1 Minetest Lua Modding API Reference 0.4.6
2 ========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
56 The game directory can contain the file minetest.conf, which will be used
57 to set default settings when running the particular game.
62 $path_share/games/gameid/mods/
64 $path_user/games/gameid/mods/
65 $path_user/mods/ <-- User-installed mods
68 In a run-in-place version (eg. the distributed windows version):
69 minetest-0.4.x/games/gameid/mods/
70 minetest-0.4.x/mods/gameid/ <-- User-installed mods
71 minetest-0.4.x/worlds/worldname/worldmods/
73 On an installed version on linux:
74 /usr/share/minetest/games/gameid/mods/
75 ~/.minetest/mods/gameid/ <-- User-installed mods
76 ~/.minetest/worlds/worldname/worldmods
78 Mod load path for world-specific games
79 --------------------------------------
80 It is possible to include a game in a world; in this case, no mods or
81 games are loaded or checked from anywhere else.
83 This is useful for eg. adventure worlds.
85 This happens if the following directory exists:
88 Mods should be then be placed in:
93 Mods can be put in a subdirectory, if the parent directory, which otherwise
94 should be a mod, contains a file named modpack.txt. This file shall be
95 empty, except for lines starting with #, which are comments.
97 Mod directory structure
98 ------------------------
104 | | |-- modname_stuff.png
105 | | `-- modname_something_else.png
112 The location of this directory can be fetched by using
113 minetest.get_modpath(modname)
116 List of mods that have to be loaded before loading this mod.
117 A single line contains a single modname.
119 Optional dependencies can be defined by appending a question mark
120 to a single modname. Their meaning is that if the specified mod
121 is missing, that does not prevent this mod from being loaded.
124 An alternative way of specifying optional dependencies.
125 Like depends.txt, a single line contains a single modname.
127 NOTE: This file exists for compatibility purposes only and
128 support for it will be removed from the engine by the end of 2013.
131 The main Lua script. Running this script should register everything it
132 wants to register. Subsequent execution depends on minetest calling the
133 registered callbacks.
135 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
136 to read custom or existing settings at load time, if necessary.
138 textures, sounds, media:
139 Media files (textures, sounds, whatever) that will be transferred to the
140 client and will be available for use by the mod.
142 Naming convention for registered textual names
143 ----------------------------------------------
144 Registered names should generally be in this format:
145 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
147 This is to prevent conflicting names from corrupting maps and is
148 enforced by the mod loader.
150 Example: mod "experimental", ideal item/node/entity name "tnt":
151 -> the name should be "experimental:tnt".
153 Enforcement can be overridden by prefixing the name with ":". This can
154 be used for overriding the registrations of some other mod.
156 Example: Any mod can redefine experimental:tnt by using the name
157 ":experimental:tnt" when registering it.
158 (also that mod is required to have "experimental" as a dependency)
160 The ":" prefix can also be used for maintaining backwards compatibility.
164 Aliases can be added by using minetest.register_alias(name, convert_to)
166 This will make Minetest to convert things called name to things called
169 This can be used for maintaining backwards compatibility.
171 This can be also used for setting quick access names for things, eg. if
172 you have an item called epiclylongmodname:stuff, you could do
173 minetest.register_alias("stuff", "epiclylongmodname:stuff")
174 and be able to use "/giveme stuff".
178 Mods should generally prefix their textures with modname_, eg. given
179 the mod name "foomod", a texture could be called
180 "foomod_foothing.png"
182 Textures are referred to by their complete name, or alternatively by
183 stripping out the file extension:
184 eg. foomod_foothing.png
189 Only OGG files are supported.
191 For positional playing of sounds, only single-channel (mono) files are
192 supported. Otherwise OpenAL will play them non-positionally.
194 Mods should generally prefix their sounds with modname_, eg. given
195 the mod name "foomod", a sound could be called
196 "foomod_foosound.ogg"
198 Sounds are referred to by their name with a dot, a single digit and the
199 file extension stripped out. When a sound is played, the actual sound file
200 is chosen randomly from the matching sounds.
202 When playing the sound "foomod_foosound", the sound is chosen randomly
203 from the available ones of the following files:
205 foomod_foosound.0.ogg
206 foomod_foosound.1.ogg
208 foomod_foosound.9.ogg
210 Examples of sound parameter tables:
211 -- Play locationless on all clients
213 gain = 1.0, -- default
215 -- Play locationless to a player
218 gain = 1.0, -- default
220 -- Play in a location
223 gain = 1.0, -- default
224 max_hear_distance = 32, -- default
226 -- Play connected to an object, looped
228 object = <an ObjectRef>,
229 gain = 1.0, -- default
230 max_hear_distance = 32, -- default
231 loop = true, -- only sounds connected to objects can be looped
236 eg. "default_place_node"
238 eg. {name="default_place_node"}
239 eg. {name="default_place_node", gain=1.0}
241 Registered definitions of stuff
242 --------------------------------
243 Anything added using certain minetest.register_* functions get added to
244 the global minetest.registered_* tables.
246 minetest.register_entity(name, prototype table)
247 -> minetest.registered_entities[name]
249 minetest.register_node(name, node definition)
250 -> minetest.registered_items[name]
251 -> minetest.registered_nodes[name]
253 minetest.register_tool(name, item definition)
254 -> minetest.registered_items[name]
256 minetest.register_craftitem(name, item definition)
257 -> minetest.registered_items[name]
259 Note that in some cases you will stumble upon things that are not contained
260 in these tables (eg. when a mod has been removed). Always check for
261 existence before trying to access the fields.
263 Example: If you want to check the drawtype of a node, you could do:
265 local function get_nodedef_field(nodename, fieldname)
266 if not minetest.registered_nodes[nodename] then
269 return minetest.registered_nodes[nodename][fieldname]
271 local drawtype = get_nodedef_field(nodename, "drawtype")
273 Example: minetest.get_item_group(name, group) has been implemented as:
275 function minetest.get_item_group(name, group)
276 if not minetest.registered_items[name] or not
277 minetest.registered_items[name].groups[group] then
280 return minetest.registered_items[name].groups[group]
285 Nodes are the bulk data of the world: cubes and other things that take the
286 space of a cube. Huge amounts of them are handled efficiently, but they
289 The definition of a node is stored and can be accessed by name in
290 minetest.registered_nodes[node.name]
291 See "Registered definitions of stuff".
293 Nodes are passed by value between Lua and the engine.
294 They are represented by a table:
295 {name="name", param1=num, param2=num}
297 param1 and param2 are 8 bit integers. The engine uses them for certain
298 automated functions. If you don't use these functions, you can use them to
299 store arbitrary values.
301 The functions of param1 and param2 are determined by certain fields in the
303 param1 is reserved for the engine when paramtype != "none":
305 ^ The value stores light with and without sun in it's
306 upper and lower 4 bits.
307 param2 is reserved for the engine when any of these are used:
308 liquidtype == "flowing"
309 ^ The level and some flags of the liquid is stored in param2
310 drawtype == "flowingliquid"
311 ^ The drawn liquid level is read from param2
312 drawtype == "torchlike"
313 drawtype == "signlike"
314 paramtype2 == "wallmounted"
315 ^ The rotation of the node is stored in param2. You can make this value
316 by using minetest.dir_to_wallmounted().
317 paramtype2 == "facedir"
318 ^ The rotation of the node is stored in param2. Furnaces and chests are
319 rotated this way. Can be made by using minetest.dir_to_facedir().
321 facedir modulo 4 = axisdir
322 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
323 facedir's two less significant bits are rotation around the axis
325 Nodes can also contain extra data. See "Node Metadata".
329 There are a bunch of different looking node types. These are mostly just
330 copied from Minetest 0.3; more may be made in the future.
332 Look for examples in games/minimal or games/minetest_game.
347 - nodebox -- See below. EXPERIMENTAL
351 Node selection boxes are defined using "node boxes"
353 The "nodebox" node drawtype allows defining visual of nodes consisting of
354 arbitrary number of boxes. It allows defining stuff like stairs. Only the
355 "fixed" box type is supported for these.
356 ^ Please note that this is still experimental, and may be incompatibly
357 changed in the future.
359 A nodebox is defined as any of:
361 -- A normal cube; the default in most things
365 -- A fixed box (facedir param2 is used, if applicable)
367 fixed = box OR {box1, box2, ...}
370 -- A box like the selection box for torches
371 -- (wallmounted param2 is used, if applicable)
372 type = "wallmounted",
379 {x1, y1, z1, x2, y2, z2}
380 A box of a regular node would look like:
381 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
385 These tell in what manner the ore is generated.
386 All default ores are of the uniformly-distributed scatter type.
389 Randomly chooses a location and generates a cluster of ore.
390 If noise_params is specified, the ore will be placed if the 3d perlin noise at
391 that point is greater than the noise_threshhold, giving the ability to create a non-equal
394 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
395 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
396 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
397 scale when comparing against the noise threshhold, but scale is used to determine relative height.
398 The height of the blob is randomly scattered, with a maximum height of clust_size.
399 clust_scarcity and clust_num_ores are ignored.
400 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
401 - claylike - NOT YET IMPLEMENTED
402 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
403 neighborhood of clust_size radius.
407 Currently supported flags: absheight
409 Also produce this same ore between the height range of -height_max and -height_min.
410 Useful for having ore in sky realms without having to duplicate ore entries.
414 The position field is used for all element types.
415 To account for differing resolutions, the position coordinates are the percentage of the screen,
416 ranging in value from 0 to 1.
417 The name field is not yet used, but should contain a description of what the HUD element represents.
418 The direction field is the direction in which something is drawn.
419 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.
420 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
421 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
423 The offset field specifies a pixel offset from the position. Contrary to position,
424 the offset is not scaled to screen size. This allows for some precisely-positioned
426 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
428 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
431 Displays an image on the HUD.
432 - scale: The scale of the image, with 1 being the original texture size.
433 Only the X coordinate scale is used.
434 - text: The name of the texture that is displayed.
435 - alignment: The alignment of the image.
436 - offset: offset in pixels from position.
438 Displays text on the HUD.
439 - scale: Defines the bounding rectangle of the text.
440 A value such as {x=100, y=100} should work.
441 - text: The text to be displayed in the HUD element.
442 - number: An integer containing the RGB value of the color used to draw the text.
443 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
444 - alignment: The alignment of the text.
445 - offset: offset in pixels from position.
447 Displays a horizontal bar made up of half-images.
448 - text: The name of the texture that is used.
449 - number: The number of half-textures that are displayed.
450 If odd, will end with a vertically center-split texture.
452 - offset: offset in pixels from position.
454 - text: The name of the inventory list to be displayed.
455 - number: Number of items in the inventory to be displayed.
456 - item: Position of item that is selected.
459 Representations of simple things
460 --------------------------------
462 {x=num, y=num, z=num}
463 Currently the API does not provide any helper functions for addition,
464 subtraction and whatever; you can define those that you need yourself.
468 {type="node", under=pos, above=pos}
469 {type="object", ref=ObjectRef}
473 Node (register_node):
474 A node from the world
475 Tool (register_tool):
476 A tool/weapon that can dig and damage things according to tool_capabilities
477 Craftitem (register_craftitem):
480 Items and item stacks can exist in three formats:
482 Serialized; This is called stackstring or itemstring:
484 eg. 'default:pick_wood 21323'
488 eg. {name="default:dirt", count=5, wear=0, metadata=""}
490 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
491 ^ a wooden pick about 1/3 weared out
492 eg. {name="default:apple", count=1, wear=0, metadata=""}
496 C++ native format with many helper methods. Useful for converting between
497 formats. See the Class reference section for details.
499 When an item must be passed to a function, it can usually be in any of
504 In a number of places, there is a group table. Groups define the
505 properties of a thing (item, node, armor of entity, capabilities of
506 tool) in such a way that the engine and other mods can can interact with
507 the thing without actually knowing what the thing is.
510 - Groups are stored in a table, having the group names with keys and the
511 group ratings as values. For example:
512 groups = {crumbly=3, soil=1}
514 groups = {crumbly=2, soil=1, level=2, outerspace=1}
515 ^ A more special dirt-kind of thing
516 - Groups always have a rating associated with them. If there is no
517 useful meaning for a rating for an enabled group, it shall be 1.
518 - When not defined, the rating of a group defaults to 0. Thus when you
519 read groups, you must interpret nil and 0 as the same value, 0.
521 You can read the rating of a group for an item or a node by using
522 minetest.get_item_group(itemname, groupname)
526 Groups of items can define what kind of an item it is (eg. wool).
530 In addition to the general item things, groups are used to define whether
531 a node is destroyable and how long it takes to destroy by a tool.
535 For entities, groups are, as of now, used only for calculating damage.
536 The rating is the percentage of damage caused by tools with this damage group.
537 See "Entity damage mechanism".
539 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
540 object.set_armor_groups({fleshy=30, cracky=80})
544 Groups in tools define which groups of nodes and entities they are
547 Groups in crafting recipes
548 ---------------------------
549 An example: Make meat soup from any meat, any water and any bowl
551 output = 'food:meat_soup_raw',
557 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
559 An another example: Make red wool from white wool and red dye
563 recipe = {'wool:white', 'group:dye,basecolor_red'},
568 - immortal: Disables the group damage system for an entity
569 - level: Can be used to give an additional sense of progression in the game.
570 - A larger level will cause eg. a weapon of a lower level make much less
571 damage, and get weared out much faster, or not be able to get drops
572 from destroyed nodes.
573 - 0 is something that is directly accessible at the start of gameplay
574 - There is no upper limit
575 - dig_immediate: (player can always pick up node without tool wear)
576 - 2: node is removed without tool wear after 0.5 seconds or so
578 - 3: node is removed without tool wear immediately (torch)
579 - disable_jump: Player (and possibly other things) cannot jump from node
580 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
581 - bouncy: value is bounce speed in percent
582 - falling_node: if there is no walkable block under the node it will fall
583 - attached_node: if the node under it is not a walkable block the node will be
584 dropped as an item. If the node is wallmounted the
585 wallmounted direction is checked.
586 - soil: saplings will grow on nodes in this group
587 - connect_to_raillike: makes nodes of raillike drawtype connect to
588 other group members with same drawtype
590 Known damage and digging time defining groups
591 ----------------------------------------------
592 - crumbly: dirt, sand
593 - cracky: tough but crackable stuff like stone.
594 - snappy: something that can be cut using fine tools; eg. leaves, small
595 plants, wire, sheets of metal
596 - choppy: something that can be cut using force; eg. trees, wooden planks
597 - fleshy: Living things like animals and the player. This could imply
598 some blood effects when hitting.
599 - explody: Especially prone to explosions
600 - oddly_breakable_by_hand:
601 Can be added to nodes that shouldn't logically be breakable by the
602 hand but are. Somewhat similar to dig_immediate, but times are more
603 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
604 speed of a tool if the tool can dig at a faster speed than this
605 suggests for the hand.
607 Examples of custom groups
608 --------------------------
609 Item groups are often used for defining, well, //groups of items//.
610 - meat: any meat-kind of a thing (rating might define the size or healing
611 ability or be irrelevant - it is not defined as of yet)
612 - eatable: anything that can be eaten. Rating might define HP gain in half
614 - flammable: can be set on fire. Rating might define the intensity of the
615 fire, affecting eg. the speed of the spreading of an open fire.
616 - wool: any wool (any origin, any color)
619 - heavy: anything considerably heavy
621 Digging time calculation specifics
622 -----------------------------------
623 Groups such as **crumbly**, **cracky** and **snappy** are used for this
624 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
627 The **level** group is used to limit the toughness of nodes a tool can dig
628 and to scale the digging times / damage to a greater extent.
630 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
633 Tools define their properties by a list of parameters for groups. They
634 cannot dig other groups; thus it is important to use a standard bunch of
635 groups to enable interaction with tools.
638 * Full punch interval
640 * For an arbitrary list of groups:
641 * Uses (until the tool breaks)
642 * Maximum level (usually 0, 1, 2 or 3)
646 **Full punch interval**:
647 When used as a weapon, the tool will do full damage if this time is spent
648 between punches. If eg. half the time is spent, the tool will do half
651 **Maximum drop level**
652 Suggests the maximum level of node, when dug with the tool, that will drop
653 it's useful item. (eg. iron ore to drop a lump of iron).
654 - This is not automated; it is the responsibility of the node definition
658 Determines how many uses the tool has when it is used for digging a node,
659 of this group, of the maximum level. For lower leveled nodes, the use count
660 is multiplied by 3^leveldiff.
661 - uses=10, leveldiff=0 -> actual uses: 10
662 - uses=10, leveldiff=1 -> actual uses: 30
663 - uses=10, leveldiff=2 -> actual uses: 90
666 Tells what is the maximum level of a node of this group that the tool will
670 List of digging times for different ratings of the group, for nodes of the
672 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
673 result in the tool to be able to dig nodes that have a rating of 2 or 3
674 for this group, and unable to dig the rating 1, which is the toughest.
675 Unless there is a matching group that enables digging otherwise.
678 List of damage for groups of entities. See "Entity damage mechanism".
680 Example definition of the capabilities of a tool
681 -------------------------------------------------
682 tool_capabilities = {
683 full_punch_interval=1.5,
686 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
688 damage_groups = {fleshy=2},
691 This makes the tool be able to dig nodes that fullfill both of these:
692 - Have the **crumbly** group
693 - Have a **level** group less or equal to 2
695 Table of resulting digging times:
696 crumbly 0 1 2 3 4 <- level
702 level diff: 2 1 0 -1 -2
704 Table of resulting tool uses:
711 - At crumbly=0, the node is not diggable.
712 - At crumbly=3, the level difference digging time divider kicks in and makes
713 easy nodes to be quickly breakable.
714 - At level > 2, the node is not diggable, because it's level > maxlevel
716 Entity damage mechanism
717 ------------------------
720 foreach group in cap.damage_groups:
721 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
722 * (object.armor_groups[group] / 100.0)
723 -- Where object.armor_groups[group] is 0 for inexisting values
726 Client predicts damage based on damage groups. Because of this, it is able to
727 give an immediate response when an entity is damaged or dies; the response is
728 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
730 - Currently a smoke puff will appear when an entity dies.
732 The group **immortal** completely disables normal damage.
734 Entities can define a special armor group, which is **punch_operable**. This
735 group disables the regular damage mechanism for players punching it by hand or
736 a non-tool item, so that it can do something else than take damage.
738 On the Lua side, every punch calls ''entity:on_punch(puncher,
739 time_from_last_punch, tool_capabilities, direction)''. This should never be
740 called directly, because damage is usually not handled by the entity itself.
741 * ''puncher'' is the object performing the punch. Can be nil. Should never be
742 accessed unless absolutely required, to encourage interoperability.
743 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
744 * ''tool_capabilities'' can be nil.
745 * ''direction'' is a unit vector, pointing from the source of the punch to
748 To punch an entity/object in Lua, call ''object:punch(puncher,
749 time_from_last_punch, tool_capabilities, direction)''.
750 * Return value is tool wear.
751 * Parameters are equal to the above callback.
752 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
753 automatically filled in based on the location of ''puncher''.
757 The instance of a node in the world normally only contains the three values
758 mentioned in "Nodes". However, it is possible to insert extra data into a
759 node. It is called "node metadata"; See "NodeMetaRef".
761 Metadata contains two things:
765 Some of the values in the key-value store are handled specially:
766 - formspec: Defines a right-click inventory menu. See "Formspec".
767 - infotext: Text shown on the screen when the node is pointed at
771 local meta = minetest.env:get_meta(pos)
772 meta:set_string("formspec",
774 "list[context;main;0,0;8,4;]"..
775 "list[current_player;main;0,5;8,4;]")
776 meta:set_string("infotext", "Chest");
777 local inv = meta:get_inventory()
778 inv:set_size("main", 8*4)
779 print(dump(meta:to_table()))
782 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] = ""}
785 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
792 Formspec defines a menu. Currently not much else than inventories are
793 supported. It is a string, with a somewhat strange format.
795 Spaces and newlines can be inserted between the blocks, as is used in the
801 list[context;main;0,0;8,4;]
802 list[current_player;main;0,5;8,4;]
805 list[context;fuel;2,3;1,1;]
806 list[context;src;2,1;1,1;]
807 list[context;dst;5,1;2,2;]
808 list[current_player;main;0,5;8,4;]
809 - Minecraft-like player inventory
811 image[1,0.6;1,2;player.png]
812 list[current_player;main;0,3.5;8,4;]
813 list[current_player;craft;3,0;3,3;]
814 list[current_player;craftpreview;7,1;1,1;]
819 ^ Define the size of the menu in inventory slots
820 ^ deprecated: invsize[<W>,<H>;]
822 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
823 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
824 ^ Show an inventory list
826 image[<X>,<Y>;<W>,<H>;<texture name>]
828 ^ Position and size units are inventory slots
830 item_image[<X>,<Y>;<W>,<H>;<item name>]
831 ^ Show an inventory image of registered item/node
832 ^ Position and size units are inventory slots
834 background[<X>,<Y>;<W>,<H>;<texture name>]
835 ^ Use a background. Inventory rectangles are not drawn then.
836 ^ Position and size units are inventory slots
837 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
839 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
840 ^ Textual field; will be sent to server when a button is clicked
841 ^ x and y position the field relative to the top left of the menu
842 ^ w and h are the size of the field
843 ^ fields are a set height, but will be vertically centred on h
844 ^ Position and size units are inventory slots
845 ^ name is the name of the field as returned in fields to on_receive_fields
846 ^ label, if not blank, will be text printed on the top left above the field
847 ^ default is the default value of the field
848 ^ default may contain variable references such as '${text}' which
849 will fill the value from the metadata value 'text'
850 ^ Note: no extra text or more than a single variable is supported ATM.
852 field[<name>;<label>;<default>]
853 ^ as above but without position/size units
854 ^ special field for creating simple forms, such as sign text input
855 ^ must be used without a size[] element
856 ^ a 'Proceed' button will be added automatically
858 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
859 ^ same as fields above, but with multi-line input
861 label[<X>,<Y>;<label>]
862 ^ x and y work as per field
863 ^ label is the text on the label
864 ^ Position and size units are inventory slots
866 button[<X>,<Y>;<W>,<H>;<name>;<label>]
867 ^ Clickable button. When clicked, fields will be sent.
868 ^ x, y and name work as per field
869 ^ w and h are the size of the button
870 ^ label is the text on the button
871 ^ Position and size units are inventory slots
873 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
874 ^ x, y, w, h, and name work as per button
875 ^ image is the filename of an image
876 ^ Position and size units are inventory slots
878 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
879 ^ x, y, w, h, name and label work as per button
880 ^ item name is the registered name of an item/node,
881 tooltip will be made out of its descritption
882 ^ Position and size units are inventory slots
884 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
885 ^ When clicked, fields will be sent and the form will quit.
887 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
888 ^ When clicked, fields will be sent and the form will quit.
892 - "context": Selected node metadata (deprecated: "current_name")
893 - "current_player": Player to whom the menu is shown
894 - "player:<name>": Any player
895 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
896 - "detached:<name>": A detached inventory
900 dump2(obj, name="_", dumped={})
901 ^ Return object serialized as a string, handles reference loops
903 ^ Return object serialized as a string
904 string:split(separator)
905 ^ eg. string:split("a,b", ",") == {"a","b"}
907 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
908 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
909 ^ Convert position to a printable string
910 minetest.string_to_pos(string) -> position
911 ^ Same but in reverse
912 minetest.formspec_escape(string) -> string
913 ^ escapes characters like [, ], and \ that can not be used in formspecs
915 minetest namespace reference
916 -----------------------------
917 minetest.get_current_modname() -> string
918 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
919 ^ Useful for loading additional .lua modules or static data from mod
920 minetest.get_modnames() -> list of installed mods
921 ^ Return a list of installed mods, sorted alphabetically
922 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
923 ^ Useful for storing custom data
924 minetest.is_singleplayer()
926 ^ table containing API feature flags: {foo=true, bar=true}
927 minetest.has_feature(arg) -> bool, missing_features
928 ^ arg: string or table in format {foo=true, bar=true}
929 ^ missing_features: {foo=true, bar=true}
932 ^ Always printed to stderr and logfile (print() is redirected here)
934 minetest.log(loglevel, line)
935 ^ loglevel one of "error", "action", "info", "verbose"
937 Registration functions: (Call these only at load time)
938 minetest.register_entity(name, prototype table)
939 minetest.register_abm(abm definition)
940 minetest.register_node(name, node definition)
941 minetest.register_tool(name, item definition)
942 minetest.register_craftitem(name, item definition)
943 minetest.register_alias(name, convert_to)
944 minetest.register_craft(recipe)
945 minetest.register_ore(ore definition)
947 Global callback registration functions: (Call these only at load time)
948 minetest.register_globalstep(func(dtime))
949 ^ Called every server step, usually interval of 0.05s
950 minetest.register_on_shutdown(func())
951 ^ Called before server shutdown
952 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
953 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
954 semi-frequent intervals as well as on server shutdown.
955 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
956 ^ Called when a node has been placed
957 ^ If return true no item is taken from itemstack
958 ^ Deprecated: Use on_construct or after_place_node in node definition instead
959 minetest.register_on_dignode(func(pos, oldnode, digger))
960 ^ Called when a node has been dug.
961 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
962 minetest.register_on_punchnode(func(pos, node, puncher))
963 ^ Called when a node is punched
964 minetest.register_on_generated(func(minp, maxp, blockseed))
965 ^ Called after generating a piece of world. Modifying nodes inside the area
966 is a bit faster than usually.
967 minetest.register_on_newplayer(func(ObjectRef))
968 ^ Called after a new player has been created
969 minetest.register_on_dieplayer(func(ObjectRef))
970 ^ Called when a player dies
971 minetest.register_on_respawnplayer(func(ObjectRef))
972 ^ Called when player is to be respawned
973 ^ Called _before_ repositioning of player occurs
974 ^ return true in func to disable regular player placement
975 minetest.register_on_joinplayer(func(ObjectRef))
976 ^ Called when a player joins the game
977 minetest.register_on_leaveplayer(func(ObjectRef))
978 ^ Called when a player leaves the game
979 minetest.register_on_chat_message(func(name, message))
980 ^ Called always when a player says something
981 minetest.register_on_player_receive_fields(func(player, formname, fields))
982 ^ Called when a button is pressed in player's inventory form
983 ^ Newest functions are called first
984 ^ If function returns true, remaining functions are not called
986 Other registration functions:
987 minetest.register_chatcommand(cmd, chatcommand definition)
988 minetest.register_privilege(name, definition)
989 ^ definition: "description text"
991 description = "description text",
992 give_to_singleplayer = boolean, -- default: true
994 minetest.register_authentication_handler(handler)
995 ^ See minetest.builtin_auth_handler in builtin.lua for reference
998 minetest.setting_set(name, value)
999 minetest.setting_get(name) -> string or nil
1000 minetest.setting_getbool(name) -> boolean value or nil
1001 minetest.setting_get_pos(name) -> position or nil
1002 minetest.setting_save() -> nil, save all settings to config file
1003 minetest.add_to_creative_inventory(itemstring)
1006 minetest.notify_authentication_modified(name)
1007 ^ Should be called by the authentication handler if privileges change.
1008 ^ To report everybody, set name=nil.
1009 minetest.get_password_hash(name, raw_password)
1010 ^ Convert a name-password pair to a password hash that minetest can use
1011 minetest.string_to_privs(str) -> {priv1=true,...}
1012 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1013 ^ Convert between two privilege representations
1014 minetest.set_player_password(name, password_hash)
1015 minetest.set_player_privs(name, {priv1=true,...})
1016 minetest.get_player_privs(name) -> {priv1=true,...}
1017 minetest.auth_reload()
1018 ^ These call the authentication handler
1019 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1020 ^ A quickhand for checking privileges
1021 minetest.get_player_ip(name) -> IP address string
1024 minetest.chat_send_all(text)
1025 minetest.chat_send_player(name, text, prepend)
1026 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1029 minetest.get_inventory(location) -> InvRef
1030 ^ location = eg. {type="player", name="celeron55"}
1031 {type="node", pos={x=, y=, z=}}
1032 {type="detached", name="creative"}
1033 minetest.create_detached_inventory(name, callbacks) -> InvRef
1034 ^ callbacks: See "Detached inventory callbacks"
1035 ^ Creates a detached inventory. If it already exists, it is cleared.
1036 minetest.show_formspec(playername, formname, formspec)
1037 ^ playername: name of player to show formspec
1038 ^ formname: name passed to on_player_receive_fields callbacks
1039 ^ should follow "modname:<whatever>" naming convention
1040 ^ formspec: formspec to display
1043 minetest.inventorycube(img1, img2, img3)
1044 ^ Returns a string for making an image of a cube (useful as an item image)
1045 minetest.get_pointed_thing_position(pointed_thing, above)
1046 ^ Get position of a pointed_thing (that you can get from somewhere)
1047 minetest.dir_to_facedir(dir)
1048 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1049 minetest.dir_to_wallmounted(dir)
1050 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1051 minetest.get_node_drops(nodename, toolname)
1052 ^ Returns list of item names.
1053 ^ Note: This will be removed or modified in a future version.
1054 minetest.get_craft_result(input) -> output, decremented_input
1055 ^ input.method = 'normal' or 'cooking' or 'fuel'
1056 ^ input.width = for example 3
1057 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1058 stack 5, stack 6, stack 7, stack 8, stack 9 }
1059 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1060 ^ output.time = number, if unsuccessful: 0
1061 ^ decremented_input = like input
1062 minetest.get_craft_recipe(output) -> input
1063 ^ returns last registered recipe for output item (node)
1064 ^ output is a node or item type such as 'default:torch'
1065 ^ input.method = 'normal' or 'cooking' or 'fuel'
1066 ^ input.width = for example 3
1067 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1068 stack 5, stack 6, stack 7, stack 8, stack 9 }
1069 ^ input.items = nil if no recipe found
1070 minetest.get_all_craft_recipes(query item) -> table or nil
1071 ^ returns indexed table with all registered recipes for query item (node)
1072 or nil if no recipe was found
1075 method = 'normal' or 'cooking' or 'fuel'
1076 width = 0-3, 0 means shapeless recipe
1077 items = indexed [1-9] table with recipe items
1078 output = string with item name and quantity
1080 Example query for default:gold_ingot will return table:
1082 1={type = "cooking", width = 3, output = "default:gold_ingot",
1083 items = {1 = "default:gold_lump"}},
1084 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1085 items = {1 = "default:goldblock"}}
1087 minetest.handle_node_drops(pos, drops, digger)
1088 ^ drops: list of itemstrings
1089 ^ Handles drops from nodes after digging: Default action is to put them into
1091 ^ Can be overridden to get different functionality (eg. dropping items on
1095 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1096 ^ Find who has done something to a node, or near a node
1097 ^ actor: "player:<name>", also "liquid".
1098 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1099 ^ Revert latest actions of someone
1100 ^ actor: "player:<name>", also "liquid".
1102 Defaults for the on_* item definition functions:
1103 (These return the leftover itemstack)
1104 minetest.item_place_node(itemstack, placer, pointed_thing)
1105 ^ Place item as a node
1106 minetest.item_place_object(itemstack, placer, pointed_thing)
1108 minetest.item_place(itemstack, placer, pointed_thing)
1109 ^ Use one of the above based on what the item is.
1110 ^ Calls on_rightclick of pointed_thing.under if defined instead
1111 ^ Note: is not called when wielded item overrides on_place
1112 minetest.item_drop(itemstack, dropper, pos)
1114 minetest.item_eat(hp_change, replace_with_item)
1115 ^ Eat the item. replace_with_item can be nil.
1117 Defaults for the on_punch and on_dig node definition callbacks:
1118 minetest.node_punch(pos, node, puncher)
1119 ^ Calls functions registered by minetest.register_on_punchnode()
1120 minetest.node_dig(pos, node, digger)
1121 ^ Checks if node can be dug, puts item into inventory, removes node
1122 ^ Calls functions registered by minetest.registered_on_dignodes()
1125 minetest.sound_play(spec, parameters) -> handle
1126 ^ spec = SimpleSoundSpec
1127 ^ parameters = sound parameter table
1128 minetest.sound_stop(handle)
1131 minetest.after(time, func, ...)
1132 ^ Call function after time seconds
1133 ^ Optional: Variable number of arguments that are passed to func
1136 minetest.request_shutdown() -> request for server shutdown
1137 minetest.get_server_status() -> server status string
1140 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1141 minetest.get_ban_description(ip_or_name) -> ban description (string)
1142 minetest.ban_player(name) -> ban a player
1143 minetest.unban_player_or_ip(name) -> unban player or IP address
1146 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1147 size, collisiondetection, texture, playername)
1148 ^ Spawn particle at pos with velocity and acceleration
1149 ^ Disappears after expirationtime seconds
1150 ^ collisiondetection: if true collides with physical objects
1151 ^ Uses texture (string)
1152 ^ Playername is optional, if specified spawns particle only on the player's client
1154 minetest.add_particlespawner(amount, time,
1158 minexptime, maxexptime,
1160 collisiondetection, texture, playername)
1161 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1162 ^ The particle's properties are random values in between the boundings:
1163 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1164 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1165 ^ collisiondetection: if true uses collisiondetection
1166 ^ Uses texture (string)
1167 ^ Playername is optional, if specified spawns particle only on the player's client
1168 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1171 minetest.delete_particlespawner(id, player)
1172 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1173 ^ If playername is specified, only deletes on the player's client,
1174 ^ otherwise on all clients
1177 minetest.get_connected_players() -> list of ObjectRefs
1178 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1179 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1180 minetest.get_item_group(name, group) -> rating
1181 ^ Get rating of a group of an item. (0 = not in group)
1182 minetest.get_node_group(name, group) -> rating
1183 ^ Deprecated: An alias for the former.
1184 minetest.serialize(table) -> string
1185 ^ Convert a table containing tables, strings, numbers, booleans and nils
1186 into string form readable by minetest.deserialize
1187 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1188 minetest.deserialize(string) -> table
1189 ^ Convert a string returned by minetest.deserialize into a table
1190 ^ String is loaded in an empty sandbox environment.
1191 ^ Will load functions, but they cannot access the global environment.
1192 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1193 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1194 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1197 minetest.env - EnvRef of the server environment and world.
1198 ^ Using this you can access nodes and entities
1201 minetest.registered_items
1202 ^ List of registered items, indexed by name
1203 minetest.registered_nodes
1204 ^ List of registered node definitions, indexed by name
1205 minetest.registered_craftitems
1206 ^ List of registered craft item definitions, indexed by name
1207 minetest.registered_tools
1208 ^ List of registered tool definitions, indexed by name
1209 minetest.registered_entities
1210 ^ List of registered entity prototypes, indexed by name
1211 minetest.object_refs
1212 ^ List of object references, indexed by active object id
1213 minetest.luaentities
1214 ^ List of lua entities, indexed by active object id
1216 Deprecated but defined for backwards compatibility:
1217 minetest.digprop_constanttime(time)
1218 minetest.digprop_stonelike(toughness)
1219 minetest.digprop_dirtlike(toughness)
1220 minetest.digprop_gravellike(toughness)
1221 minetest.digprop_woodlike(toughness)
1222 minetest.digprop_leaveslike(toughness)
1223 minetest.digprop_glasslike(toughness)
1227 EnvRef: basically ServerEnvironment and ServerMap combined.
1229 - set_node(pos, node)
1230 - add_node(pos, node): alias set_node(pos, node)
1231 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1233 ^ Equivalent to set_node(pos, "air")
1235 ^ Returns {name="ignore", ...} for unloaded area
1236 - get_node_or_nil(pos)
1237 ^ Returns nil for unloaded area
1238 - get_node_light(pos, timeofday) -> 0...15 or nil
1239 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1241 - place_node(pos, node)
1242 ^ Place node with the same effects that a player would cause
1244 ^ Dig node with the same effects that a player would cause
1246 ^ Punch node with the same effects that a player would cause
1248 - get_meta(pos) -- Get a NodeMetaRef at that position
1249 - get_node_timer(pos) -- Get NodeTimerRef
1251 - add_entity(pos, name): Spawn Lua-defined entity at position
1252 ^ Returns ObjectRef, or nil if failed
1253 - add_item(pos, item): Spawn item
1254 ^ Returns ObjectRef, or nil if failed
1255 - get_player_by_name(name) -- Get an ObjectRef to a player
1256 - get_objects_inside_radius(pos, radius)
1257 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1259 - find_node_near(pos, radius, nodenames) -> pos or nil
1260 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1261 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1262 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1263 - get_perlin(seeddiff, octaves, persistence, scale)
1264 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1266 ^ clear all objects in the environments
1267 - line_of_sight(pos1,pos2,stepsize) ->true/false
1268 ^ checkif there is a direct line of sight between pos1 and pos2
1269 ^ pos1 First position
1270 ^ pos2 Second position
1271 ^ stepsize smaller gives more accurate results but requires more computing
1273 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1274 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1275 ^ pos1: start position
1276 ^ pos2: end position
1277 ^ searchdistance: number of blocks to search in each direction
1278 ^ max_jump: maximum height difference to consider walkable
1279 ^ max_drop: maximum height difference to consider droppable
1280 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1281 - spawn_tree (pos, {treedef})
1282 ^ spawns L-System tree at given pos with definition in treedef table
1284 axiom, - string initial tree axiom
1285 rules_a, - string rules set A
1286 rules_b, - string rules set B
1287 rules_c, - string rules set C
1288 rules_d, - string rules set D
1289 trunk, - string trunk node name
1290 leaves, - string leaves node name
1291 leaves2, - string secondary leaves node name
1292 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1293 angle, - num angle in deg
1294 iterations, - num max # of iterations, usually 2 -5
1295 random_level, - num factor to lower nr of iterations, usually 0 - 3
1296 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1297 thin_branches, - boolean true -> use thin (1 node) branches
1298 fruit, - string fruit node name
1299 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1300 seed, - num random seed
1303 Key for Special L-System Symbols used in Axioms
1304 G - move forward one unit with the pen up
1305 F - move forward one unit with the pen down drawing trunks and branches
1306 f - move forward one unit with the pen down drawing leaves (100% chance)
1307 T - move forward one unit with the pen down drawing trunks only
1308 R - move forward one unit with the pen down placing fruit
1309 A - replace with rules set A
1310 B - replace with rules set B
1311 C - replace with rules set C
1312 D - replace with rules set D
1313 a - replace with rules set A, chance 90%
1314 b - replace with rules set B, chance 80%
1315 c - replace with rules set C, chance 70%
1316 d - replace with rules set D, chance 60%
1317 + - yaw the turtle right by angle parameter
1318 - - yaw the turtle left by angle parameter
1319 & - pitch the turtle down by angle parameter
1320 ^ - pitch the turtle up by angle parameter
1321 / - roll the turtle to the right by angle parameter
1322 * - roll the turtle to the left by angle parameter
1323 [ - save in stack current state info
1324 ] - recover from stack state info
1326 Example usage: spawn small apple tree
1329 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1330 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1331 trunk="default:tree",
1332 leaves="default:leaves",
1336 trunk_type="single",
1339 fruit="default:apple"
1341 minetest.env:spawn_tree(pos,apple_tree)
1344 - add_rat(pos): Add C++ rat object (no-op)
1345 - add_firefly(pos): Add C++ firefly object (no-op)
1347 NodeMetaRef: Node metadata - reference extra data and functionality stored
1349 - Can be gotten via minetest.env:get_nodemeta(pos)
1351 - set_string(name, value)
1353 - set_int(name, value)
1355 - set_float(name, value)
1357 - get_inventory() -> InvRef
1358 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1359 - from_table(nil or {})
1360 ^ See "Node Metadata"
1362 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1363 - Can be gotten via minetest.env:get_node_timer(pos)
1365 - set(timeout,elapsed)
1366 ^ set a timer's state
1367 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1368 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1369 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1372 ^ equivelent to set(timeout,0)
1375 - get_timeout() -> current timeout in seconds
1376 ^ if timeout is 0, timer is inactive
1377 - get_elapsed() -> current elapsed time in seconds
1378 ^ the node's on_timer function will be called after timeout-elapsed seconds
1379 - is_started() -> boolean state of timer
1380 ^ returns true if timer is started, otherwise false
1382 ObjectRef: Moving things in the game are generally these
1383 (basically reference to a C++ ServerActiveObject)
1385 - remove(): remove object (after returning from Lua)
1386 - getpos() -> {x=num, y=num, z=num}
1387 - setpos(pos); pos={x=num, y=num, z=num}
1388 - moveto(pos, continuous=false): interpolated move
1389 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1390 ^ puncher = an another ObjectRef,
1391 ^ time_from_last_punch = time since last punch action of the puncher
1392 ^ direction: can be nil
1393 - right_click(clicker); clicker = an another ObjectRef
1394 - get_hp(): returns number of hitpoints (2 * number of hearts)
1395 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1396 - get_inventory() -> InvRef
1397 - get_wield_list(): returns the name of the inventory list the wielded item is in
1398 - get_wield_index(): returns the index of the wielded item
1399 - get_wielded_item() -> ItemStack
1400 - set_wielded_item(item): replaces the wielded item, returns true if successful
1401 - set_armor_groups({group1=rating, group2=rating, ...})
1402 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1403 - set_attach(parent, bone, position, rotation)
1405 ^ position = {x=num, y=num, z=num} (relative)
1406 ^ rotation = {x=num, y=num, z=num}
1408 - set_bone_position(bone, position, rotation)
1410 ^ position = {x=num, y=num, z=num} (relative)
1411 ^ rotation = {x=num, y=num, z=num}
1412 - set_properties(object property table)
1413 LuaEntitySAO-only: (no-op for other objects)
1414 - setvelocity({x=num, y=num, z=num})
1415 - getvelocity() -> {x=num, y=num, z=num}
1416 - setacceleration({x=num, y=num, z=num})
1417 - getacceleration() -> {x=num, y=num, z=num}
1419 - getyaw() -> radians
1420 - settexturemod(mod)
1421 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1422 - select_horiz_by_yawpitch=false)
1423 ^ Select sprite from spritesheet with optional animation and DM-style
1424 texture selection based on yaw relative to camera
1425 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1427 Player-only: (no-op for other objects)
1428 - is_player(): true for players, false for others
1429 - get_player_name(): returns "" if is not a player
1430 - get_look_dir(): get camera direction as a unit vector
1431 - get_look_pitch(): pitch in radians
1432 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1433 - set_look_pitch(radians): sets look pitch
1434 - set_look_yaw(radians): sets look yaw
1435 - set_inventory_formspec(formspec)
1436 ^ Redefine player's inventory form
1437 ^ Should usually be called in on_joinplayer
1438 - get_inventory_formspec() -> formspec string
1439 - get_player_control(): returns table with player pressed keys
1440 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1441 - get_player_control_bits(): returns integer with bit packed player pressed keys
1442 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1443 - set_physics_override(speed, jump, gravity)
1444 modifies per-player walking speed, jump height, and gravity.
1445 Values default to 1 and act as offsets to the physics settings
1446 in minetest.conf. nil will keep the current setting.
1447 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1448 - hud_remove(id): remove the HUD element of the specified id
1449 - hud_change(id, stat, value): change a value of a previously added HUD element
1450 ^ element stat values: position, name, scale, text, number, item, dir
1451 - hud_get(id): gets the HUD element definition structure of the specified ID
1452 - hud_set_flags(flags): sets specified HUD flags to true/false
1453 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1454 ^ pass a table containing a true/false value of each flag to be set or unset
1455 ^ if a flag is nil, the flag is not modified
1457 InvRef: Reference to an inventory
1459 - is_empty(listname): return true if list is empty
1460 - get_size(listname): get size of a list
1461 - set_size(listname, size): set size of a list
1462 - get_width(listname): get width of a list
1463 - set_width(listname, width): set width of list; currently used for crafting
1464 - get_stack(listname, i): get a copy of stack index i in list
1465 - set_stack(listname, i, stack): copy stack to index i in list
1466 - get_list(listname): return full list
1467 - set_list(listname, list): set full list (size will not change)
1468 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1469 - room_for_item(listname, stack): returns true if the stack of items
1470 can be fully added to the list
1471 - contains_item(listname, stack): returns true if the stack of items
1472 can be fully taken from the list
1473 remove_item(listname, stack): take as many items as specified from the list,
1474 returns the items that were actually removed (as an ItemStack)
1475 - get_location() -> location compatible to minetest.get_inventory(location)
1476 -> {type="undefined"} in case location is not known
1478 ItemStack: A stack of items.
1479 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1481 - is_empty(): return true if stack is empty
1482 - get_name(): returns item name (e.g. "default:stone")
1483 - get_count(): returns number of items on the stack
1484 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1485 - get_metadata(): returns metadata (a string attached to an item stack)
1486 - clear(): removes all items from the stack, making it empty
1487 - replace(item): replace the contents of this stack (item can also
1488 be an itemstring or table)
1489 - to_string(): returns the stack in itemstring form
1490 - to_table(): returns the stack in Lua table form
1491 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1492 - get_free_space(): returns get_stack_max() - get_count()
1493 - is_known(): returns true if the item name refers to a defined item type
1494 - get_definition(): returns the item definition table
1495 - get_tool_capabilities(): returns the digging properties of the item,
1496 ^ or those of the hand if none are defined for this item type
1497 - add_wear(amount): increases wear by amount if the item is a tool
1498 - add_item(item): put some item or stack onto this stack,
1499 ^ returns leftover ItemStack
1500 - item_fits(item): returns true if item or stack can be fully added to this one
1501 - take_item(n): take (and remove) up to n items from this stack
1502 ^ returns taken ItemStack
1503 ^ if n is omitted, n=1 is used
1504 - peek_item(n): copy (don't remove) up to n items from this stack
1505 ^ returns copied ItemStack
1506 ^ if n is omitted, n=1 is used
1508 PseudoRandom: A pseudorandom number generator
1509 - Can be created via PseudoRandom(seed)
1511 - next(): return next integer random number [0...32767]
1512 - next(min, max): return next integer random number [min...max]
1513 (max - min) must be 32767 or <= 6553 due to the simple
1514 implementation making bad distribution otherwise.
1516 PerlinNoise: A perlin noise generator
1517 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1518 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1520 - get2d(pos) -> 2d noise value at pos={x=,y=}
1521 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1524 --------------------
1525 - Functions receive a "luaentity" as self:
1526 - It has the member .name, which is the registered name ("mod:thing")
1527 - It has the member .object, which is an ObjectRef pointing to the object
1528 - The original prototype stuff is visible directly via a metatable
1530 - on_activate(self, staticdata)
1531 ^ Called when the object is instantiated.
1532 - on_step(self, dtime)
1533 ^ Called on every server tick (dtime is usually 0.05 seconds)
1534 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1535 ^ Called when somebody punches the object.
1536 ^ Note that you probably want to handle most punches using the
1537 automatic armor group system.
1538 ^ puncher: ObjectRef (can be nil)
1539 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1540 ^ tool_capabilities: capability table of used tool (can be nil)
1541 ^ dir: unit vector of direction of punch. Always defined. Points from
1542 the puncher to the punched.
1543 - on_rightclick(self, clicker)
1544 - get_staticdata(self)
1545 ^ Should return a string that will be passed to on_activate when
1546 the object is instantiated the next time.
1556 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1557 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1558 visual_size = {x=1, y=1},
1560 textures = {}, -- number of required textures depends on visual
1561 colors = {}, -- number of required colors depends on visual
1562 spritediv = {x=1, y=1},
1563 initial_sprite_basepos = {x=0, y=0},
1565 makes_footstep_sound = false,
1566 automatic_rotate = false,
1569 Entity definition (register_entity)
1571 (Deprecated: Everything in object properties is read directly from here)
1573 initial_properties = <initial object properties>,
1575 on_activate = function(self, staticdata, dtime_s),
1576 on_step = function(self, dtime),
1577 on_punch = function(self, hitter),
1578 on_rightclick = function(self, clicker),
1579 get_staticdata = function(self),
1580 ^ Called sometimes; the string returned is passed to on_activate when
1581 the entity is re-activated from static state
1583 # Also you can define arbitrary member variables here
1584 myvariable = whatever,
1587 ABM (ActiveBlockModifier) definition (register_abm)
1589 -- In the following two fields, also group:groupname will work.
1590 nodenames = {"default:lava_source"},
1591 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1592 ^ If left out or empty, any neighbor will do
1593 interval = 1.0, -- (operation interval)
1594 chance = 1, -- (chance of trigger is 1.0/this)
1595 action = func(pos, node, active_object_count, active_object_count_wider),
1598 Item definition (register_node, register_craftitem, register_tool)
1600 description = "Steel Axe",
1601 groups = {}, -- key=name, value=rating; rating=1..3.
1602 if rating not applicable, use 1.
1603 eg. {wool=1, fluffy=3}
1604 {soil=2, outerspace=1, crumbly=1}
1605 {bendy=2, snappy=1},
1606 {hard=1, metal=1, spikes=1}
1607 inventory_image = "default_tool_steelaxe.png",
1609 wield_scale = {x=1,y=1,z=1},
1611 liquids_pointable = false,
1612 tool_capabilities = {
1613 full_punch_interval = 1.0,
1617 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1618 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1620 damage_groups = {groupname=damage},
1622 node_placement_prediction = nil,
1623 ^ If nil and item is node, prediction is made automatically
1624 ^ If nil and item is not a node, no prediction is made
1625 ^ If "" and item is anything, no prediction is made
1626 ^ Otherwise should be name of node which the client immediately places
1627 on ground when the player places the item. Server will always update
1628 actual result to client in a short moment.
1630 place = <SimpleSoundSpec>,
1633 on_place = func(itemstack, placer, pointed_thing),
1634 ^ Shall place item and return the leftover itemstack
1635 ^ default: minetest.item_place
1636 on_drop = func(itemstack, dropper, pos),
1637 ^ Shall drop item and return the leftover itemstack
1638 ^ default: minetest.item_drop
1639 on_use = func(itemstack, user, pointed_thing),
1641 ^ Function must return either nil if no item shall be removed from
1642 inventory, or an itemstack to replace the original itemstack.
1643 eg. itemstack:take_item(); return itemstack
1644 ^ Otherwise, the function is free to do what it wants.
1645 ^ The default functions handle regular use cases.
1650 - {name="image.png", animation={Tile Animation definition}}
1651 - {name="image.png", backface_culling=bool}
1652 ^ backface culling only supported in special tiles
1653 - deprecated still supported field names:
1656 Tile animation definition:
1657 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1659 Node definition (register_node)
1661 <all fields allowed in item definitions>,
1663 drawtype = "normal", -- See "Node drawtypes"
1665 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1666 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1667 ^ List can be shortened to needed length
1668 special_tiles = {tile definition 1, Tile definition 2},
1669 ^ Special textures of node; used rarely (old field name: special_materials)
1670 ^ List can be shortened to needed length
1672 use_texture_alpha = false, -- Use texture's alpha channel
1673 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1674 paramtype = "none", -- See "Nodes"
1675 paramtype2 = "none", -- See "Nodes"
1676 is_ground_content = false, -- Currently not used for anything
1677 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1678 walkable = true, -- If true, objects collide with node
1679 pointable = true, -- If true, can be pointed at
1680 diggable = true, -- If false, can never be dug
1681 climbable = false, -- If true, can be climbed on (ladder)
1682 buildable_to = false, -- If true, placed nodes can replace this node
1683 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1684 liquidtype = "none", -- "none"/"source"/"flowing"
1685 liquid_alternative_flowing = "", -- Flowing version of source liquid
1686 liquid_alternative_source = "", -- Source version of flowing liquid
1687 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1688 liquid_renewable = true, -- Can new liquid source be created by placing
1689 two or more sources nearly?
1690 light_source = 0, -- Amount of light emitted by node
1691 damage_per_second = 0, -- If player is inside node, this damage is caused
1692 node_box = {type="regular"}, -- See "Node boxes"
1693 selection_box = {type="regular"}, -- See "Node boxes"
1694 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1695 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1696 legacy_wallmounted = false, -- Support maps made in and before January 2012
1698 footstep = <SimpleSoundSpec>,
1699 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1700 dug = <SimpleSoundSpec>,
1701 place = <SimpleSoundSpec>,
1704 on_construct = func(pos),
1705 ^ Node constructor; always called after adding node
1706 ^ Can set up metadata and stuff like that
1708 on_destruct = func(pos),
1709 ^ Node destructor; always called before removing node
1711 after_destruct = func(pos, oldnode),
1712 ^ Node destructor; always called after removing node
1715 after_place_node = func(pos, placer, itemstack),
1716 ^ Called after constructing node when node was placed using
1717 minetest.item_place_node / minetest.env:place_node
1718 ^ If return true no item is taken from itemstack
1720 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1721 ^ oldmetadata is in table format
1722 ^ Called after destructing node when node was dug using
1723 minetest.node_dig / minetest.env:dig_node
1725 can_dig = function(pos,player)
1726 ^ returns true if node can be dug, or false if not
1729 on_punch = func(pos, node, puncher),
1730 ^ default: minetest.node_punch
1731 ^ By default: does nothing
1732 on_rightclick = func(pos, node, clicker, itemstack),
1734 ^ if defined, itemstack will hold clicker's wielded item
1735 Shall return the leftover itemstack
1736 on_dig = func(pos, node, digger),
1737 ^ default: minetest.node_dig
1738 ^ By default: checks privileges, wears out tool and removes node
1740 on_timer = function(pos,elapsed),
1742 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1743 ^ elapsed is the total time passed since the timer was started
1744 ^ return true to run the timer for another cycle with the same timeout value
1746 on_receive_fields = func(pos, formname, fields, sender),
1747 ^ fields = {name1 = value1, name2 = value2, ...}
1748 ^ Called when an UI form (eg. sign text input) returns data
1751 allow_metadata_inventory_move = func(pos, from_list, from_index,
1752 to_list, to_index, count, player),
1753 ^ Called when a player wants to move items inside the inventory
1754 ^ Return value: number of items allowed to move
1756 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1757 ^ Called when a player wants to put something into the inventory
1758 ^ Return value: number of items allowed to put
1759 ^ Return value: -1: Allow and don't modify item count in inventory
1761 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1762 ^ Called when a player wants to take something out of the inventory
1763 ^ Return value: number of items allowed to take
1764 ^ Return value: -1: Allow and don't modify item count in inventory
1766 on_metadata_inventory_move = func(pos, from_list, from_index,
1767 to_list, to_index, count, player),
1768 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1769 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1770 ^ Called after the actual action has happened, according to what was allowed.
1773 on_blast = func(pos, intensity),
1774 ^ intensity: 1.0 = mid range of regular TNT
1775 ^ If defined, called when an explosion touches the node, instead of
1779 Recipe for register_craft: (shaped)
1781 output = 'default:pick_stone',
1783 {'default:cobble', 'default:cobble', 'default:cobble'},
1784 {'', 'default:stick', ''},
1785 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1787 replacements = <optional list of item pairs,
1788 replace one input item with another item on crafting>
1791 Recipe for register_craft (shapeless)
1794 output = 'mushrooms:mushroom_stew',
1797 "mushrooms:mushroom_brown",
1798 "mushrooms:mushroom_red",
1800 replacements = <optional list of item pairs,
1801 replace one input item with another item on crafting>
1804 Recipe for register_craft (tool repair)
1806 type = "toolrepair",
1807 additional_wear = -0.02,
1810 Recipe for register_craft (cooking)
1813 output = "default:glass",
1814 recipe = "default:sand",
1818 Recipe for register_craft (furnace fuel)
1821 recipe = "default:leaves",
1825 Ore definition (register_ore)
1827 ore_type = "scatter" -- See "Ore types"
1828 ore = "default:stone_with_coal",
1829 wherein = "default:stone",
1830 clust_scarcity = 8*8*8,
1831 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1832 ^ This value should be *MUCH* higher than your intuition might tell you!
1834 ^ Number of ores in a cluster
1836 ^ Size of the bounding box of the cluster
1837 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1838 height_min = -31000,
1841 ^ Attributes for this ore generation
1842 noise_threshhold = 0.5,
1843 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1844 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1845 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1846 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1849 Chatcommand definition (register_chatcommand)
1851 params = "<name> <privilege>", -- short parameter description
1852 description = "Remove privilege from player", -- full description
1853 privs = {privs=true}, -- require the "privs" privilege to run
1854 func = function(name, param), -- called when command is run
1857 Detached inventory callbacks
1859 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1860 ^ Called when a player wants to move items inside the inventory
1861 ^ Return value: number of items allowed to move
1863 allow_put = func(inv, listname, index, stack, player),
1864 ^ Called when a player wants to put something into the inventory
1865 ^ Return value: number of items allowed to put
1866 ^ Return value: -1: Allow and don't modify item count in inventory
1868 allow_take = func(inv, listname, index, stack, player),
1869 ^ Called when a player wants to take something out of the inventory
1870 ^ Return value: number of items allowed to take
1871 ^ Return value: -1: Allow and don't modify item count in inventory
1873 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1874 on_put = func(inv, listname, index, stack, player),
1875 on_take = func(inv, listname, index, stack, player),
1876 ^ Called after the actual action has happened, according to what was allowed.
1880 HUD Definition (hud_add, hud_get)
1882 hud_elem_type = "image", -- see HUD element types
1883 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1884 position = {x=0.5, y=0.5},
1885 ^ Left corner position of element
1891 ^ Selected item in inventory. 0 for no item selected.
1893 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1894 alignment = {x=0, y=0},
1895 ^ See "HUD Element Types"
1896 offset = {x=0, y=0},
1897 ^ See "HUD Element Types"