1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
325 paramtype2 == "leveled"
326 ^ The drawn node level is read from param2, like flowingliquid
328 Nodes can also contain extra data. See "Node Metadata".
332 There are a bunch of different looking node types. These are mostly just
333 copied from Minetest 0.3; more may be made in the future.
335 Look for examples in games/minimal or games/minetest_game.
350 - nodebox -- See below. EXPERIMENTAL
354 Node selection boxes are defined using "node boxes"
356 The "nodebox" node drawtype allows defining visual of nodes consisting of
357 arbitrary number of boxes. It allows defining stuff like stairs. Only the
358 "fixed" and "leveled" box type is supported for these.
359 ^ Please note that this is still experimental, and may be incompatibly
360 changed in the future.
362 A nodebox is defined as any of:
364 -- A normal cube; the default in most things
368 -- A fixed box (facedir param2 is used, if applicable)
370 fixed = box OR {box1, box2, ...}
373 -- A box like the selection box for torches
374 -- (wallmounted param2 is used, if applicable)
375 type = "wallmounted",
382 {x1, y1, z1, x2, y2, z2}
383 A box of a regular node would look like:
384 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
390 These tell in what manner the ore is generated.
391 All default ores are of the uniformly-distributed scatter type.
394 Randomly chooses a location and generates a cluster of ore.
395 If noise_params is specified, the ore will be placed if the 3d perlin noise at
396 that point is greater than the noise_threshhold, giving the ability to create a non-equal
399 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
400 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
401 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
402 scale when comparing against the noise threshhold, but scale is used to determine relative height.
403 The height of the blob is randomly scattered, with a maximum height of clust_size.
404 clust_scarcity and clust_num_ores are ignored.
405 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
406 - claylike - NOT YET IMPLEMENTED
407 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
408 neighborhood of clust_size radius.
412 Currently supported flags: absheight
414 Also produce this same ore between the height range of -height_max and -height_min.
415 Useful for having ore in sky realms without having to duplicate ore entries.
419 The varying types of decorations that can be placed.
420 The default value is simple, and is currently the only type supported.
423 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
424 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
425 for example. Can also generate a decoration of random height between a specified lower and
426 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
429 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
430 probability of a node randomly appearing when placed. This decoration type is intended to be used
431 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
435 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
436 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
437 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
438 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
439 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
441 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
442 probability of that node appearing in the structure.
443 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
444 - A probability value of 0 means that node will never appear (0% chance).
445 - A probability value of 255 means the node will always appear (100% chance).
446 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
447 will appear when the schematic is placed on the map.
449 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
452 ---------------------
453 Currently supported flags: place_center_x, place_center_y, place_center_z
455 Placement of this decoration is centered along the X axis.
457 Placement of this decoration is centered along the Y axis.
459 Placement of this decoration is centered along the Z axis.
463 The position field is used for all element types.
464 To account for differing resolutions, the position coordinates are the percentage of the screen,
465 ranging in value from 0 to 1.
466 The name field is not yet used, but should contain a description of what the HUD element represents.
467 The direction field is the direction in which something is drawn.
468 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.
469 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
470 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
472 The offset field specifies a pixel offset from the position. Contrary to position,
473 the offset is not scaled to screen size. This allows for some precisely-positioned
475 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
477 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
480 Displays an image on the HUD.
481 - scale: The scale of the image, with 1 being the original texture size.
482 Only the X coordinate scale is used (positive values)
483 Negative values represent that percentage of the screen it
484 should take; e.g. x=-100 means 100% (width)
485 - text: The name of the texture that is displayed.
486 - alignment: The alignment of the image.
487 - offset: offset in pixels from position.
489 Displays text on the HUD.
490 - scale: Defines the bounding rectangle of the text.
491 A value such as {x=100, y=100} should work.
492 - text: The text to be displayed in the HUD element.
493 - number: An integer containing the RGB value of the color used to draw the text.
494 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
495 - alignment: The alignment of the text.
496 - offset: offset in pixels from position.
498 Displays a horizontal bar made up of half-images.
499 - text: The name of the texture that is used.
500 - number: The number of half-textures that are displayed.
501 If odd, will end with a vertically center-split texture.
503 - offset: offset in pixels from position.
505 - text: The name of the inventory list to be displayed.
506 - number: Number of items in the inventory to be displayed.
507 - item: Position of item that is selected.
510 Representations of simple things
511 --------------------------------
513 {x=num, y=num, z=num}
514 For helper functions see "Vector helpers".
518 {type="node", under=pos, above=pos}
519 {type="object", ref=ObjectRef}
523 Node (register_node):
524 A node from the world
525 Tool (register_tool):
526 A tool/weapon that can dig and damage things according to tool_capabilities
527 Craftitem (register_craftitem):
530 Items and item stacks can exist in three formats:
532 Serialized; This is called stackstring or itemstring:
534 eg. 'default:pick_wood 21323'
538 eg. {name="default:dirt", count=5, wear=0, metadata=""}
540 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
541 ^ a wooden pick about 1/3 weared out
542 eg. {name="default:apple", count=1, wear=0, metadata=""}
546 C++ native format with many helper methods. Useful for converting between
547 formats. See the Class reference section for details.
549 When an item must be passed to a function, it can usually be in any of
554 In a number of places, there is a group table. Groups define the
555 properties of a thing (item, node, armor of entity, capabilities of
556 tool) in such a way that the engine and other mods can can interact with
557 the thing without actually knowing what the thing is.
560 - Groups are stored in a table, having the group names with keys and the
561 group ratings as values. For example:
562 groups = {crumbly=3, soil=1}
564 groups = {crumbly=2, soil=1, level=2, outerspace=1}
565 ^ A more special dirt-kind of thing
566 - Groups always have a rating associated with them. If there is no
567 useful meaning for a rating for an enabled group, it shall be 1.
568 - When not defined, the rating of a group defaults to 0. Thus when you
569 read groups, you must interpret nil and 0 as the same value, 0.
571 You can read the rating of a group for an item or a node by using
572 minetest.get_item_group(itemname, groupname)
576 Groups of items can define what kind of an item it is (eg. wool).
580 In addition to the general item things, groups are used to define whether
581 a node is destroyable and how long it takes to destroy by a tool.
585 For entities, groups are, as of now, used only for calculating damage.
586 The rating is the percentage of damage caused by tools with this damage group.
587 See "Entity damage mechanism".
589 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
590 object.set_armor_groups({fleshy=30, cracky=80})
594 Groups in tools define which groups of nodes and entities they are
597 Groups in crafting recipes
598 ---------------------------
599 An example: Make meat soup from any meat, any water and any bowl
601 output = 'food:meat_soup_raw',
607 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
609 An another example: Make red wool from white wool and red dye
613 recipe = {'wool:white', 'group:dye,basecolor_red'},
618 - immortal: Disables the group damage system for an entity
619 - level: Can be used to give an additional sense of progression in the game.
620 - A larger level will cause eg. a weapon of a lower level make much less
621 damage, and get weared out much faster, or not be able to get drops
622 from destroyed nodes.
623 - 0 is something that is directly accessible at the start of gameplay
624 - There is no upper limit
625 - dig_immediate: (player can always pick up node without tool wear)
626 - 2: node is removed without tool wear after 0.5 seconds or so
628 - 3: node is removed without tool wear immediately (torch)
629 - disable_jump: Player (and possibly other things) cannot jump from node
630 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
631 - bouncy: value is bounce speed in percent
632 - falling_node: if there is no walkable block under the node it will fall
633 - attached_node: if the node under it is not a walkable block the node will be
634 dropped as an item. If the node is wallmounted the
635 wallmounted direction is checked.
636 - soil: saplings will grow on nodes in this group
637 - connect_to_raillike: makes nodes of raillike drawtype connect to
638 other group members with same drawtype
640 Known damage and digging time defining groups
641 ----------------------------------------------
642 - crumbly: dirt, sand
643 - cracky: tough but crackable stuff like stone.
644 - snappy: something that can be cut using fine tools; eg. leaves, small
645 plants, wire, sheets of metal
646 - choppy: something that can be cut using force; eg. trees, wooden planks
647 - fleshy: Living things like animals and the player. This could imply
648 some blood effects when hitting.
649 - explody: Especially prone to explosions
650 - oddly_breakable_by_hand:
651 Can be added to nodes that shouldn't logically be breakable by the
652 hand but are. Somewhat similar to dig_immediate, but times are more
653 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
654 speed of a tool if the tool can dig at a faster speed than this
655 suggests for the hand.
657 Examples of custom groups
658 --------------------------
659 Item groups are often used for defining, well, //groups of items//.
660 - meat: any meat-kind of a thing (rating might define the size or healing
661 ability or be irrelevant - it is not defined as of yet)
662 - eatable: anything that can be eaten. Rating might define HP gain in half
664 - flammable: can be set on fire. Rating might define the intensity of the
665 fire, affecting eg. the speed of the spreading of an open fire.
666 - wool: any wool (any origin, any color)
669 - heavy: anything considerably heavy
671 Digging time calculation specifics
672 -----------------------------------
673 Groups such as **crumbly**, **cracky** and **snappy** are used for this
674 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
677 The **level** group is used to limit the toughness of nodes a tool can dig
678 and to scale the digging times / damage to a greater extent.
680 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
683 Tools define their properties by a list of parameters for groups. They
684 cannot dig other groups; thus it is important to use a standard bunch of
685 groups to enable interaction with tools.
688 * Full punch interval
690 * For an arbitrary list of groups:
691 * Uses (until the tool breaks)
692 * Maximum level (usually 0, 1, 2 or 3)
696 **Full punch interval**:
697 When used as a weapon, the tool will do full damage if this time is spent
698 between punches. If eg. half the time is spent, the tool will do half
701 **Maximum drop level**
702 Suggests the maximum level of node, when dug with the tool, that will drop
703 it's useful item. (eg. iron ore to drop a lump of iron).
704 - This is not automated; it is the responsibility of the node definition
708 Determines how many uses the tool has when it is used for digging a node,
709 of this group, of the maximum level. For lower leveled nodes, the use count
710 is multiplied by 3^leveldiff.
711 - uses=10, leveldiff=0 -> actual uses: 10
712 - uses=10, leveldiff=1 -> actual uses: 30
713 - uses=10, leveldiff=2 -> actual uses: 90
716 Tells what is the maximum level of a node of this group that the tool will
720 List of digging times for different ratings of the group, for nodes of the
722 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
723 result in the tool to be able to dig nodes that have a rating of 2 or 3
724 for this group, and unable to dig the rating 1, which is the toughest.
725 Unless there is a matching group that enables digging otherwise.
728 List of damage for groups of entities. See "Entity damage mechanism".
730 Example definition of the capabilities of a tool
731 -------------------------------------------------
732 tool_capabilities = {
733 full_punch_interval=1.5,
736 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
738 damage_groups = {fleshy=2},
741 This makes the tool be able to dig nodes that fullfill both of these:
742 - Have the **crumbly** group
743 - Have a **level** group less or equal to 2
745 Table of resulting digging times:
746 crumbly 0 1 2 3 4 <- level
752 level diff: 2 1 0 -1 -2
754 Table of resulting tool uses:
761 - At crumbly=0, the node is not diggable.
762 - At crumbly=3, the level difference digging time divider kicks in and makes
763 easy nodes to be quickly breakable.
764 - At level > 2, the node is not diggable, because it's level > maxlevel
766 Entity damage mechanism
767 ------------------------
770 foreach group in cap.damage_groups:
771 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
772 * (object.armor_groups[group] / 100.0)
773 -- Where object.armor_groups[group] is 0 for inexisting values
776 Client predicts damage based on damage groups. Because of this, it is able to
777 give an immediate response when an entity is damaged or dies; the response is
778 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
780 - Currently a smoke puff will appear when an entity dies.
782 The group **immortal** completely disables normal damage.
784 Entities can define a special armor group, which is **punch_operable**. This
785 group disables the regular damage mechanism for players punching it by hand or
786 a non-tool item, so that it can do something else than take damage.
788 On the Lua side, every punch calls ''entity:on_punch(puncher,
789 time_from_last_punch, tool_capabilities, direction)''. This should never be
790 called directly, because damage is usually not handled by the entity itself.
791 * ''puncher'' is the object performing the punch. Can be nil. Should never be
792 accessed unless absolutely required, to encourage interoperability.
793 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
794 * ''tool_capabilities'' can be nil.
795 * ''direction'' is a unit vector, pointing from the source of the punch to
798 To punch an entity/object in Lua, call ''object:punch(puncher,
799 time_from_last_punch, tool_capabilities, direction)''.
800 * Return value is tool wear.
801 * Parameters are equal to the above callback.
802 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
803 automatically filled in based on the location of ''puncher''.
807 The instance of a node in the world normally only contains the three values
808 mentioned in "Nodes". However, it is possible to insert extra data into a
809 node. It is called "node metadata"; See "NodeMetaRef".
811 Metadata contains two things:
815 Some of the values in the key-value store are handled specially:
816 - formspec: Defines a right-click inventory menu. See "Formspec".
817 - infotext: Text shown on the screen when the node is pointed at
821 local meta = minetest.get_meta(pos)
822 meta:set_string("formspec",
824 "list[context;main;0,0;8,4;]"..
825 "list[current_player;main;0,5;8,4;]")
826 meta:set_string("infotext", "Chest");
827 local inv = meta:get_inventory()
828 inv:set_size("main", 8*4)
829 print(dump(meta:to_table()))
832 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] = ""}
835 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
842 Formspec defines a menu. Currently not much else than inventories are
843 supported. It is a string, with a somewhat strange format.
845 Spaces and newlines can be inserted between the blocks, as is used in the
851 list[context;main;0,0;8,4;]
852 list[current_player;main;0,5;8,4;]
855 list[context;fuel;2,3;1,1;]
856 list[context;src;2,1;1,1;]
857 list[context;dst;5,1;2,2;]
858 list[current_player;main;0,5;8,4;]
859 - Minecraft-like player inventory
861 image[1,0.6;1,2;player.png]
862 list[current_player;main;0,3.5;8,4;]
863 list[current_player;craft;3,0;3,3;]
864 list[current_player;craftpreview;7,1;1,1;]
869 ^ Define the size of the menu in inventory slots
870 ^ deprecated: invsize[<W>,<H>;]
872 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
873 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
874 ^ Show an inventory list
876 listcolors[<slot_bg_normal>;<slot_bg_hover>]
877 ^ Sets background color of slots in HEX-Color format
878 ^ Sets background color of slots on mouse hovering
880 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
881 ^ Sets background color of slots in HEX-Color format
882 ^ Sets background color of slots on mouse hovering
883 ^ Sets color of slots border
885 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
886 ^ Sets background color of slots in HEX-Color format
887 ^ Sets background color of slots on mouse hovering
888 ^ Sets color of slots border
889 ^ Sets background color of tooltips
890 ^ Sets font color of tooltips
892 image[<X>,<Y>;<W>,<H>;<texture name>]
894 ^ Position and size units are inventory slots
896 item_image[<X>,<Y>;<W>,<H>;<item name>]
897 ^ Show an inventory image of registered item/node
898 ^ Position and size units are inventory slots
900 bgcolor[<color>;<fullscreen>]
901 ^ Sets background color of formspec in HEX-Color format
902 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
904 background[<X>,<Y>;<W>,<H>;<texture name>]
905 ^ Use a background. Inventory rectangles are not drawn then.
906 ^ Position and size units are inventory slots
907 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
909 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
910 ^ Use a background. Inventory rectangles are not drawn then.
911 ^ Position and size units are inventory slots
912 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
913 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
915 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
916 ^ Textual password style field; will be sent to server when a button is clicked
917 ^ x and y position the field relative to the top left of the menu
918 ^ w and h are the size of the field
919 ^ fields are a set height, but will be vertically centred on h
920 ^ Position and size units are inventory slots
921 ^ name is the name of the field as returned in fields to on_receive_fields
922 ^ label, if not blank, will be text printed on the top left above the field
924 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
925 ^ Textual field; will be sent to server when a button is clicked
926 ^ x and y position the field relative to the top left of the menu
927 ^ w and h are the size of the field
928 ^ fields are a set height, but will be vertically centred on h
929 ^ Position and size units are inventory slots
930 ^ name is the name of the field as returned in fields to on_receive_fields
931 ^ label, if not blank, will be text printed on the top left above the field
932 ^ default is the default value of the field
933 ^ default may contain variable references such as '${text}' which
934 will fill the value from the metadata value 'text'
935 ^ Note: no extra text or more than a single variable is supported ATM.
937 field[<name>;<label>;<default>]
938 ^ as above but without position/size units
939 ^ special field for creating simple forms, such as sign text input
940 ^ must be used without a size[] element
941 ^ a 'Proceed' button will be added automatically
943 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
944 ^ same as fields above, but with multi-line input
946 label[<X>,<Y>;<label>]
947 ^ x and y work as per field
948 ^ label is the text on the label
949 ^ Position and size units are inventory slots
951 vertlabel[<X>,<Y>;<label>]
952 ^ Textual label drawn verticaly
953 ^ x and y work as per field
954 ^ label is the text on the label
955 ^ Position and size units are inventory slots
957 button[<X>,<Y>;<W>,<H>;<name>;<label>]
958 ^ Clickable button. When clicked, fields will be sent.
959 ^ x, y and name work as per field
960 ^ w and h are the size of the button
961 ^ label is the text on the button
962 ^ Position and size units are inventory slots
964 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
965 ^ x, y, w, h, and name work as per button
966 ^ texture name is the filename of an image
967 ^ Position and size units are inventory slots
969 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
970 ^ x, y, w, h, and name work as per button
971 ^ texture name is the filename of an image
972 ^ Position and size units are inventory slots
973 ^ noclip true meand imagebutton doesn't need to be within specified formsize
974 ^ drawborder draw button bodrer or not
976 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
977 ^ x, y, w, h, and name work as per button
978 ^ texture name is the filename of an image
979 ^ Position and size units are inventory slots
980 ^ noclip true meand imagebutton doesn't need to be within specified formsize
981 ^ drawborder draw button bodrer or not
982 ^ pressed texture name is the filename of an image on pressed state
984 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
985 ^ x, y, w, h, name and label work as per button
986 ^ item name is the registered name of an item/node,
987 tooltip will be made out of its descritption
988 ^ Position and size units are inventory slots
990 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
991 ^ When clicked, fields will be sent and the form will quit.
993 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
994 ^ When clicked, fields will be sent and the form will quit.
996 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
997 ^Scrollabel itemlist showing arbitrary text elements
998 ^ x and y position the itemlist relative to the top left of the menu
999 ^ w and h are the size of the itemlist
1000 ^ name fieldname sent to server on doubleclick value is current selected element
1001 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1002 ^ if you want a listelement to start with # write ##
1004 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1005 ^Scrollabel itemlist showing arbitrary text elements
1006 ^ x and y position the itemlist relative to the top left of the menu
1007 ^ w and h are the size of the itemlist
1008 ^ name fieldname sent to server on doubleclick value is current selected element
1009 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1010 ^ if you want a listelement to start with # write ##
1011 ^ index to be selected within textlist
1012 ^ true/false draw transparent background
1014 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1015 ^ show a tabHEADER at specific position (ignores formsize)
1016 ^ x and y position the itemlist relative to the top left of the menu
1017 ^ name fieldname data is transfered to lua
1018 ^ caption 1... name shown on top of tab
1019 ^ current_tab index of selected tab 1...
1020 ^ transparent (optional) show transparent
1021 ^ draw_border (optional) draw border
1023 box[<X>,<Y>;<W>,<H>;<color>]
1024 ^ simple colored semitransparent box
1025 ^ x and y position the box relative to the top left of the menu
1026 ^ w and h are the size of box
1027 ^ color in HEX-Color format
1029 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1030 ^ show a dropdown field
1031 ^ x and y position of dropdown
1033 ^ fieldname data is transfered to lua
1034 ^ items to be shown in dropdown
1035 ^ index of currently selected dropdown item
1036 ^ color in hexadecimal format RRGGBB (only)
1038 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1040 ^ x and y position of checkbox
1041 ^ name fieldname data is transfered to lua
1042 ^ label to be shown left of checkbox
1043 ^ selected (optional) true/false
1045 Note: do NOT use a element name starting with "key_" those names are reserved to
1046 pass key press events to formspec!
1050 - "context": Selected node metadata (deprecated: "current_name")
1051 - "current_player": Player to whom the menu is shown
1052 - "player:<name>": Any player
1053 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1054 - "detached:<name>": A detached inventory
1059 ^ defines a color in hexadecimal format
1061 ^ defines a color in hexadecimal format and alpha channel
1063 ^ defines a color in hexadecimal format
1065 ^ defines a color in hexadecimal format and alpha channel
1069 vector.new([x[, y, z]]) -> vector
1070 ^ x is a table or the x position.
1071 vector.direction(p1, p2) -> vector
1072 vector.distance(p1, p2) -> number
1073 vector.length(v) -> number
1074 vector.normalize(v) -> vector
1075 vector.round(v) -> vector
1076 vector.equals(v1, v2) -> bool
1077 For the folowing x can be either a vector or a number.
1078 vector.add(v, x) -> vector
1079 vector.subtract(v, x) -> vector
1080 vector.multiply(v, x) -> vector
1081 vector.divide(v, x) -> vector
1085 dump2(obj, name="_", dumped={})
1086 ^ Return object serialized as a string, handles reference loops
1087 dump(obj, dumped={})
1088 ^ Return object serialized as a string
1090 ^ Get the hypotenuse of a triangle with legs x and y.
1091 Usefull for distance calculation.
1092 string:split(separator)
1093 ^ eg. string:split("a,b", ",") == {"a","b"}
1095 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1096 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1097 ^ Convert position to a printable string
1098 minetest.string_to_pos(string) -> position
1099 ^ Same but in reverse
1100 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1101 minetest.is_yes(arg)
1102 ^ returns whether arg can be interpreted as yes
1104 minetest namespace reference
1105 -----------------------------
1107 minetest.get_current_modname() -> string
1108 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1109 ^ Useful for loading additional .lua modules or static data from mod
1110 minetest.get_modnames() -> list of installed mods
1111 ^ Return a list of installed mods, sorted alphabetically
1112 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1113 ^ Useful for storing custom data
1114 minetest.is_singleplayer()
1116 ^ table containing API feature flags: {foo=true, bar=true}
1117 minetest.has_feature(arg) -> bool, missing_features
1118 ^ arg: string or table in format {foo=true, bar=true}
1119 ^ missing_features: {foo=true, bar=true}
1122 minetest.debug(line)
1123 ^ Always printed to stderr and logfile (print() is redirected here)
1125 minetest.log(loglevel, line)
1126 ^ loglevel one of "error", "action", "info", "verbose"
1128 Registration functions: (Call these only at load time)
1129 minetest.register_entity(name, prototype table)
1130 minetest.register_abm(abm definition)
1131 minetest.register_node(name, node definition)
1132 minetest.register_tool(name, item definition)
1133 minetest.register_craftitem(name, item definition)
1134 minetest.register_alias(name, convert_to)
1135 minetest.register_craft(recipe)
1136 minetest.register_ore(ore definition)
1137 minetest.register_decoration(decoration definition)
1139 Global callback registration functions: (Call these only at load time)
1140 minetest.register_globalstep(func(dtime))
1141 ^ Called every server step, usually interval of 0.1s
1142 minetest.register_on_shutdown(func())
1143 ^ Called before server shutdown
1144 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1145 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1146 semi-frequent intervals as well as on server shutdown.
1147 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1148 ^ Called when a node has been placed
1149 ^ If return true no item is taken from itemstack
1150 ^ Not recommended; use on_construct or after_place_node in node definition
1152 minetest.register_on_dignode(func(pos, oldnode, digger))
1153 ^ Called when a node has been dug.
1154 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1156 minetest.register_on_punchnode(func(pos, node, puncher))
1157 ^ Called when a node is punched
1158 minetest.register_on_generated(func(minp, maxp, blockseed))
1159 ^ Called after generating a piece of world. Modifying nodes inside the area
1160 is a bit faster than usually.
1161 minetest.register_on_newplayer(func(ObjectRef))
1162 ^ Called after a new player has been created
1163 minetest.register_on_dieplayer(func(ObjectRef))
1164 ^ Called when a player dies
1165 minetest.register_on_respawnplayer(func(ObjectRef))
1166 ^ Called when player is to be respawned
1167 ^ Called _before_ repositioning of player occurs
1168 ^ return true in func to disable regular player placement
1169 minetest.register_on_joinplayer(func(ObjectRef))
1170 ^ Called when a player joins the game
1171 minetest.register_on_leaveplayer(func(ObjectRef))
1172 ^ Called when a player leaves the game
1173 minetest.register_on_cheat(func(ObjectRef, cheat))
1174 ^ Called when a player cheats
1175 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1176 minetest.register_on_chat_message(func(name, message))
1177 ^ Called always when a player says something
1178 minetest.register_on_player_receive_fields(func(player, formname, fields))
1179 ^ Called when a button is pressed in player's inventory form
1180 ^ Newest functions are called first
1181 ^ If function returns true, remaining functions are not called
1182 minetest.register_on_mapgen_init(func(MapgenParams))
1183 ^ Called just before the map generator is initialized but before the environment is initialized
1184 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1185 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1186 ^ Called when player crafts something
1187 ^ itemstack is the output
1188 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1189 ^ craft_inv is the inventory with the crafting grid
1190 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1191 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1192 ^ The same as before, except that it is called before the player crafts, to make
1193 ^ craft prediction, and it should not change anything.
1194 minetest.register_on_protection_violation(func(pos, name))
1195 ^ Called by builtin and mods when a player violates protection at a position
1196 (eg, digs a node or punches a protected entity).
1197 ^ The registered functions can be called using minetest.record_protection_violation
1198 ^ The provided function should check that the position is protected by the mod
1199 calling this function before it prints a message, if it does, to allow for
1200 multiple protection mods.
1202 Other registration functions:
1203 minetest.register_chatcommand(cmd, chatcommand definition)
1204 minetest.register_privilege(name, definition)
1205 ^ definition: "description text"
1207 description = "description text",
1208 give_to_singleplayer = boolean, -- default: true
1210 minetest.register_authentication_handler(handler)
1211 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1214 minetest.setting_set(name, value)
1215 minetest.setting_get(name) -> string or nil
1216 minetest.setting_setbool(name, value)
1217 minetest.setting_getbool(name) -> boolean value or nil
1218 minetest.setting_get_pos(name) -> position or nil
1219 minetest.setting_save() -> nil, save all settings to config file
1222 minetest.notify_authentication_modified(name)
1223 ^ Should be called by the authentication handler if privileges change.
1224 ^ To report everybody, set name=nil.
1225 minetest.get_password_hash(name, raw_password)
1226 ^ Convert a name-password pair to a password hash that minetest can use
1227 minetest.string_to_privs(str) -> {priv1=true,...}
1228 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1229 ^ Convert between two privilege representations
1230 minetest.set_player_password(name, password_hash)
1231 minetest.set_player_privs(name, {priv1=true,...})
1232 minetest.get_player_privs(name) -> {priv1=true,...}
1233 minetest.auth_reload()
1234 ^ These call the authentication handler
1235 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1236 ^ A quickhand for checking privileges
1237 minetest.get_player_ip(name) -> IP address string
1240 minetest.chat_send_all(text)
1241 minetest.chat_send_player(name, text, prepend)
1242 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1246 minetest.set_node(pos, node)
1247 minetest.add_node(pos, node): alias set_node(pos, node)
1248 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1249 minetest.remove_node(pos)
1250 ^ Equivalent to set_node(pos, "air")
1251 minetest.get_node(pos)
1252 ^ Returns {name="ignore", ...} for unloaded area
1253 minetest.get_node_or_nil(pos)
1254 ^ Returns nil for unloaded area
1255 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1256 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1258 minetest.place_node(pos, node)
1259 ^ Place node with the same effects that a player would cause
1260 minetest.dig_node(pos)
1261 ^ Dig node with the same effects that a player would cause
1262 minetest.punch_node(pos)
1263 ^ Punch node with the same effects that a player would cause
1265 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1266 minetest.get_node_timer(pos) -- Get NodeTimerRef
1268 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1269 ^ Returns ObjectRef, or nil if failed
1270 minetest.add_item(pos, item): Spawn item
1271 ^ Returns ObjectRef, or nil if failed
1272 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1273 minetest.get_objects_inside_radius(pos, radius)
1274 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1275 minetest.get_timeofday()
1276 minetest.get_gametime(): returns the time, in seconds, since the world was created
1277 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1278 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1279 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1280 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1281 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1282 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1283 minetest.get_voxel_manip()
1284 ^ Return voxel manipulator object
1285 minetest.get_mapgen_object(objectname)
1286 ^ Return requested mapgen object if available (see Mapgen objects)
1287 minetest.set_mapgen_params(MapgenParams)
1288 ^ Set map generation parameters
1289 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1290 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1291 ^ Leave field unset to leave that parameter unchanged
1292 ^ flagmask field must be set to all mapgen flags that are being modified
1293 ^ flags contains only the flags that are being set
1294 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1295 minetest.clear_objects()
1296 ^ clear all objects in the environments
1297 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1298 ^ checkif there is a direct line of sight between pos1 and pos2
1299 ^ pos1 First position
1300 ^ pos2 Second position
1301 ^ stepsize smaller gives more accurate results but requires more computing
1303 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1304 ^ -> table containing path
1305 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1306 ^ pos1: start position
1307 ^ pos2: end position
1308 ^ searchdistance: number of blocks to search in each direction
1309 ^ max_jump: maximum height difference to consider walkable
1310 ^ max_drop: maximum height difference to consider droppable
1311 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1312 minetest.spawn_tree (pos, {treedef})
1313 ^ spawns L-System tree at given pos with definition in treedef table
1314 minetest.transforming_liquid_add(pos)
1315 ^ add node to liquid update queue
1316 minetest.get_node_max_level(pos)
1317 ^ get max available level for leveled node
1318 minetest.get_node_level(pos)
1319 ^ get level of leveled node (water, snow)
1320 minetest.set_node_level(pos, level)
1321 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1322 minetest.add_node_level(pos, level)
1323 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1324 minetest.get_heat(pos)
1326 minetest.get_humidity(pos)
1330 minetest.get_inventory(location) -> InvRef
1331 ^ location = eg. {type="player", name="celeron55"}
1332 {type="node", pos={x=, y=, z=}}
1333 {type="detached", name="creative"}
1334 minetest.create_detached_inventory(name, callbacks) -> InvRef
1335 ^ callbacks: See "Detached inventory callbacks"
1336 ^ Creates a detached inventory. If it already exists, it is cleared.
1337 minetest.show_formspec(playername, formname, formspec)
1338 ^ playername: name of player to show formspec
1339 ^ formname: name passed to on_player_receive_fields callbacks
1340 ^ should follow "modname:<whatever>" naming convention
1341 ^ formspec: formspec to display
1344 minetest.inventorycube(img1, img2, img3)
1345 ^ Returns a string for making an image of a cube (useful as an item image)
1346 minetest.get_pointed_thing_position(pointed_thing, above)
1347 ^ Get position of a pointed_thing (that you can get from somewhere)
1348 minetest.dir_to_facedir(dir, is6d)
1349 ^ 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
1350 minetest.facedir_to_dir(facedir)
1351 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1352 minetest.dir_to_wallmounted(dir)
1353 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1354 minetest.get_node_drops(nodename, toolname)
1355 ^ Returns list of item names.
1356 ^ Note: This will be removed or modified in a future version.
1357 minetest.get_craft_result(input) -> output, decremented_input
1358 ^ input.method = 'normal' or 'cooking' or 'fuel'
1359 ^ input.width = for example 3
1360 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1361 stack 5, stack 6, stack 7, stack 8, stack 9 }
1362 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1363 ^ output.time = number, if unsuccessful: 0
1364 ^ decremented_input = like input
1365 minetest.get_craft_recipe(output) -> input
1366 ^ returns last registered recipe for output item (node)
1367 ^ output is a node or item type such as 'default:torch'
1368 ^ input.method = 'normal' or 'cooking' or 'fuel'
1369 ^ input.width = for example 3
1370 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1371 stack 5, stack 6, stack 7, stack 8, stack 9 }
1372 ^ input.items = nil if no recipe found
1373 minetest.get_all_craft_recipes(query item) -> table or nil
1374 ^ returns indexed table with all registered recipes for query item (node)
1375 or nil if no recipe was found
1378 method = 'normal' or 'cooking' or 'fuel'
1379 width = 0-3, 0 means shapeless recipe
1380 items = indexed [1-9] table with recipe items
1381 output = string with item name and quantity
1383 Example query for default:gold_ingot will return table:
1385 1={type = "cooking", width = 3, output = "default:gold_ingot",
1386 items = {1 = "default:gold_lump"}},
1387 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1388 items = {1 = "default:goldblock"}}
1390 minetest.handle_node_drops(pos, drops, digger)
1391 ^ drops: list of itemstrings
1392 ^ Handles drops from nodes after digging: Default action is to put them into
1394 ^ Can be overridden to get different functionality (eg. dropping items on
1398 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1399 ^ Find who has done something to a node, or near a node
1400 ^ actor: "player:<name>", also "liquid".
1401 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1402 ^ Revert latest actions of someone
1403 ^ actor: "player:<name>", also "liquid".
1405 Defaults for the on_* item definition functions:
1406 (These return the leftover itemstack)
1407 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1408 ^ Place item as a node
1409 ^ param2 overrides facedir and wallmounted param2
1410 ^ returns itemstack, success
1411 minetest.item_place_object(itemstack, placer, pointed_thing)
1413 minetest.item_place(itemstack, placer, pointed_thing, param2)
1414 ^ Use one of the above based on what the item is.
1415 ^ Calls on_rightclick of pointed_thing.under if defined instead
1416 ^ Note: is not called when wielded item overrides on_place
1417 ^ param2 overrides facedir and wallmounted param2
1418 ^ returns itemstack, success
1419 minetest.item_drop(itemstack, dropper, pos)
1421 minetest.item_eat(hp_change, replace_with_item)
1422 ^ Eat the item. replace_with_item can be nil.
1424 Defaults for the on_punch and on_dig node definition callbacks:
1425 minetest.node_punch(pos, node, puncher)
1426 ^ Calls functions registered by minetest.register_on_punchnode()
1427 minetest.node_dig(pos, node, digger)
1428 ^ Checks if node can be dug, puts item into inventory, removes node
1429 ^ Calls functions registered by minetest.registered_on_dignodes()
1432 minetest.sound_play(spec, parameters) -> handle
1433 ^ spec = SimpleSoundSpec
1434 ^ parameters = sound parameter table
1435 minetest.sound_stop(handle)
1438 minetest.after(time, func, ...)
1439 ^ Call function after time seconds
1440 ^ Optional: Variable number of arguments that are passed to func
1443 minetest.request_shutdown() -> request for server shutdown
1444 minetest.get_server_status() -> server status string
1447 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1448 minetest.get_ban_description(ip_or_name) -> ban description (string)
1449 minetest.ban_player(name) -> ban a player
1450 minetest.unban_player_or_ip(name) -> unban player or IP address
1453 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1454 size, collisiondetection, texture, playername)
1455 ^ Spawn particle at pos with velocity and acceleration
1456 ^ Disappears after expirationtime seconds
1457 ^ collisiondetection: if true collides with physical objects
1458 ^ Uses texture (string)
1459 ^ Playername is optional, if specified spawns particle only on the player's client
1461 minetest.add_particlespawner(amount, time,
1465 minexptime, maxexptime,
1467 collisiondetection, texture, playername)
1468 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1469 ^ The particle's properties are random values in between the boundings:
1470 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1471 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1472 ^ collisiondetection: if true uses collisiondetection
1473 ^ Uses texture (string)
1474 ^ Playername is optional, if specified spawns particle only on the player's client
1475 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1478 minetest.delete_particlespawner(id, player)
1479 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1480 ^ If playername is specified, only deletes on the player's client,
1481 ^ otherwise on all clients
1484 minetest.create_schematic(p1, p2, probability_list, filename)
1485 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1486 ^ Apply the specified probability values to the specified nodes in probability_list.
1487 ^ probability_list is an array of tables containing two fields, pos and prob.
1488 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1489 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1490 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1491 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1492 ^ If probability_list is nil, no probabilities are applied.
1493 ^ Saves schematic in the Minetest Schematic format to filename.
1495 minetest.place_schematic(pos, schematic, rotation, replacements)
1496 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1497 ^ Rotation can be "0", "90", "180", "270", or "random".
1498 ^ If the rotation parameter is omitted, the schematic is not rotated.
1499 ^ replacements = {{"oldname", "convert_to"}, ...}
1502 minetest.get_connected_players() -> list of ObjectRefs
1503 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1504 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1505 minetest.get_item_group(name, group) -> rating
1506 ^ Get rating of a group of an item. (0 = not in group)
1507 minetest.get_node_group(name, group) -> rating
1508 ^ Deprecated: An alias for the former.
1509 minetest.get_content_id(name) -> integer
1510 ^ Gets the internal content ID of name
1511 minetest.get_name_from_content_id(content_id) -> string
1512 ^ Gets the name of the content with that content ID
1513 minetest.parse_json(string[, nullvalue]) -> something
1514 ^ Convert a string containing JSON data into the Lua equivalent
1515 ^ nullvalue: returned in place of the JSON null; defaults to nil
1516 ^ On success returns a table, a string, a number, a boolean or nullvalue
1517 ^ On failure outputs an error message and returns nil
1518 ^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
1519 minetest.serialize(table) -> string
1520 ^ Convert a table containing tables, strings, numbers, booleans and nils
1521 into string form readable by minetest.deserialize
1522 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1523 minetest.deserialize(string) -> table
1524 ^ Convert a string returned by minetest.deserialize into a table
1525 ^ String is loaded in an empty sandbox environment.
1526 ^ Will load functions, but they cannot access the global environment.
1527 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1528 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1529 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1530 minetest.is_protected(pos, name) -> bool
1531 ^ This function should be overriden by protection mods and should be used to
1532 check if a player can interact at a position.
1533 ^ This function should call the old version of itself if the position is not
1534 protected by the mod.
1536 local old_is_protected = minetest.is_protected
1537 function minetest.is_protected(pos, name)
1538 if mymod:position_protected_from(pos, name) then
1541 return old_is_protected(pos, name)
1543 minetest.record_protection_violation(pos, name)
1544 ^ This function calls functions registered with
1545 minetest.register_on_protection_violation.
1546 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1547 ^ Attempt to predict the desired orientation of the facedir-capable node
1548 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1549 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1550 field is false or omitted (else, the itemstack is not changed). orient_flags
1551 is an optional table containing extra tweaks to the placement code:
1552 invert_wall: if true, place wall-orientation on the ground and ground-
1553 orientation on the wall.
1554 force_wall: if true, always place the node in wall orientation.
1555 force_ceiling: if true, always place on the ceiling.
1556 force_floor: if true, always place the node on the floor.
1558 The above four options are mutually-exclusive; the last in the list takes
1559 precedence over the first.
1561 force_facedir: if true, forcably reset the facedir to north when placing on
1562 the floor or ceiling
1564 minetest.rotate_node(itemstack, placer, pointed_thing)
1565 ^ calls rotate_and_place() with infinitestacks set according to the state of
1566 the creative mode setting, and checks for "sneak" to set the invert_wall
1570 minetest.env - EnvRef of the server environment and world.
1571 ^ Any function in the minetest namespace can be called using the syntax
1572 minetest.env:somefunction(somearguments)
1574 minetest.somefunction(somearguments)
1575 ^ Deprecated, but support is not to be dropped soon
1578 minetest.registered_items
1579 ^ List of registered items, indexed by name
1580 minetest.registered_nodes
1581 ^ List of registered node definitions, indexed by name
1582 minetest.registered_craftitems
1583 ^ List of registered craft item definitions, indexed by name
1584 minetest.registered_tools
1585 ^ List of registered tool definitions, indexed by name
1586 minetest.registered_entities
1587 ^ List of registered entity prototypes, indexed by name
1588 minetest.object_refs
1589 ^ List of object references, indexed by active object id
1590 minetest.luaentities
1591 ^ List of lua entities, indexed by active object id
1595 NodeMetaRef: Node metadata - reference extra data and functionality stored
1597 - Can be gotten via minetest.get_nodemeta(pos)
1599 - set_string(name, value)
1601 - set_int(name, value)
1603 - set_float(name, value)
1605 - get_inventory() -> InvRef
1606 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1607 - from_table(nil or {})
1608 ^ See "Node Metadata"
1610 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1611 - Can be gotten via minetest.get_node_timer(pos)
1613 - set(timeout,elapsed)
1614 ^ set a timer's state
1615 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1616 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1617 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1620 ^ equivelent to set(timeout,0)
1623 - get_timeout() -> current timeout in seconds
1624 ^ if timeout is 0, timer is inactive
1625 - get_elapsed() -> current elapsed time in seconds
1626 ^ the node's on_timer function will be called after timeout-elapsed seconds
1627 - is_started() -> boolean state of timer
1628 ^ returns true if timer is started, otherwise false
1630 ObjectRef: Moving things in the game are generally these
1631 (basically reference to a C++ ServerActiveObject)
1633 - remove(): remove object (after returning from Lua)
1634 - getpos() -> {x=num, y=num, z=num}
1635 - setpos(pos); pos={x=num, y=num, z=num}
1636 - moveto(pos, continuous=false): interpolated move
1637 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1638 ^ puncher = an another ObjectRef,
1639 ^ time_from_last_punch = time since last punch action of the puncher
1640 ^ direction: can be nil
1641 - right_click(clicker); clicker = an another ObjectRef
1642 - get_hp(): returns number of hitpoints (2 * number of hearts)
1643 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1644 - get_inventory() -> InvRef
1645 - get_wield_list(): returns the name of the inventory list the wielded item is in
1646 - get_wield_index(): returns the index of the wielded item
1647 - get_wielded_item() -> ItemStack
1648 - set_wielded_item(item): replaces the wielded item, returns true if successful
1649 - set_armor_groups({group1=rating, group2=rating, ...})
1650 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1651 - set_attach(parent, bone, position, rotation)
1653 ^ position = {x=num, y=num, z=num} (relative)
1654 ^ rotation = {x=num, y=num, z=num}
1656 - set_bone_position(bone, position, rotation)
1658 ^ position = {x=num, y=num, z=num} (relative)
1659 ^ rotation = {x=num, y=num, z=num}
1660 - set_properties(object property table)
1661 LuaEntitySAO-only: (no-op for other objects)
1662 - setvelocity({x=num, y=num, z=num})
1663 - getvelocity() -> {x=num, y=num, z=num}
1664 - setacceleration({x=num, y=num, z=num})
1665 - getacceleration() -> {x=num, y=num, z=num}
1667 - getyaw() -> radians
1668 - settexturemod(mod)
1669 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1670 - select_horiz_by_yawpitch=false)
1671 ^ Select sprite from spritesheet with optional animation and DM-style
1672 texture selection based on yaw relative to camera
1673 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1675 Player-only: (no-op for other objects)
1676 - is_player(): true for players, false for others
1677 - get_player_name(): returns "" if is not a player
1678 - get_look_dir(): get camera direction as a unit vector
1679 - get_look_pitch(): pitch in radians
1680 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1681 - set_look_pitch(radians): sets look pitch
1682 - set_look_yaw(radians): sets look yaw
1683 - get_breath() : returns players breath
1684 - set_breath(value) : sets players breath
1685 values: 0 player is drowning,
1686 1-10 number of bubbles remain,
1687 11 bubbles bar is not shown
1688 - set_inventory_formspec(formspec)
1689 ^ Redefine player's inventory form
1690 ^ Should usually be called in on_joinplayer
1691 - get_inventory_formspec() -> formspec string
1692 - get_player_control(): returns table with player pressed keys
1693 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1694 - get_player_control_bits(): returns integer with bit packed player pressed keys
1695 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1696 - set_physics_override(speed, jump, gravity)
1697 modifies per-player walking speed, jump height, and gravity.
1698 Values default to 1 and act as offsets to the physics settings
1699 in minetest.conf. nil will keep the current setting.
1700 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1701 - hud_remove(id): remove the HUD element of the specified id
1702 - hud_change(id, stat, value): change a value of a previously added HUD element
1703 ^ element stat values: position, name, scale, text, number, item, dir
1704 - hud_get(id): gets the HUD element definition structure of the specified ID
1705 - hud_set_flags(flags): sets specified HUD flags to true/false
1706 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1707 ^ pass a table containing a true/false value of each flag to be set or unset
1708 ^ if a flag is nil, the flag is not modified
1709 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1710 ^ count: number of items, must be between 1 and 23
1711 - hud_set_hotbar_image(texturename)
1712 ^ sets background image for hotbar
1713 - hud_set_hotbar_selected_image(texturename)
1714 ^ sets image for selected item of hotbar
1716 InvRef: Reference to an inventory
1718 - is_empty(listname): return true if list is empty
1719 - get_size(listname): get size of a list
1720 - set_size(listname, size): set size of a list
1721 - get_width(listname): get width of a list
1722 - set_width(listname, width): set width of list; currently used for crafting
1723 - get_stack(listname, i): get a copy of stack index i in list
1724 - set_stack(listname, i, stack): copy stack to index i in list
1725 - get_list(listname): return full list
1726 - set_list(listname, list): set full list (size will not change)
1727 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1728 - room_for_item(listname, stack): returns true if the stack of items
1729 can be fully added to the list
1730 - contains_item(listname, stack): returns true if the stack of items
1731 can be fully taken from the list
1732 remove_item(listname, stack): take as many items as specified from the list,
1733 returns the items that were actually removed (as an ItemStack)
1734 - get_location() -> location compatible to minetest.get_inventory(location)
1735 -> {type="undefined"} in case location is not known
1737 ItemStack: A stack of items.
1738 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1740 - is_empty(): return true if stack is empty
1741 - get_name(): returns item name (e.g. "default:stone")
1742 - set_name(itemname)
1743 - get_count(): returns number of items on the stack
1745 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1747 - get_metadata(): returns metadata (a string attached to an item stack)
1748 - set_metadata(metadata)
1749 - clear(): removes all items from the stack, making it empty
1750 - replace(item): replace the contents of this stack (item can also
1751 be an itemstring or table)
1752 - to_string(): returns the stack in itemstring form
1753 - to_table(): returns the stack in Lua table form
1754 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1755 - get_free_space(): returns get_stack_max() - get_count()
1756 - is_known(): returns true if the item name refers to a defined item type
1757 - get_definition(): returns the item definition table
1758 - get_tool_capabilities(): returns the digging properties of the item,
1759 ^ or those of the hand if none are defined for this item type
1760 - add_wear(amount): increases wear by amount if the item is a tool
1761 - add_item(item): put some item or stack onto this stack,
1762 ^ returns leftover ItemStack
1763 - item_fits(item): returns true if item or stack can be fully added to this one
1764 - take_item(n): take (and remove) up to n items from this stack
1765 ^ returns taken ItemStack
1766 ^ if n is omitted, n=1 is used
1767 - peek_item(n): copy (don't remove) up to n items from this stack
1768 ^ returns copied ItemStack
1769 ^ if n is omitted, n=1 is used
1771 PseudoRandom: A pseudorandom number generator
1772 - Can be created via PseudoRandom(seed)
1774 - next(): return next integer random number [0...32767]
1775 - next(min, max): return next integer random number [min...max]
1776 (max - min) must be 32767 or <= 6553 due to the simple
1777 implementation making bad distribution otherwise.
1779 PerlinNoise: A perlin noise generator
1780 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1781 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1783 - get2d(pos) -> 2d noise value at pos={x=,y=}
1784 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1786 PerlinNoiseMap: A fast, bulk perlin noise generator
1787 - Can be created via PerlinNoiseMap(noiseparams, size)
1788 - Also minetest.get_perlin_map(noiseparams, size)
1790 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1791 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1792 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1793 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1795 VoxelManip: An interface to the MapVoxelManipulator for Lua
1796 - Can be created via VoxelManip()
1797 - Also minetest.get_voxel_manip()
1799 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1800 ^ returns actual emerged pmin, actual emerged pmax
1801 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1802 ^ important: data must be set using VoxelManip:set_data before calling this
1803 - get_data(): Gets the data read into the VoxelManip object
1804 ^ returns raw node data is in the form of an array of node content ids
1805 - set_data(data): Sets the data contents of the VoxelManip object
1806 - update_map(): Update map after writing chunk back to map.
1807 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1808 ^ retrieved from minetest.get_mapgen_object
1809 - set_lighting(light): Set the lighting within the VoxelManip
1810 ^ light is a table, {day=<0...15>, night=<0...15>}
1811 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1812 - calc_lighting(): Calculate lighting within the VoxelManip
1813 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1814 - update_liquids(): Update liquid flow
1816 VoxelArea: A helper class for voxel areas
1817 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1818 - Coordinates are *inclusive*, like most other things in Minetest
1820 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1821 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1822 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1823 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1824 - indexp(p): same as above, except takes a vector
1825 - position(i): returns the absolute position vector corresponding to index i
1826 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1827 - containsp(p): same as above, except takes a vector
1828 - containsi(i): same as above, except takes an index
1829 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1830 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1831 - iterp(minp, maxp): same as above, except takes a vector
1833 Settings: An interface to read config files in the format of minetest.conf
1834 - Can be created via Settings(filename)
1837 - get_bool(key) -> boolean
1839 - remove(key) -> success
1840 - get_names() -> {key1,...}
1841 - write() -> success
1842 ^ write changes to file
1843 - to_table() -> {[key1]=value1,...}
1847 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1848 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1849 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1850 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1852 The following Mapgen objects are currently available:
1855 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1856 order. All mapgens support this object.
1859 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1860 generated chunk by the current mapgen.
1863 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1867 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1871 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1875 --------------------
1876 - Functions receive a "luaentity" as self:
1877 - It has the member .name, which is the registered name ("mod:thing")
1878 - It has the member .object, which is an ObjectRef pointing to the object
1879 - The original prototype stuff is visible directly via a metatable
1881 - on_activate(self, staticdata)
1882 ^ Called when the object is instantiated.
1883 - on_step(self, dtime)
1884 ^ Called on every server tick (dtime is usually 0.1 seconds)
1885 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1886 ^ Called when somebody punches the object.
1887 ^ Note that you probably want to handle most punches using the
1888 automatic armor group system.
1889 ^ puncher: ObjectRef (can be nil)
1890 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1891 ^ tool_capabilities: capability table of used tool (can be nil)
1892 ^ dir: unit vector of direction of punch. Always defined. Points from
1893 the puncher to the punched.
1894 - on_rightclick(self, clicker)
1895 - get_staticdata(self)
1896 ^ Should return a string that will be passed to on_activate when
1897 the object is instantiated the next time.
1902 axiom, - string initial tree axiom
1903 rules_a, - string rules set A
1904 rules_b, - string rules set B
1905 rules_c, - string rules set C
1906 rules_d, - string rules set D
1907 trunk, - string trunk node name
1908 leaves, - string leaves node name
1909 leaves2, - string secondary leaves node name
1910 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1911 angle, - num angle in deg
1912 iterations, - num max # of iterations, usually 2 -5
1913 random_level, - num factor to lower nr of iterations, usually 0 - 3
1914 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1915 thin_branches, - boolean true -> use thin (1 node) branches
1916 fruit, - string fruit node name
1917 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1918 seed, - num random seed
1921 Key for Special L-System Symbols used in Axioms
1922 G - move forward one unit with the pen up
1923 F - move forward one unit with the pen down drawing trunks and branches
1924 f - move forward one unit with the pen down drawing leaves (100% chance)
1925 T - move forward one unit with the pen down drawing trunks only
1926 R - move forward one unit with the pen down placing fruit
1927 A - replace with rules set A
1928 B - replace with rules set B
1929 C - replace with rules set C
1930 D - replace with rules set D
1931 a - replace with rules set A, chance 90%
1932 b - replace with rules set B, chance 80%
1933 c - replace with rules set C, chance 70%
1934 d - replace with rules set D, chance 60%
1935 + - yaw the turtle right by angle parameter
1936 - - yaw the turtle left by angle parameter
1937 & - pitch the turtle down by angle parameter
1938 ^ - pitch the turtle up by angle parameter
1939 / - roll the turtle to the right by angle parameter
1940 * - roll the turtle to the left by angle parameter
1941 [ - save in stack current state info
1942 ] - recover from stack state info
1944 Example usage: spawn small apple tree
1947 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1948 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1949 trunk="default:tree",
1950 leaves="default:leaves",
1954 trunk_type="single",
1957 fruit="default:apple"
1959 minetest.spawn_tree(pos,apple_tree)
1968 collide_with_objects = true, -- collide with other objects if physical=true
1970 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1971 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1972 visual_size = {x=1, y=1},
1974 textures = {}, -- number of required textures depends on visual
1975 colors = {}, -- number of required colors depends on visual
1976 spritediv = {x=1, y=1},
1977 initial_sprite_basepos = {x=0, y=0},
1979 makes_footstep_sound = false,
1980 automatic_rotate = false,
1982 automatic_face_movement_dir = 0.0,
1983 ^ automatically set yaw to movement direction; offset in degrees; false to disable
1986 Entity definition (register_entity)
1988 (Deprecated: Everything in object properties is read directly from here)
1990 initial_properties = <initial object properties>,
1992 on_activate = function(self, staticdata, dtime_s),
1993 on_step = function(self, dtime),
1994 on_punch = function(self, hitter),
1995 on_rightclick = function(self, clicker),
1996 get_staticdata = function(self),
1997 ^ Called sometimes; the string returned is passed to on_activate when
1998 the entity is re-activated from static state
2000 # Also you can define arbitrary member variables here
2001 myvariable = whatever,
2004 ABM (ActiveBlockModifier) definition (register_abm)
2006 -- In the following two fields, also group:groupname will work.
2007 nodenames = {"default:lava_source"},
2008 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2009 ^ If left out or empty, any neighbor will do
2010 interval = 1.0, -- (operation interval)
2011 chance = 1, -- (chance of trigger is 1.0/this)
2012 action = func(pos, node, active_object_count, active_object_count_wider),
2015 Item definition (register_node, register_craftitem, register_tool)
2017 description = "Steel Axe",
2018 groups = {}, -- key=name, value=rating; rating=1..3.
2019 if rating not applicable, use 1.
2020 eg. {wool=1, fluffy=3}
2021 {soil=2, outerspace=1, crumbly=1}
2022 {bendy=2, snappy=1},
2023 {hard=1, metal=1, spikes=1}
2024 inventory_image = "default_tool_steelaxe.png",
2026 wield_scale = {x=1,y=1,z=1},
2029 liquids_pointable = false,
2030 tool_capabilities = {
2031 full_punch_interval = 1.0,
2035 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2036 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2038 damage_groups = {groupname=damage},
2040 node_placement_prediction = nil,
2041 ^ If nil and item is node, prediction is made automatically
2042 ^ If nil and item is not a node, no prediction is made
2043 ^ If "" and item is anything, no prediction is made
2044 ^ Otherwise should be name of node which the client immediately places
2045 on ground when the player places the item. Server will always update
2046 actual result to client in a short moment.
2048 place = <SimpleSoundSpec>,
2051 on_place = func(itemstack, placer, pointed_thing),
2052 ^ Shall place item and return the leftover itemstack
2053 ^ default: minetest.item_place
2054 on_drop = func(itemstack, dropper, pos),
2055 ^ Shall drop item and return the leftover itemstack
2056 ^ default: minetest.item_drop
2057 on_use = func(itemstack, user, pointed_thing),
2059 ^ Function must return either nil if no item shall be removed from
2060 inventory, or an itemstack to replace the original itemstack.
2061 eg. itemstack:take_item(); return itemstack
2062 ^ Otherwise, the function is free to do what it wants.
2063 ^ The default functions handle regular use cases.
2064 after_use = func(itemstack, user, node, digparams),
2066 ^ If defined, should return an itemstack and will be called instead of
2067 wearing out the tool. If returns nil, does nothing.
2068 If after_use doesn't exist, it is the same as:
2069 function(itemstack, user, node, digparams)
2070 itemstack:add_wear(digparams.wear)
2077 - {name="image.png", animation={Tile Animation definition}}
2078 - {name="image.png", backface_culling=bool}
2079 ^ backface culling only supported in special tiles
2080 - deprecated still supported field names:
2083 Tile animation definition:
2084 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2086 Node definition (register_node)
2088 <all fields allowed in item definitions>,
2090 drawtype = "normal", -- See "Node drawtypes"
2092 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2093 ^ For plantlike, the image will start at the bottom of the node; for the
2094 ^ other drawtypes, the image will be centered on the node.
2095 ^ Note that positioning for "torchlike" may still change.
2096 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2097 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2098 ^ List can be shortened to needed length
2099 special_tiles = {tile definition 1, Tile definition 2},
2100 ^ Special textures of node; used rarely (old field name: special_materials)
2101 ^ List can be shortened to needed length
2103 use_texture_alpha = false, -- Use texture's alpha channel
2104 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2105 paramtype = "none", -- See "Nodes"
2106 paramtype2 = "none", -- See "Nodes"
2107 is_ground_content = false, -- Currently not used for anything
2108 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2109 walkable = true, -- If true, objects collide with node
2110 pointable = true, -- If true, can be pointed at
2111 diggable = true, -- If false, can never be dug
2112 climbable = false, -- If true, can be climbed on (ladder)
2113 buildable_to = false, -- If true, placed nodes can replace this node
2114 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2115 liquidtype = "none", -- "none"/"source"/"flowing"
2116 liquid_alternative_flowing = "", -- Flowing version of source liquid
2117 liquid_alternative_source = "", -- Source version of flowing liquid
2118 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2119 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2120 freezemelt = "", -- water for snow/ice, ice/snow for water
2121 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2122 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2123 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2124 light_source = 0, -- Amount of light emitted by node
2125 damage_per_second = 0, -- If player is inside node, this damage is caused
2126 node_box = {type="regular"}, -- See "Node boxes"
2127 selection_box = {type="regular"}, -- See "Node boxes"
2128 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2129 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2130 legacy_wallmounted = false, -- Support maps made in and before January 2012
2132 footstep = <SimpleSoundSpec>,
2133 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2134 dug = <SimpleSoundSpec>,
2135 place = <SimpleSoundSpec>,
2138 on_construct = func(pos),
2139 ^ Node constructor; always called after adding node
2140 ^ Can set up metadata and stuff like that
2142 on_destruct = func(pos),
2143 ^ Node destructor; always called before removing node
2145 after_destruct = func(pos, oldnode),
2146 ^ Node destructor; always called after removing node
2149 after_place_node = func(pos, placer, itemstack),
2150 ^ Called after constructing node when node was placed using
2151 minetest.item_place_node / minetest.place_node
2152 ^ If return true no item is taken from itemstack
2154 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2155 ^ oldmetadata is in table format
2156 ^ Called after destructing node when node was dug using
2157 minetest.node_dig / minetest.dig_node
2159 can_dig = function(pos,player)
2160 ^ returns true if node can be dug, or false if not
2163 on_punch = func(pos, node, puncher),
2164 ^ default: minetest.node_punch
2165 ^ By default: does nothing
2166 on_rightclick = func(pos, node, clicker, itemstack),
2168 ^ if defined, itemstack will hold clicker's wielded item
2169 Shall return the leftover itemstack
2170 on_dig = func(pos, node, digger),
2171 ^ default: minetest.node_dig
2172 ^ By default: checks privileges, wears out tool and removes node
2174 on_timer = function(pos,elapsed),
2176 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2177 ^ elapsed is the total time passed since the timer was started
2178 ^ return true to run the timer for another cycle with the same timeout value
2180 on_receive_fields = func(pos, formname, fields, sender),
2181 ^ fields = {name1 = value1, name2 = value2, ...}
2182 ^ Called when an UI form (eg. sign text input) returns data
2185 allow_metadata_inventory_move = func(pos, from_list, from_index,
2186 to_list, to_index, count, player),
2187 ^ Called when a player wants to move items inside the inventory
2188 ^ Return value: number of items allowed to move
2190 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2191 ^ Called when a player wants to put something into the inventory
2192 ^ Return value: number of items allowed to put
2193 ^ Return value: -1: Allow and don't modify item count in inventory
2195 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2196 ^ Called when a player wants to take something out of the inventory
2197 ^ Return value: number of items allowed to take
2198 ^ Return value: -1: Allow and don't modify item count in inventory
2200 on_metadata_inventory_move = func(pos, from_list, from_index,
2201 to_list, to_index, count, player),
2202 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2203 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2204 ^ Called after the actual action has happened, according to what was allowed.
2207 on_blast = func(pos, intensity),
2208 ^ intensity: 1.0 = mid range of regular TNT
2209 ^ If defined, called when an explosion touches the node, instead of
2213 Recipe for register_craft: (shaped)
2215 output = 'default:pick_stone',
2217 {'default:cobble', 'default:cobble', 'default:cobble'},
2218 {'', 'default:stick', ''},
2219 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2221 replacements = <optional list of item pairs,
2222 replace one input item with another item on crafting>
2225 Recipe for register_craft (shapeless)
2228 output = 'mushrooms:mushroom_stew',
2231 "mushrooms:mushroom_brown",
2232 "mushrooms:mushroom_red",
2234 replacements = <optional list of item pairs,
2235 replace one input item with another item on crafting>
2238 Recipe for register_craft (tool repair)
2240 type = "toolrepair",
2241 additional_wear = -0.02,
2244 Recipe for register_craft (cooking)
2247 output = "default:glass",
2248 recipe = "default:sand",
2252 Recipe for register_craft (furnace fuel)
2255 recipe = "default:leaves",
2259 Ore definition (register_ore)
2261 ore_type = "scatter", -- See "Ore types"
2262 ore = "default:stone_with_coal",
2263 wherein = "default:stone",
2264 ^ a list of nodenames is supported too
2265 clust_scarcity = 8*8*8,
2266 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2267 ^ This value should be *MUCH* higher than your intuition might tell you!
2269 ^ Number of ores in a cluster
2271 ^ Size of the bounding box of the cluster
2272 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2273 height_min = -31000,
2276 ^ Attributes for this ore generation
2277 noise_threshhold = 0.5,
2278 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2279 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2280 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2281 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2284 Decoration definition (register_decoration)
2286 deco_type = "simple", -- See "Decoration types"
2287 place_on = "default:dirt_with_grass",
2288 ^ Node that decoration can be placed on
2290 ^ Size of divisions made in the chunk being generated.
2291 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2293 ^ Ratio of the area to be uniformly filled by the decoration.
2294 ^ Used only if noise_params is not specified.
2295 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2296 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2297 ^ The result of this is multiplied by the 2d area of the division being decorated.
2298 biomes = {"Oceanside", "Hills", "Plains"},
2299 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2300 ^ and ignored if the Mapgen being used does not support biomes.
2302 ----- Simple-type parameters
2303 decoration = "default:grass",
2304 ^ The node name used as the decoration.
2305 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2307 ^ Number of nodes high the decoration is made.
2308 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2310 ^ Number of nodes the decoration can be at maximum.
2311 ^ If absent, the parameter 'height' is used as a constant.
2312 spawn_by = "default:water",
2313 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2315 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2316 ^ If absent or -1, decorations occur next to any nodes.
2318 ----- Schematic-type parameters
2319 schematic = "foobar.mts",
2320 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2321 ^ specified Minetest schematic file.
2322 ^ - OR -, could instead be a table containing two fields, size and data:
2324 size = {x=4, y=6, z=4},
2326 {name="cobble", param1=255, param2=0},
2327 {name="dirt_with_grass", param1=255, param2=0},
2331 ^ See 'Schematic specifier' for details.
2332 replacements = {{"oldname", "convert_to"}, ...},
2333 flags = "place_center_x, place_center_z",
2334 ^ Flags for schematic decorations. See 'Schematic attributes'.
2335 rotation = "90" --rotate schematic 90 degrees on placement
2336 ^ Rotation can be "0", "90", "180", "270", or "random".
2339 Chatcommand definition (register_chatcommand)
2341 params = "<name> <privilege>", -- short parameter description
2342 description = "Remove privilege from player", -- full description
2343 privs = {privs=true}, -- require the "privs" privilege to run
2344 func = function(name, param), -- called when command is run
2347 Detached inventory callbacks
2349 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2350 ^ Called when a player wants to move items inside the inventory
2351 ^ Return value: number of items allowed to move
2353 allow_put = func(inv, listname, index, stack, player),
2354 ^ Called when a player wants to put something into the inventory
2355 ^ Return value: number of items allowed to put
2356 ^ Return value: -1: Allow and don't modify item count in inventory
2358 allow_take = func(inv, listname, index, stack, player),
2359 ^ Called when a player wants to take something out of the inventory
2360 ^ Return value: number of items allowed to take
2361 ^ Return value: -1: Allow and don't modify item count in inventory
2363 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2364 on_put = func(inv, listname, index, stack, player),
2365 on_take = func(inv, listname, index, stack, player),
2366 ^ Called after the actual action has happened, according to what was allowed.
2370 HUD Definition (hud_add, hud_get)
2372 hud_elem_type = "image", -- see HUD element types
2373 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2374 position = {x=0.5, y=0.5},
2375 ^ Left corner position of element
2381 ^ Selected item in inventory. 0 for no item selected.
2383 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2384 alignment = {x=0, y=0},
2385 ^ See "HUD Element Types"
2386 offset = {x=0, y=0},
2387 ^ See "HUD Element Types"