition (register_node, register_craftitem, register_tool)
2198 description = "Steel Axe",
2199 groups = {}, -- key=name, value=rating; rating=1..3.
2200 if rating not applicable, use 1.
2201 eg. {wool=1, fluffy=3}
2202 {soil=2, outerspace=1, crumbly=1}
2203 {bendy=2, snappy=1},
2204 {hard=1, metal=1, spikes=1}
2205 inventory_image = "default_tool_steelaxe.png",
2207 wield_scale = {x=1,y=1,z=1},
2210 liquids_pointable = false,
2211 tool_capabilities = {
2212 full_punch_interval = 1.0,
2216 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2217 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2219 damage_groups = {groupname=damage},
2221 node_placement_prediction = nil,
2222 ^ If nil and item is node, prediction is made automatically
2223 ^ If nil and item is not a node, no prediction is made
2224 ^ If "" and item is anything, no prediction is made
2225 ^ Otherwise should be name of node which the client immediately places
2226 on ground when the player places the item. Server will always update
2227 actual result to client in a short moment.
2229 place = <SimpleSoundSpec>,
2232 on_place = func(itemstack, placer, pointed_thing),
2233 ^ Shall place item and return the leftover itemstack
2234 ^ default: minetest.item_place
2235 on_drop = func(itemstack, dropper, pos),
2236 ^ Shall drop item and return the leftover itemstack
2237 ^ default: minetest.item_drop
2238 on_use = func(itemstack, user, pointed_thing),
2240 ^ Function must return either nil if no item shall be removed from
2241 inventory, or an itemstack to replace the original itemstack.
2242 eg. itemstack:take_item(); return itemstack
2243 ^ Otherwise, the function is free to do what it wants.
2244 ^ The default functions handle regular use cases.
2245 after_use = func(itemstack, user, node, digparams),
2247 ^ If defined, should return an itemstack and will be called instead of
2248 wearing out the tool. If returns nil, does nothing.
2249 If after_use doesn't exist, it is the same as:
2250 function(itemstack, user, node, digparams)
2251 itemstack:add_wear(digparams.wear)
2258 - {name="image.png", animation={Tile Animation definition}}
2259 - {name="image.png", backface_culling=bool}
2260 ^ backface culling only supported in special tiles
2261 - deprecated still supported field names:
2264 Tile animation definition:
2265 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2267 Node definition (register_node)
2269 <all fields allowed in item definitions>,
2271 drawtype = "normal", -- See "Node drawtypes"
2273 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2274 ^ For plantlike, the image will start at the bottom of the node; for the
2275 ^ other drawtypes, the image will be centered on the node.
2276 ^ Note that positioning for "torchlike" may still change.
2277 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2278 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2279 ^ List can be shortened to needed length
2280 special_tiles = {tile definition 1, Tile definition 2},
2281 ^ Special textures of node; used rarely (old field name: special_materials)
2282 ^ List can be shortened to needed length
2284 use_texture_alpha = false, -- Use texture's alpha channel
2285 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2286 paramtype = "none", -- See "Nodes"
2287 paramtype2 = "none", -- See "Nodes"
2288 is_ground_content = false, -- Currently not used for anything
2289 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2290 walkable = true, -- If true, objects collide with node
2291 pointable = true, -- If true, can be pointed at
2292 diggable = true, -- If false, can never be dug
2293 climbable = false, -- If true, can be climbed on (ladder)
2294 buildable_to = false, -- If true, placed nodes can replace this node
2295 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2296 liquidtype = "none", -- "none"/"source"/"flowing"
2297 liquid_alternative_flowing = "", -- Flowing version of source liquid
2298 liquid_alternative_source = "", -- Source version of flowing liquid
2299 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2300 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2301 freezemelt = "", -- water for snow/ice, ice/snow for water
2302 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2303 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2304 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2305 light_source = 0, -- Amount of light emitted by node
2306 damage_per_second = 0, -- If player is inside node, this damage is caused
2307 node_box = {type="regular"}, -- See "Node boxes"
2308 selection_box = {type="regular"}, -- See "Node boxes"
2309 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2310 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2311 legacy_wallmounted = false, -- Support maps made in and before January 2012
2313 footstep = <SimpleSoundSpec>,
2314 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2315 dug = <SimpleSoundSpec>,
2316 place = <SimpleSoundSpec>,
2319 on_construct = func(pos),
2320 ^ Node constructor; always called after adding node
2321 ^ Can set up metadata and stuff like that
2323 on_destruct = func(pos),
2324 ^ Node destructor; always called before removing node
2326 after_destruct = func(pos, oldnode),
2327 ^ Node destructor; always called after removing node
2330 after_place_node = func(pos, placer, itemstack, pointed_thing),
2331 ^ Called after constructing node when node was placed using
2332 minetest.item_place_node / minetest.place_node
2333 ^ If return true no item is taken from itemstack
2335 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2336 ^ oldmetadata is in table format
2337 ^ Called after destructing node when node was dug using
2338 minetest.node_dig / minetest.dig_node
2340 can_dig = function(pos,player)
2341 ^ returns true if node can be dug, or false if not
2344 on_punch = func(pos, node, puncher, pointed_thing),
2345 ^ default: minetest.node_punch
2346 ^ By default: Calls minetest.register_on_punchnode callbacks
2347 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2349 ^ if defined, itemstack will hold clicker's wielded item
2350 ^ Shall return the leftover itemstack
2351 ^ Note: pointed_thing can be nil, if a mod calls this function
2353 on_dig = func(pos, node, digger),
2354 ^ default: minetest.node_dig
2355 ^ By default: checks privileges, wears out tool and removes node
2357 on_timer = function(pos,elapsed),
2359 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2360 ^ elapsed is the total time passed since the timer was started
2361 ^ return true to run the timer for another cycle with the same timeout value
2363 on_receive_fields = func(pos, formname, fields, sender),
2364 ^ fields = {name1 = value1, name2 = value2, ...}
2365 ^ Called when an UI form (eg. sign text input) returns data
2368 allow_metadata_inventory_move = func(pos, from_list, from_index,
2369 to_list, to_index, count, player),
2370 ^ Called when a player wants to move items inside the inventory
2371 ^ Return value: number of items allowed to move
2373 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2374 ^ Called when a player wants to put something into the inventory
2375 ^ Return value: number of items allowed to put
2376 ^ Return value: -1: Allow and don't modify item count in inventory
2378 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2379 ^ Called when a player wants to take something out of the inventory
2380 ^ Return value: number of items allowed to take
2381 ^ Return value: -1: Allow and don't modify item count in inventory
2383 on_metadata_inventory_move = func(pos, from_list, from_index,
2384 to_list, to_index, count, player),
2385 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2386 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2387 ^ Called after the actual action has happened, according to what was allowed.
2390 on_blast = func(pos, intensity),
2391 ^ intensity: 1.0 = mid range of regular TNT
2392 ^ If defined, called when an explosion touches the node, instead of
2396 Recipe for register_craft: (shaped)
2398 output = 'default:pick_stone',
2400 {'default:cobble', 'default:cobble', 'default:cobble'},
2401 {'', 'default:stick', ''},
2402 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2404 replacements = <optional list of item pairs,
2405 replace one input item with another item on crafting>
2408 Recipe for register_craft (shapeless)
2411 output = 'mushrooms:mushroom_stew',
2414 "mushrooms:mushroom_brown",
2415 "mushrooms:mushroom_red",
2417 replacements = <optional list of item pairs,
2418 replace one input item with another item on crafting>
2421 Recipe for register_craft (tool repair)
2423 type = "toolrepair",
2424 additional_wear = -0.02,
2427 Recipe for register_craft (cooking)
2430 output = "default:glass",
2431 recipe = "default:sand",
2435 Recipe for register_craft (furnace fuel)
2438 recipe = "default:leaves",
2442 Ore definition (register_ore)
2444 ore_type = "scatter", -- See "Ore types"
2445 ore = "default:stone_with_coal",
2446 wherein = "default:stone",
2447 ^ a list of nodenames is supported too
2448 clust_scarcity = 8*8*8,
2449 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2450 ^ This value should be *MUCH* higher than your intuition might tell you!
2452 ^ Number of ores in a cluster
2454 ^ Size of the bounding box of the cluster
2455 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2456 height_min = -31000,
2459 ^ Attributes for this ore generation
2460 noise_threshhold = 0.5,
2461 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2462 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2463 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2464 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2467 Decoration definition (register_decoration)
2469 deco_type = "simple", -- See "Decoration types"
2470 place_on = "default:dirt_with_grass",
2471 ^ Node that decoration can be placed on
2473 ^ Size of divisions made in the chunk being generated.
2474 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2476 ^ Ratio of the area to be uniformly filled by the decoration.
2477 ^ Used only if noise_params is not specified.
2478 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2479 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2480 ^ The result of this is multiplied by the 2d area of the division being decorated.
2481 biomes = {"Oceanside", "Hills", "Plains"},
2482 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2483 ^ and ignored if the Mapgen being used does not support biomes.
2485 ----- Simple-type parameters
2486 decoration = "default:grass",
2487 ^ The node name used as the decoration.
2488 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2490 ^ Number of nodes high the decoration is made.
2491 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2493 ^ Number of nodes the decoration can be at maximum.
2494 ^ If absent, the parameter 'height' is used as a constant.
2495 spawn_by = "default:water",
2496 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2498 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2499 ^ If absent or -1, decorations occur next to any nodes.
2501 ----- Schematic-type parameters
2502 schematic = "foobar.mts",
2503 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2504 ^ specified Minetest schematic file.
2505 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2506 ^ and an optional table yslice_prob:
2508 size = {x=4, y=6, z=4},
2510 {name="cobble", param1=255, param2=0},
2511 {name="dirt_with_grass", param1=255, param2=0},
2520 ^ See 'Schematic specifier' for details.
2521 replacements = {{"oldname", "convert_to"}, ...},
2522 flags = "place_center_x, place_center_z",
2523 ^ Flags for schematic decorations. See 'Schematic attributes'.
2524 rotation = "90" --rotate schematic 90 degrees on placement
2525 ^ Rotation can be "0", "90", "180", "270", or "random".
2528 Chatcommand definition (register_chatcommand)
2530 params = "<name> <privilege>", -- short parameter description
2531 description = "Remove privilege from player", -- full description
2532 privs = {privs=true}, -- require the "privs" privilege to run
2533 func = function(name, param), -- called when command is run
2536 Detached inventory callbacks
2538 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2539 ^ Called when a player wants to move items inside the inventory
2540 ^ Return value: number of items allowed to move
2542 allow_put = func(inv, listname, index, stack, player),
2543 ^ Called when a player wants to put something into the inventory
2544 ^ Return value: number of items allowed to put
2545 ^ Return value: -1: Allow and don't modify item count in inventory
2547 allow_take = func(inv, listname, index, stack, player),
2548 ^ Called when a player wants to take something out of the inventory
2549 ^ Return value: number of items allowed to take
2550 ^ Return value: -1: Allow and don't modify item count in inventory
2552 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2553 on_put = func(inv, listname, index, stack, player),
2554 on_take = func(inv, listname, index, stack, player),
2555 ^ Called after the actual action has happened, according to what was allowed.
2559 HUD Definition (hud_add, hud_get)
2561 hud_elem_type = "image", -- see HUD element types
2562 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2563 position = {x=0.5, y=0.5},
2564 ^ Left corner position of element
2570 ^ Selected item in inventory. 0 for no item selected.
2572 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2573 alignment = {x=0, y=0},
2574 ^ See "HUD Element Types"
2575 offset = {x=0, y=0},
2576 ^ See "HUD Element Types"
2579 Particle definition (add_particle)
2581 pos = {x=0, y=0, z=0},
2582 velocity = {x=0, y=0, z=0},
2583 acceleration = {x=0, y=0, z=0},
2584 ^ Spawn particle at pos with velocity and acceleration
2586 ^ Disappears after expirationtime seconds
2588 collisiondetection = false,
2589 ^ collisiondetection: if true collides with physical objects
2591 ^ vertical: if true faces player using y axis only
2592 texture = "image.png",
2593 ^ Uses texture (string)
2594 playername = "singleplayer"
2595 ^ Playername is optional, if specified spawns particle only on the player's client
2598 Particlespawner definition (add_particlespawner)
2602 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2603 minpos = {x=0, y=0, z=0},
2604 maxpos = {x=0, y=0, z=0},
2605 minvel = {x=0, y=0, z=0},
2606 maxvel = {x=0, y=0, z=0},
2607 minacc = {x=0, y=0, z=0},
2608 maxacc = {x=0, y=0, z=0},
2613 ^ The particle's properties are random values in between the boundings:
2614 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2615 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2616 collisiondetection = false,
2617 ^ collisiondetection: if true uses collisiondetection
2619 ^ vertical: if true faces player using y axis only
2620 texture = "image.png",
2621 ^ Uses texture (string)
2622 playername = "singleplayer"
2623 ^ Playername is optional, if specified spawns particle only on the player's client