1 Minetest Lua Modding API Reference 0.4.10
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 (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- 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/ <-- 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 e.g. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
123 Optional dependencies can be defined by appending a question mark
124 to a single modname. Their meaning is that if the specified mod
125 is missing, that does not prevent this mod from being loaded.
128 A screenshot shown in modmanager within mainmenu.
131 File containing description to be shown within mainmenu.
134 The main Lua script. Running this script should register everything it
135 wants to register. Subsequent execution depends on minetest calling the
136 registered callbacks.
138 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
139 to read custom or existing settings at load time, if necessary.
142 Models for entities or meshnodes.
144 textures, sounds, media:
145 Media files (textures, sounds, whatever) that will be transferred to the
146 client and will be available for use by the mod.
148 Naming convention for registered textual names
149 ----------------------------------------------
150 Registered names should generally be in this format:
151 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
153 This is to prevent conflicting names from corrupting maps and is
154 enforced by the mod loader.
156 Example: mod "experimental", ideal item/node/entity name "tnt":
157 -> the name should be "experimental:tnt".
159 Enforcement can be overridden by prefixing the name with ":". This can
160 be used for overriding the registrations of some other mod.
162 Example: Any mod can redefine experimental:tnt by using the name
163 ":experimental:tnt" when registering it.
164 (also that mod is required to have "experimental" as a dependency)
166 The ":" prefix can also be used for maintaining backwards compatibility.
170 Aliases can be added by using minetest.register_alias(name, convert_to)
172 This will make Minetest to convert things called name to things called
175 This can be used for maintaining backwards compatibility.
177 This can be also used for setting quick access names for things, e.g. if
178 you have an item called epiclylongmodname:stuff, you could do
179 minetest.register_alias("stuff", "epiclylongmodname:stuff")
180 and be able to use "/giveme stuff".
184 Mods should generally prefix their textures with modname_, e.g. given
185 the mod name "foomod", a texture could be called
186 "foomod_foothing.png"
188 Textures are referred to by their complete name, or alternatively by
189 stripping out the file extension:
190 e.g. foomod_foothing.png
195 There are various texture modifiers that can be used
196 to generate textures on-the-fly.
199 Textures can be overlaid by putting a ^ between them.
200 Example: default_dirt.png^default_grass_side.png
201 default_grass_side.png is overlayed over default_dirt.png
204 Textures can be grouped together by enclosing them in ( and ).
205 Example: cobble.png^(thing1.png^thing2.png)
206 A texture for 'thing1.png^thing2.png' is created and the resulting
207 texture is overlaid over cobble.png.
209 Advanced texture modifiers:
211 n = animation frame count, p = current animation frame
212 Draw a step of the crack animation on the texture.
213 Example: default_cobble.png^[crack:10:1
215 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
216 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
217 file1/file2 = texture to combine
218 Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
219 and blit <file2> to (<x2>,<y2>).
220 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
223 Brightens the texture.
224 Example: tnt_tnt_side.png^[brighten
227 Makes the texture completely opaque.
228 Example: default_leaves.png^[noalpha
230 [makealpha:<r>,<g>,<b>
231 Convert one color to transparency.
232 Example: default_cobble.png^[makealpha:128,128,128
235 t = transformation(s) to apply
236 Rotates and/or flips the image.
237 <t> can be a number (between 0 and 7) or a transform name.
238 Rotations are counter-clockwise.
240 1 R90 rotate by 90 degrees
241 2 R180 rotate by 180 degrees
242 3 R270 rotate by 270 degrees
244 5 FXR90 flip X then rotate by 90 degrees
246 7 FYR90 flip Y then rotate by 90 degrees
247 Example: default_stone.png^[transformFXR90
249 [inventorycube{<top>{<left>{<right>
250 '^' is replaced by '&' in texture names
251 Create an inventory cube texture using the side textures.
252 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
253 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
254 'dirt.png^grass_side.png' textures
256 [lowpart:<percent>:<file>
257 Blit the lower <percent>% part of <file> on the texture:
258 Example: base.png^[lowpart:25:overlay.png
260 [verticalframe:<t>:<n>
261 t = animation frame count, n = current animation frame
262 Crops the texture to a frame of a vertical animation.
263 Example: default_torch_animated.png^[verticalframe:16:8
266 Apply a mask to the base image.
267 The mask is applied using binary AND.
270 Colorize the textures with given color
271 <color> as ColorString
275 Only OGG Vorbis files are supported.
277 For positional playing of sounds, only single-channel (mono) files are
278 supported. Otherwise OpenAL will play them non-positionally.
280 Mods should generally prefix their sounds with modname_, e.g. given
281 the mod name "foomod", a sound could be called
282 "foomod_foosound.ogg"
284 Sounds are referred to by their name with a dot, a single digit and the
285 file extension stripped out. When a sound is played, the actual sound file
286 is chosen randomly from the matching sounds.
288 When playing the sound "foomod_foosound", the sound is chosen randomly
289 from the available ones of the following files:
291 foomod_foosound.0.ogg
292 foomod_foosound.1.ogg
294 foomod_foosound.9.ogg
296 Examples of sound parameter tables:
297 -- Play location-less on all clients
299 gain = 1.0, -- default
301 -- Play location-less to a player
304 gain = 1.0, -- default
306 -- Play in a location
309 gain = 1.0, -- default
310 max_hear_distance = 32, -- default
312 -- Play connected to an object, looped
314 object = <an ObjectRef>,
315 gain = 1.0, -- default
316 max_hear_distance = 32, -- default
317 loop = true, -- only sounds connected to objects can be looped
322 e.g. "default_place_node"
324 e.g. {name="default_place_node"}
325 e.g. {name="default_place_node", gain=1.0}
327 Registered definitions of stuff
328 --------------------------------
329 Anything added using certain minetest.register_* functions get added to
330 the global minetest.registered_* tables.
332 minetest.register_entity(name, prototype table)
333 -> minetest.registered_entities[name]
335 minetest.register_node(name, node definition)
336 -> minetest.registered_items[name]
337 -> minetest.registered_nodes[name]
339 minetest.register_tool(name, item definition)
340 -> minetest.registered_items[name]
342 minetest.register_craftitem(name, item definition)
343 -> minetest.registered_items[name]
345 Note that in some cases you will stumble upon things that are not contained
346 in these tables (e.g. when a mod has been removed). Always check for
347 existence before trying to access the fields.
349 Example: If you want to check the drawtype of a node, you could do:
351 local function get_nodedef_field(nodename, fieldname)
352 if not minetest.registered_nodes[nodename] then
355 return minetest.registered_nodes[nodename][fieldname]
357 local drawtype = get_nodedef_field(nodename, "drawtype")
359 Example: minetest.get_item_group(name, group) has been implemented as:
361 function minetest.get_item_group(name, group)
362 if not minetest.registered_items[name] or not
363 minetest.registered_items[name].groups[group] then
366 return minetest.registered_items[name].groups[group]
371 Nodes are the bulk data of the world: cubes and other things that take the
372 space of a cube. Huge amounts of them are handled efficiently, but they
375 The definition of a node is stored and can be accessed by name in
376 minetest.registered_nodes[node.name]
377 See "Registered definitions of stuff".
379 Nodes are passed by value between Lua and the engine.
380 They are represented by a table:
381 {name="name", param1=num, param2=num}
383 param1 and param2 are 8 bit integers. The engine uses them for certain
384 automated functions. If you don't use these functions, you can use them to
385 store arbitrary values.
387 The functions of param1 and param2 are determined by certain fields in the
389 param1 is reserved for the engine when paramtype != "none":
391 ^ The value stores light with and without sun in it's
392 upper and lower 4 bits.
393 param2 is reserved for the engine when any of these are used:
394 liquidtype == "flowing"
395 ^ The level and some flags of the liquid is stored in param2
396 drawtype == "flowingliquid"
397 ^ The drawn liquid level is read from param2
398 drawtype == "torchlike"
399 drawtype == "signlike"
400 paramtype2 == "wallmounted"
401 ^ The rotation of the node is stored in param2. You can make this value
402 by using minetest.dir_to_wallmounted().
403 paramtype2 == "facedir"
404 ^ The rotation of the node is stored in param2. Furnaces and chests are
405 rotated this way. Can be made by using minetest.dir_to_facedir().
407 facedir modulo 4 = axisdir
408 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
409 facedir's two less significant bits are rotation around the axis
410 paramtype2 == "leveled"
414 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
417 ^ defines list of collision boxes for the node. If empty, collision boxes
418 will be the same as nodeboxes, in case of any other nodes will be full cube
419 as in the example above.
421 Nodes can also contain extra data. See "Node Metadata".
425 There are a bunch of different looking node types.
427 Look for examples in games/minimal or games/minetest_game.
435 - glasslike_framed_optional
444 - nodebox -- See below. EXPERIMENTAL
445 - mesh -- use models for nodes
447 *_optional drawtypes need less rendering time if deactivated (always client side)
451 Node selection boxes are defined using "node boxes"
453 The "nodebox" node drawtype allows defining visual of nodes consisting of
454 arbitrary number of boxes. It allows defining stuff like stairs. Only the
455 "fixed" and "leveled" box type is supported for these.
456 ^ Please note that this is still experimental, and may be incompatibly
457 changed in the future.
459 A nodebox is defined as any of:
461 -- A normal cube; the default in most things
465 -- A fixed box (facedir param2 is used, if applicable)
467 fixed = box OR {box1, box2, ...}
470 -- A box like the selection box for torches
471 -- (wallmounted param2 is used, if applicable)
472 type = "wallmounted",
479 {x1, y1, z1, x2, y2, z2}
480 A box of a regular node would look like:
481 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
483 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
487 If drawtype "mesh" is used tiles should hold model materials textures.
488 Only static meshes are implemented.
489 For supported model formats see Irrlicht engine documentation.
493 These tell in what manner the ore is generated.
494 All default ores are of the uniformly-distributed scatter type.
497 Randomly chooses a location and generates a cluster of ore.
498 If noise_params is specified, the ore will be placed if the 3d perlin noise at
499 that point is greater than the noise_threshold, giving the ability to create a non-equal
502 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
503 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
504 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
505 scale when comparing against the noise threshold, but scale is used to determine relative height.
506 The height of the blob is randomly scattered, with a maximum height of clust_size.
507 clust_scarcity and clust_num_ores are ignored.
508 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
509 - claylike - NOT YET IMPLEMENTED
510 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
511 neighborhood of clust_size radius.
515 See section Flag Specifier Format.
516 Currently supported flags: absheight
518 Also produce this same ore between the height range of -height_max and -height_min.
519 Useful for having ore in sky realms without having to duplicate ore entries.
523 The varying types of decorations that can be placed.
524 The default value is simple, and is currently the only type supported.
527 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
528 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
529 for example. Can also generate a decoration of random height between a specified lower and
530 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
533 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
534 probability of a node randomly appearing when placed. This decoration type is intended to be used
535 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
539 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
540 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
541 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
542 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
543 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
545 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
546 probability of that node appearing in the structure.
547 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
548 - A probability value of 0 means that node will never appear (0% chance).
549 - A probability value of 255 means the node will always appear (100% chance).
550 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
551 will appear when the schematic is placed on the map.
553 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
556 ---------------------
557 See section Flag Specifier Format.
558 Currently supported flags: place_center_x, place_center_y, place_center_z
560 Placement of this decoration is centered along the X axis.
562 Placement of this decoration is centered along the Y axis.
564 Placement of this decoration is centered along the Z axis.
568 The position field is used for all element types.
569 To account for differing resolutions, the position coordinates are the percentage of the screen,
570 ranging in value from 0 to 1.
571 The name field is not yet used, but should contain a description of what the HUD element represents.
572 The direction field is the direction in which something is drawn.
573 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.
574 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
575 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
577 The offset field specifies a pixel offset from the position. Contrary to position,
578 the offset is not scaled to screen size. This allows for some precisely-positioned
580 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
581 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
583 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
586 Displays an image on the HUD.
587 - scale: The scale of the image, with 1 being the original texture size.
588 Only the X coordinate scale is used (positive values)
589 Negative values represent that percentage of the screen it
590 should take; e.g. x=-100 means 100% (width)
591 - text: The name of the texture that is displayed.
592 - alignment: The alignment of the image.
593 - offset: offset in pixels from position.
595 Displays text on the HUD.
596 - scale: Defines the bounding rectangle of the text.
597 A value such as {x=100, y=100} should work.
598 - text: The text to be displayed in the HUD element.
599 - number: An integer containing the RGB value of the color used to draw the text.
600 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
601 - alignment: The alignment of the text.
602 - offset: offset in pixels from position.
604 Displays a horizontal bar made up of half-images.
605 - text: The name of the texture that is used.
606 - number: The number of half-textures that are displayed.
607 If odd, will end with a vertically center-split texture.
609 - offset: offset in pixels from position.
610 - size: If used will force full-image size to this value (override texture pack image size)
612 - text: The name of the inventory list to be displayed.
613 - number: Number of items in the inventory to be displayed.
614 - item: Position of item that is selected.
617 Displays distance to selected world position.
618 - name: The name of the waypoint.
619 - text: Distance suffix. Can be blank.
620 - number: An integer containing the RGB value of the color used to draw the text.
621 - world_pos: World position of the waypoint.
623 Representations of simple things
624 --------------------------------
626 {x=num, y=num, z=num}
627 For helper functions see "Vector helpers".
631 {type="node", under=pos, above=pos}
632 {type="object", ref=ObjectRef}
634 Flag Specifier Format
635 -----------------------
636 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
637 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
638 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
639 clears the flag from whatever the default may be.
640 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
641 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
642 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
644 e.g. A flag field of value
645 {place_center_x = true, place_center_y=false, place_center_z=true}
647 {place_center_x = true, noplace_center_y=true, place_center_z=true}
648 which is equivalent to
649 "place_center_x, noplace_center_y, place_center_z"
651 "place_center_x, place_center_z"
652 since, by default, no schematic attributes are set.
656 Node (register_node):
657 A node from the world
658 Tool (register_tool):
659 A tool/weapon that can dig and damage things according to tool_capabilities
660 Craftitem (register_craftitem):
663 Items and item stacks can exist in three formats:
665 Serialized; This is called stackstring or itemstring:
666 e.g. 'default:dirt 5'
667 e.g. 'default:pick_wood 21323'
671 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
673 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
674 ^ a wooden pick about 1/3 worn out
675 e.g. {name="default:apple", count=1, wear=0, metadata=""}
679 C++ native format with many helper methods. Useful for converting between
680 formats. See the Class reference section for details.
682 When an item must be passed to a function, it can usually be in any of
687 In a number of places, there is a group table. Groups define the
688 properties of a thing (item, node, armor of entity, capabilities of
689 tool) in such a way that the engine and other mods can can interact with
690 the thing without actually knowing what the thing is.
693 - Groups are stored in a table, having the group names with keys and the
694 group ratings as values. For example:
695 groups = {crumbly=3, soil=1}
697 groups = {crumbly=2, soil=1, level=2, outerspace=1}
698 ^ A more special dirt-kind of thing
699 - Groups always have a rating associated with them. If there is no
700 useful meaning for a rating for an enabled group, it shall be 1.
701 - When not defined, the rating of a group defaults to 0. Thus when you
702 read groups, you must interpret nil and 0 as the same value, 0.
704 You can read the rating of a group for an item or a node by using
705 minetest.get_item_group(itemname, groupname)
709 Groups of items can define what kind of an item it is (e.g. wool).
713 In addition to the general item things, groups are used to define whether
714 a node is destroyable and how long it takes to destroy by a tool.
718 For entities, groups are, as of now, used only for calculating damage.
719 The rating is the percentage of damage caused by tools with this damage group.
720 See "Entity damage mechanism".
722 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
723 object.set_armor_groups({fleshy=30, cracky=80})
727 Groups in tools define which groups of nodes and entities they are
730 Groups in crafting recipes
731 ---------------------------
732 An example: Make meat soup from any meat, any water and any bowl
734 output = 'food:meat_soup_raw',
740 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
742 An another example: Make red wool from white wool and red dye
746 recipe = {'wool:white', 'group:dye,basecolor_red'},
751 - immortal: Disables the group damage system for an entity
752 - level: Can be used to give an additional sense of progression in the game.
753 - A larger level will cause e.g. a weapon of a lower level make much less
754 damage, and get worn out much faster, or not be able to get drops
755 from destroyed nodes.
756 - 0 is something that is directly accessible at the start of gameplay
757 - There is no upper limit
758 - dig_immediate: (player can always pick up node without tool wear)
759 - 2: node is removed without tool wear after 0.5 seconds or so
761 - 3: node is removed without tool wear immediately (torch)
762 - disable_jump: Player (and possibly other things) cannot jump from node
763 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
764 - bouncy: value is bounce speed in percent
765 - falling_node: if there is no walkable block under the node it will fall
766 - attached_node: if the node under it is not a walkable block the node will be
767 dropped as an item. If the node is wallmounted the
768 wallmounted direction is checked.
769 - soil: saplings will grow on nodes in this group
770 - connect_to_raillike: makes nodes of raillike drawtype connect to
771 other group members with same drawtype
773 Known damage and digging time defining groups
774 ----------------------------------------------
775 - crumbly: dirt, sand
776 - cracky: tough but crackable stuff like stone.
777 - snappy: something that can be cut using fine tools; e.g. leaves, small
778 plants, wire, sheets of metal
779 - choppy: something that can be cut using force; e.g. trees, wooden planks
780 - fleshy: Living things like animals and the player. This could imply
781 some blood effects when hitting.
782 - explody: Especially prone to explosions
783 - oddly_breakable_by_hand:
784 Can be added to nodes that shouldn't logically be breakable by the
785 hand but are. Somewhat similar to dig_immediate, but times are more
786 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
787 speed of a tool if the tool can dig at a faster speed than this
788 suggests for the hand.
790 Examples of custom groups
791 --------------------------
792 Item groups are often used for defining, well, //groups of items//.
793 - meat: any meat-kind of a thing (rating might define the size or healing
794 ability or be irrelevant - it is not defined as of yet)
795 - eatable: anything that can be eaten. Rating might define HP gain in half
797 - flammable: can be set on fire. Rating might define the intensity of the
798 fire, affecting e.g. the speed of the spreading of an open fire.
799 - wool: any wool (any origin, any color)
802 - heavy: anything considerably heavy
804 Digging time calculation specifics
805 -----------------------------------
806 Groups such as **crumbly**, **cracky** and **snappy** are used for this
807 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
810 The **level** group is used to limit the toughness of nodes a tool can dig
811 and to scale the digging times / damage to a greater extent.
813 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
816 Tools define their properties by a list of parameters for groups. They
817 cannot dig other groups; thus it is important to use a standard bunch of
818 groups to enable interaction with tools.
821 * Full punch interval
823 * For an arbitrary list of groups:
824 * Uses (until the tool breaks)
825 * Maximum level (usually 0, 1, 2 or 3)
829 **Full punch interval**:
830 When used as a weapon, the tool will do full damage if this time is spent
831 between punches. If e.g. half the time is spent, the tool will do half
834 **Maximum drop level**
835 Suggests the maximum level of node, when dug with the tool, that will drop
836 it's useful item. (e.g. iron ore to drop a lump of iron).
837 - This is not automated; it is the responsibility of the node definition
841 Determines how many uses the tool has when it is used for digging a node,
842 of this group, of the maximum level. For lower leveled nodes, the use count
843 is multiplied by 3^leveldiff.
844 - uses=10, leveldiff=0 -> actual uses: 10
845 - uses=10, leveldiff=1 -> actual uses: 30
846 - uses=10, leveldiff=2 -> actual uses: 90
849 Tells what is the maximum level of a node of this group that the tool will
853 List of digging times for different ratings of the group, for nodes of the
855 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
856 result in the tool to be able to dig nodes that have a rating of 2 or 3
857 for this group, and unable to dig the rating 1, which is the toughest.
858 Unless there is a matching group that enables digging otherwise.
861 List of damage for groups of entities. See "Entity damage mechanism".
863 Example definition of the capabilities of a tool
864 -------------------------------------------------
865 tool_capabilities = {
866 full_punch_interval=1.5,
869 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
871 damage_groups = {fleshy=2},
874 This makes the tool be able to dig nodes that fulfil both of these:
875 - Have the **crumbly** group
876 - Have a **level** group less or equal to 2
878 Table of resulting digging times:
879 crumbly 0 1 2 3 4 <- level
885 level diff: 2 1 0 -1 -2
887 Table of resulting tool uses:
894 - At crumbly=0, the node is not diggable.
895 - At crumbly=3, the level difference digging time divider kicks in and makes
896 easy nodes to be quickly breakable.
897 - At level > 2, the node is not diggable, because it's level > maxlevel
899 Entity damage mechanism
900 ------------------------
903 foreach group in cap.damage_groups:
904 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
905 * (object.armor_groups[group] / 100.0)
906 -- Where object.armor_groups[group] is 0 for inexistent values
909 Client predicts damage based on damage groups. Because of this, it is able to
910 give an immediate response when an entity is damaged or dies; the response is
911 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
913 - Currently a smoke puff will appear when an entity dies.
915 The group **immortal** completely disables normal damage.
917 Entities can define a special armor group, which is **punch_operable**. This
918 group disables the regular damage mechanism for players punching it by hand or
919 a non-tool item, so that it can do something else than take damage.
921 On the Lua side, every punch calls ''entity:on_punch(puncher,
922 time_from_last_punch, tool_capabilities, direction)''. This should never be
923 called directly, because damage is usually not handled by the entity itself.
924 * ''puncher'' is the object performing the punch. Can be nil. Should never be
925 accessed unless absolutely required, to encourage interoperability.
926 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
927 * ''tool_capabilities'' can be nil.
928 * ''direction'' is a unit vector, pointing from the source of the punch to
931 To punch an entity/object in Lua, call ''object:punch(puncher,
932 time_from_last_punch, tool_capabilities, direction)''.
933 * Return value is tool wear.
934 * Parameters are equal to the above callback.
935 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
936 automatically filled in based on the location of ''puncher''.
940 The instance of a node in the world normally only contains the three values
941 mentioned in "Nodes". However, it is possible to insert extra data into a
942 node. It is called "node metadata"; See "NodeMetaRef".
944 Metadata contains two things:
948 Some of the values in the key-value store are handled specially:
949 - formspec: Defines a right-click inventory menu. See "Formspec".
950 - infotext: Text shown on the screen when the node is pointed at
954 local meta = minetest.get_meta(pos)
955 meta:set_string("formspec",
957 "list[context;main;0,0;8,4;]"..
958 "list[current_player;main;0,5;8,4;]")
959 meta:set_string("infotext", "Chest");
960 local inv = meta:get_inventory()
961 inv:set_size("main", 8*4)
962 print(dump(meta:to_table()))
965 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] = ""}
968 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
975 Formspec defines a menu. Currently not much else than inventories are
976 supported. It is a string, with a somewhat strange format.
978 Spaces and newlines can be inserted between the blocks, as is used in the
984 list[context;main;0,0;8,4;]
985 list[current_player;main;0,5;8,4;]
988 list[context;fuel;2,3;1,1;]
989 list[context;src;2,1;1,1;]
990 list[context;dst;5,1;2,2;]
991 list[current_player;main;0,5;8,4;]
992 - Minecraft-like player inventory
994 image[1,0.6;1,2;player.png]
995 list[current_player;main;0,3.5;8,4;]
996 list[current_player;craft;3,0;3,3;]
997 list[current_player;craftpreview;7,1;1,1;]
1001 size[<W>,<H>,<fixed_size>]
1002 ^ Define the size of the menu in inventory slots
1003 ^ fixed_size true/false (optional)
1004 ^ deprecated: invsize[<W>,<H>;]
1006 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
1007 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
1008 ^ Show an inventory list
1010 listcolors[<slot_bg_normal>;<slot_bg_hover>]
1011 ^ Sets background color of slots as ColorString
1012 ^ Sets background color of slots on mouse hovering
1014 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
1015 ^ Sets background color of slots as ColorString
1016 ^ Sets background color of slots on mouse hovering
1017 ^ Sets color of slots border
1019 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
1020 ^ Sets background color of slots as ColorString
1021 ^ Sets background color of slots on mouse hovering
1022 ^ Sets color of slots border
1023 ^ Sets default background color of tooltips
1024 ^ Sets default font color of tooltips
1026 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
1027 ^ Adds tooltip for an element
1028 ^ <bgcolor> tooltip background color as ColorString (optional)
1029 ^ <fontcolor> tooltip font color as ColorString (optional)
1032 image[<X>,<Y>;<W>,<H>;<texture name>]
1034 ^ Position and size units are inventory slots
1036 item_image[<X>,<Y>;<W>,<H>;<item name>]
1037 ^ Show an inventory image of registered item/node
1038 ^ Position and size units are inventory slots
1040 bgcolor[<color>;<fullscreen>]
1041 ^ Sets background color of formspec as ColorString
1042 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1044 background[<X>,<Y>;<W>,<H>;<texture name>]
1045 ^ Use a background. Inventory rectangles are not drawn then.
1046 ^ Position and size units are inventory slots
1047 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1049 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1050 ^ Use a background. Inventory rectangles are not drawn then.
1051 ^ Position and size units are inventory slots
1052 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1053 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1055 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1056 ^ Textual password style field; will be sent to server when a button is clicked
1057 ^ x and y position the field relative to the top left of the menu
1058 ^ w and h are the size of the field
1059 ^ fields are a set height, but will be vertically centred on h
1060 ^ Position and size units are inventory slots
1061 ^ name is the name of the field as returned in fields to on_receive_fields
1062 ^ label, if not blank, will be text printed on the top left above the field
1064 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1065 ^ Textual field; will be sent to server when a button is clicked
1066 ^ x and y position the field relative to the top left of the menu
1067 ^ w and h are the size of the field
1068 ^ fields are a set height, but will be vertically centred on h
1069 ^ Position and size units are inventory slots
1070 ^ name is the name of the field as returned in fields to on_receive_fields
1071 ^ label, if not blank, will be text printed on the top left above the field
1072 ^ default is the default value of the field
1073 ^ default may contain variable references such as '${text}' which
1074 will fill the value from the metadata value 'text'
1075 ^ Note: no extra text or more than a single variable is supported ATM.
1077 field[<name>;<label>;<default>]
1078 ^ as above but without position/size units
1079 ^ special field for creating simple forms, such as sign text input
1080 ^ must be used without a size[] element
1081 ^ a 'Proceed' button will be added automatically
1083 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1084 ^ same as fields above, but with multi-line input
1086 label[<X>,<Y>;<label>]
1087 ^ x and y work as per field
1088 ^ label is the text on the label
1089 ^ Position and size units are inventory slots
1091 vertlabel[<X>,<Y>;<label>]
1092 ^ Textual label drawn vertically
1093 ^ x and y work as per field
1094 ^ label is the text on the label
1095 ^ Position and size units are inventory slots
1097 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1098 ^ Clickable button. When clicked, fields will be sent.
1099 ^ x, y and name work as per field
1100 ^ w and h are the size of the button
1101 ^ label is the text on the button
1102 ^ Position and size units are inventory slots
1104 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1105 ^ x, y, w, h, and name work as per button
1106 ^ texture name is the filename of an image
1107 ^ Position and size units are inventory slots
1109 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1110 ^ x, y, w, h, and name work as per button
1111 ^ texture name is the filename of an image
1112 ^ Position and size units are inventory slots
1113 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1114 ^ drawborder draw button border or not
1115 ^ pressed texture name is the filename of an image on pressed state
1117 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1118 ^ x, y, w, h, name and label work as per button
1119 ^ item name is the registered name of an item/node,
1120 tooltip will be made out of its description
1121 to override it use tooltip element
1122 ^ Position and size units are inventory slots
1124 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1125 ^ When clicked, fields will be sent and the form will quit.
1127 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1128 ^ When clicked, fields will be sent and the form will quit.
1130 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1131 ^ Scrollable item list showing arbitrary text elements
1132 ^ x and y position the itemlist relative to the top left of the menu
1133 ^ w and h are the size of the itemlist
1134 ^ name fieldname sent to server on doubleclick value is current selected element
1135 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1136 ^ if you want a listelement to start with # write ##
1138 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1139 ^ Scrollable itemlist showing arbitrary text elements
1140 ^ x and y position the itemlist relative to the top left of the menu
1141 ^ w and h are the size of the itemlist
1142 ^ name fieldname sent to server on doubleclick value is current selected element
1143 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1144 ^ if you want a listelement to start with # write ##
1145 ^ index to be selected within textlist
1146 ^ true/false draw transparent background
1147 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1149 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1150 ^ show a tabHEADER at specific position (ignores formsize)
1151 ^ x and y position the itemlist relative to the top left of the menu
1152 ^ name fieldname data is transferred to Lua
1153 ^ caption 1... name shown on top of tab
1154 ^ current_tab index of selected tab 1...
1155 ^ transparent (optional) show transparent
1156 ^ draw_border (optional) draw border
1158 box[<X>,<Y>;<W>,<H>;<color>]
1159 ^ simple colored semitransparent box
1160 ^ x and y position the box relative to the top left of the menu
1161 ^ w and h are the size of box
1162 ^ color as ColorString
1164 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1165 ^ show a dropdown field
1166 ^ IMPORTANT NOTE: There are two different operation modes:
1167 ^ 1) handle directly on change (only changed dropdown is submitted)
1168 ^ 2) read the value on pressing a button (all dropdown values are available)
1169 ^ x and y position of dropdown
1171 ^ fieldname data is transferred to Lua
1172 ^ items to be shown in dropdown
1173 ^ index of currently selected dropdown item
1175 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1177 ^ x and y position of checkbox
1178 ^ name fieldname data is transferred to Lua
1179 ^ label to be shown left of checkbox
1180 ^ selected (optional) true/false
1181 ^ tooltip (optional)
1183 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1185 ^ there are two ways to use it:
1186 ^ 1) handle the changed event (only changed scrollbar is available)
1187 ^ 2) read the value on pressing a button (all scrollbars are available)
1188 ^ x and y position of trackbar
1190 ^ orientation vertical/horizontal
1191 ^ fieldname data is transferred to lua
1192 ^ value this trackbar is set to (0-1000)
1193 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1195 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1196 ^ show scrollable table using options defined by the previous tableoptions[]
1197 ^ displays cells as defined by the previous tablecolumns[]
1198 ^ x and y position the itemlist relative to the top left of the menu
1199 ^ w and h are the size of the itemlist
1200 ^ name fieldname sent to server on row select or doubleclick
1201 ^ cell 1...n cell contents given in row-major order
1202 ^ selected idx: index of row to be selected within table (first row = 1)
1203 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1205 tableoptions[<opt 1>;<opt 2>;...]
1206 ^ sets options for table[]:
1208 ^^ default text color (ColorString), defaults to #FFFFFF
1209 ^ background=#RRGGBB
1210 ^^ table background color (ColorString), defaults to #000000
1211 ^ border=<true/false>
1212 ^^ should the table be drawn with a border? (default true)
1214 ^^ highlight background color (ColorString), defaults to #466432
1215 ^ highlight_text=#RRGGBB
1216 ^^ highlight text color (ColorString), defaults to #FFFFFF
1218 ^^ all subtrees up to depth < value are open (default value = 0)
1219 ^^ only useful when there is a column of type "tree"
1221 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1222 ^ sets columns for table[]:
1223 ^ types: text, image, color, indent, tree
1224 ^^ text: show cell contents as text
1225 ^^ image: cell contents are an image index, use column options to define images
1226 ^^ color: cell contents are a ColorString and define color of following cell
1227 ^^ indent: cell contents are a number and define indentation of following cell
1228 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1230 ^^ align=<value> for "text" and "image": content alignment within cells
1231 ^^ available values: left (default), center, right, inline
1232 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1233 ^^ for "indent" and "tree": indent width in em (default 1.5)
1234 ^^ padding=<value> padding left of the column, in em (default 0.5)
1235 ^^ exception: defaults to 0 for indent columns
1236 ^^ tooltip=<value> tooltip text (default empty)
1237 ^ "image" column options:
1238 ^^ 0=<value> sets image for image index 0
1239 ^^ 1=<value> sets image for image index 1
1240 ^^ 2=<value> sets image for image index 2
1241 ^^ and so on; defined indices need not be contiguous
1242 ^^ empty or non-numeric cells are treated as 0
1243 ^ "color" column options:
1244 ^^ span=<value> number of following columns to affect (default infinite)
1246 Note: do NOT use a element name starting with "key_" those names are reserved to
1247 pass key press events to formspec!
1251 - "context": Selected node metadata (deprecated: "current_name")
1252 - "current_player": Player to whom the menu is shown
1253 - "player:<name>": Any player
1254 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1255 - "detached:<name>": A detached inventory
1260 ^ defines a color in hexadecimal format
1262 ^ defines a color in hexadecimal format and alpha channel
1264 ^ defines a color in hexadecimal format
1266 ^ defines a color in hexadecimal format and alpha channel
1268 Named colors are also supported and are equivalent to "CSS Color Module Level 4"
1269 (http://dev.w3.org/csswg/css-color/#named-colors). To specify the value of the
1270 alpha channel, append #AA to the end of the color name (e.g. colorname#08). For
1271 named colors the hexadecimal string representing the alpha value must (always)
1272 be two hexadecimal digits.
1276 vector.new([x[, y, z]]) -> vector
1277 ^ x is a table or the x position.
1278 vector.direction(p1, p2) -> vector
1279 vector.distance(p1, p2) -> number
1280 vector.length(v) -> number
1281 vector.normalize(v) -> vector
1282 vector.round(v) -> vector
1283 vector.apply(v, func) -> vector
1284 vector.equals(v1, v2) -> bool
1285 For the following functions x can be either a vector or a number.
1286 vector.add(v, x) -> vector
1287 vector.subtract(v, x) -> vector
1288 vector.multiply(v, x) -> vector
1289 vector.divide(v, x) -> vector
1293 dump2(obj, name="_", dumped={})
1294 ^ Return object serialized as a string, handles reference loops
1295 dump(obj, dumped={})
1296 ^ Return object serialized as a string
1298 ^ Get the hypotenuse of a triangle with legs x and y.
1299 Useful for distance calculation.
1300 math.sign(x, tolerance)
1301 ^ Get the sign of a number
1302 Optional: Also returns 0 when the absolute value is within the tolerance (default 0)
1303 string:split(separator)
1304 ^ e.g. string:split("a,b", ",") == {"a","b"}
1306 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1307 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1308 ^ Convert position to a printable string
1309 minetest.string_to_pos(string) -> position
1310 ^ Same but in reverse. Returns nil if the string can't be parsed to a position.
1311 minetest.formspec_escape(string) -> string
1312 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1313 minetest.is_yes(arg)
1314 ^ returns whether arg can be interpreted as yes
1315 minetest.get_us_time()
1316 ^ returns time with microsecond precision
1317 table.copy(table) -> table
1318 ^ returns a deep copy of a table
1320 minetest namespace reference
1321 -----------------------------
1323 minetest.get_current_modname() -> string
1324 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1325 ^ Useful for loading additional .lua modules or static data from mod
1326 minetest.get_modnames() -> list of installed mods
1327 ^ Return a list of installed mods, sorted alphabetically
1328 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1329 ^ Useful for storing custom data
1330 minetest.is_singleplayer()
1332 ^ table containing API feature flags: {foo=true, bar=true}
1333 minetest.has_feature(arg) -> bool, missing_features
1334 ^ arg: string or table in format {foo=true, bar=true}
1335 ^ missing_features: {foo=true, bar=true}
1336 minetest.get_player_information(playername)
1337 ^ table containing information about player peer:
1339 address = "127.0.0.1", -- IP address of client
1340 ip_version = 4, -- IPv4 / IPv6
1341 min_rtt = 0.01, -- minimum round trip time
1342 max_rtt = 0.2, -- maximum round trip time
1343 avg_rtt = 0.02, -- average round trip time
1344 min_jitter = 0.01, -- minimum packet time jitter
1345 max_jitter = 0.5, -- maximum packet time jitter
1346 avg_jitter = 0.03, -- average packet time jitter
1347 connection_uptime = 200, -- seconds since client connected
1349 -- following information is available on debug build only!!!
1350 -- DO NOT USE IN MODS
1351 --ser_vers = 26, -- serialization version used by client
1352 --prot_vers = 23, -- protocol version used by client
1353 --major = 0, -- major version number
1354 --minor = 4, -- minor version number
1355 --patch = 10, -- patch version number
1356 --vers_string = "0.4.9-git", -- full version string
1357 --state = "Active" -- current client state
1361 minetest.debug(line)
1362 ^ Always printed to stderr and logfile (print() is redirected here)
1364 minetest.log(loglevel, line)
1365 ^ loglevel one of "error", "action", "info", "verbose"
1367 Registration functions: (Call these only at load time)
1368 minetest.register_entity(name, prototype table)
1369 minetest.register_abm(abm definition)
1370 minetest.register_node(name, node definition)
1371 minetest.register_tool(name, item definition)
1372 minetest.register_craftitem(name, item definition)
1373 minetest.register_alias(name, convert_to)
1374 minetest.register_craft(recipe)
1375 minetest.register_ore(ore definition)
1376 minetest.register_decoration(decoration definition)
1377 minetest.override_item(name, redefinition)
1378 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1379 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1380 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1382 Global callback registration functions: (Call these only at load time)
1383 minetest.register_globalstep(func(dtime))
1384 ^ Called every server step, usually interval of 0.1s
1385 minetest.register_on_shutdown(func())
1386 ^ Called before server shutdown
1387 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1388 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1389 semi-frequent intervals as well as on server shutdown.
1390 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1391 ^ Called when a node has been placed
1392 ^ If return true no item is taken from itemstack
1393 ^ Not recommended; use on_construct or after_place_node in node definition
1395 minetest.register_on_dignode(func(pos, oldnode, digger))
1396 ^ Called when a node has been dug.
1397 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1399 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1400 ^ Called when a node is punched
1401 minetest.register_on_generated(func(minp, maxp, blockseed))
1402 ^ Called after generating a piece of world. Modifying nodes inside the area
1403 is a bit faster than usually.
1404 minetest.register_on_newplayer(func(ObjectRef))
1405 ^ Called after a new player has been created
1406 minetest.register_on_dieplayer(func(ObjectRef))
1407 ^ Called when a player dies
1408 minetest.register_on_respawnplayer(func(ObjectRef))
1409 ^ Called when player is to be respawned
1410 ^ Called _before_ repositioning of player occurs
1411 ^ return true in func to disable regular player placement
1412 minetest.register_on_prejoinplayer(func(name, ip))
1413 ^ Called before a player joins the game
1414 ^ If it returns a string, the player is disconnected with that string as reason
1415 minetest.register_on_joinplayer(func(ObjectRef))
1416 ^ Called when a player joins the game
1417 minetest.register_on_leaveplayer(func(ObjectRef))
1418 ^ Called when a player leaves the game
1419 minetest.register_on_cheat(func(ObjectRef, cheat))
1420 ^ Called when a player cheats
1421 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1422 minetest.register_on_chat_message(func(name, message))
1423 ^ Called always when a player says something
1424 minetest.register_on_player_receive_fields(func(player, formname, fields))
1425 ^ Called when a button is pressed in player's inventory form
1426 ^ Newest functions are called first
1427 ^ If function returns true, remaining functions are not called
1428 minetest.register_on_mapgen_init(func(MapgenParams))
1429 ^ Called just before the map generator is initialized but before the environment is initialized
1430 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1431 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1432 ^ Called when player crafts something
1433 ^ itemstack is the output
1434 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1435 ^ craft_inv is the inventory with the crafting grid
1436 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1437 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1438 ^ The same as before, except that it is called before the player crafts, to make
1439 ^ craft prediction, and it should not change anything.
1440 minetest.register_on_protection_violation(func(pos, name))
1441 ^ Called by builtin and mods when a player violates protection at a position
1442 (eg, digs a node or punches a protected entity).
1443 ^ The registered functions can be called using minetest.record_protection_violation
1444 ^ The provided function should check that the position is protected by the mod
1445 calling this function before it prints a message, if it does, to allow for
1446 multiple protection mods.
1447 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1448 ^ Called when an item is eaten, by minetest.item_eat
1449 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1451 Other registration functions:
1452 minetest.register_chatcommand(cmd, chatcommand definition)
1453 minetest.register_privilege(name, definition)
1454 ^ definition: "description text"
1456 description = "description text",
1457 give_to_singleplayer = boolean, -- default: true
1459 minetest.register_authentication_handler(handler)
1460 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1463 minetest.setting_set(name, value)
1464 minetest.setting_get(name) -> string or nil
1465 minetest.setting_setbool(name, value)
1466 minetest.setting_getbool(name) -> boolean value or nil
1467 minetest.setting_get_pos(name) -> position or nil
1468 minetest.setting_save() -> nil, save all settings to config file
1471 minetest.notify_authentication_modified(name)
1472 ^ Should be called by the authentication handler if privileges change.
1473 ^ To report everybody, set name=nil.
1474 minetest.get_password_hash(name, raw_password)
1475 ^ Convert a name-password pair to a password hash that minetest can use
1476 minetest.string_to_privs(str) -> {priv1=true,...}
1477 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1478 ^ Convert between two privilege representations
1479 minetest.set_player_password(name, password_hash)
1480 minetest.set_player_privs(name, {priv1=true,...})
1481 minetest.get_player_privs(name) -> {priv1=true,...}
1482 minetest.auth_reload()
1483 ^ These call the authentication handler
1484 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1485 ^ A quickhand for checking privileges
1486 minetest.get_player_ip(name) -> IP address string
1489 minetest.chat_send_all(text)
1490 minetest.chat_send_player(name, text)
1494 minetest.set_node(pos, node)
1495 minetest.add_node(pos, node): alias set_node(pos, node)
1496 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1497 minetest.swap_node(pos, node)
1498 ^ Set node at position, but don't remove metadata
1499 minetest.remove_node(pos)
1500 ^ Equivalent to set_node(pos, "air")
1501 minetest.get_node(pos)
1502 ^ Returns {name="ignore", ...} for unloaded area
1503 minetest.get_node_or_nil(pos)
1504 ^ Returns nil for unloaded area
1505 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1506 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1508 minetest.place_node(pos, node)
1509 ^ Place node with the same effects that a player would cause
1510 minetest.dig_node(pos)
1511 ^ Dig node with the same effects that a player would cause
1512 Returns true if successful, false on failure (e.g. protected location)
1513 minetest.punch_node(pos)
1514 ^ Punch node with the same effects that a player would cause
1516 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1517 minetest.get_node_timer(pos) -- Get NodeTimerRef
1519 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1520 ^ Returns ObjectRef, or nil if failed
1521 minetest.add_item(pos, item): Spawn item
1522 ^ Returns ObjectRef, or nil if failed
1523 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1524 minetest.get_objects_inside_radius(pos, radius)
1525 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1526 minetest.get_timeofday()
1527 minetest.get_gametime(): returns the time, in seconds, since the world was created
1528 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1529 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1530 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1531 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1532 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1533 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1534 minetest.get_voxel_manip()
1535 ^ Return voxel manipulator object
1536 minetest.set_gen_notify(flags, {deco_ids})
1537 ^ Set the types of on-generate notifications that should be collected
1538 ^ flags is a flag field with the available flags:
1539 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
1540 ^ The second parameter is a list of IDS of decorations which notification is requested for
1541 minetest.get_mapgen_object(objectname)
1542 ^ Return requested mapgen object if available (see Mapgen objects)
1543 minetest.set_mapgen_params(MapgenParams)
1544 ^ Set map generation parameters
1545 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1546 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1547 ^ Leave field unset to leave that parameter unchanged
1548 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1549 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1550 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1551 ^ Sets the default value of a noiseparam setting
1552 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1553 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1554 minetest.clear_objects()
1555 ^ clear all objects in the environments
1556 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1557 ^ Check if there is a direct line of sight between pos1 and pos2
1558 ^ Returns the position of the blocking node when false
1559 ^ pos1 First position
1560 ^ pos2 Second position
1561 ^ stepsize smaller gives more accurate results but requires more computing
1563 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1564 ^ -> table containing path
1565 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1566 ^ pos1: start position
1567 ^ pos2: end position
1568 ^ searchdistance: number of blocks to search in each direction
1569 ^ max_jump: maximum height difference to consider walkable
1570 ^ max_drop: maximum height difference to consider droppable
1571 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1572 minetest.spawn_tree (pos, {treedef})
1573 ^ spawns L-System tree at given pos with definition in treedef table
1574 minetest.transforming_liquid_add(pos)
1575 ^ add node to liquid update queue
1576 minetest.get_node_max_level(pos)
1577 ^ get max available level for leveled node
1578 minetest.get_node_level(pos)
1579 ^ get level of leveled node (water, snow)
1580 minetest.set_node_level(pos, level)
1581 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1582 minetest.add_node_level(pos, level)
1583 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1586 minetest.get_inventory(location) -> InvRef
1587 ^ location = e.g. {type="player", name="celeron55"}
1588 {type="node", pos={x=, y=, z=}}
1589 {type="detached", name="creative"}
1590 minetest.create_detached_inventory(name, callbacks) -> InvRef
1591 ^ callbacks: See "Detached inventory callbacks"
1592 ^ Creates a detached inventory. If it already exists, it is cleared.
1595 minetest.show_formspec(playername, formname, formspec)
1596 ^ playername: name of player to show formspec
1597 ^ formname: name passed to on_player_receive_fields callbacks
1598 ^ should follow "modname:<whatever>" naming convention
1599 ^ formspec: formspec to display
1600 minetest.formspec_escape(string) -> string
1601 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1602 minetest.explode_table_event(string) -> table
1603 ^ returns e.g. {type="CHG", row=1, column=2}
1604 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1605 minetest.explode_textlist_event(string) -> table
1606 ^ returns e.g. {type="CHG", index=1}
1607 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1608 minetest.explode_scrollbar_event(string) -> table
1609 ^ returns e.g. {type="CHG", value=500}
1610 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1613 minetest.inventorycube(img1, img2, img3)
1614 ^ Returns a string for making an image of a cube (useful as an item image)
1615 minetest.get_pointed_thing_position(pointed_thing, above)
1616 ^ Get position of a pointed_thing (that you can get from somewhere)
1617 minetest.dir_to_facedir(dir, is6d)
1618 ^ 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
1619 minetest.facedir_to_dir(facedir)
1620 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1621 minetest.dir_to_wallmounted(dir)
1622 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1623 minetest.get_node_drops(nodename, toolname)
1624 ^ Returns list of item names.
1625 ^ Note: This will be removed or modified in a future version.
1626 minetest.get_craft_result(input) -> output, decremented_input
1627 ^ input.method = 'normal' or 'cooking' or 'fuel'
1628 ^ input.width = for example 3
1629 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1630 stack 5, stack 6, stack 7, stack 8, stack 9 }
1631 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1632 ^ output.time = number, if unsuccessful: 0
1633 ^ decremented_input = like input
1634 minetest.get_craft_recipe(output) -> input
1635 ^ returns last registered recipe for output item (node)
1636 ^ output is a node or item type such as 'default:torch'
1637 ^ input.method = 'normal' or 'cooking' or 'fuel'
1638 ^ input.width = for example 3
1639 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1640 stack 5, stack 6, stack 7, stack 8, stack 9 }
1641 ^ input.items = nil if no recipe found
1642 minetest.get_all_craft_recipes(query item) -> table or nil
1643 ^ returns indexed table with all registered recipes for query item (node)
1644 or nil if no recipe was found
1647 method = 'normal' or 'cooking' or 'fuel'
1648 width = 0-3, 0 means shapeless recipe
1649 items = indexed [1-9] table with recipe items
1650 output = string with item name and quantity
1652 Example query for default:gold_ingot will return table:
1654 1={type = "cooking", width = 3, output = "default:gold_ingot",
1655 items = {1 = "default:gold_lump"}},
1656 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1657 items = {1 = "default:goldblock"}}
1659 minetest.handle_node_drops(pos, drops, digger)
1660 ^ drops: list of itemstrings
1661 ^ Handles drops from nodes after digging: Default action is to put them into
1663 ^ Can be overridden to get different functionality (e.g. dropping items on
1667 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1668 ^ Find who has done something to a node, or near a node
1669 ^ actor: "player:<name>", also "liquid".
1670 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1671 ^ Revert latest actions of someone
1672 ^ actor: "player:<name>", also "liquid".
1674 Defaults for the on_* item definition functions:
1675 (These return the leftover itemstack)
1676 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1677 ^ Place item as a node
1678 ^ param2 overrides facedir and wallmounted param2
1679 ^ returns itemstack, success
1680 minetest.item_place_object(itemstack, placer, pointed_thing)
1682 minetest.item_place(itemstack, placer, pointed_thing, param2)
1683 ^ Use one of the above based on what the item is.
1684 ^ Calls on_rightclick of pointed_thing.under if defined instead
1685 ^ Note: is not called when wielded item overrides on_place
1686 ^ param2 overrides facedir and wallmounted param2
1687 ^ returns itemstack, success
1688 minetest.item_drop(itemstack, dropper, pos)
1690 minetest.item_eat(hp_change, replace_with_item)
1691 ^ Eat the item. replace_with_item can be nil.
1693 Defaults for the on_punch and on_dig node definition callbacks:
1694 minetest.node_punch(pos, node, puncher, pointed_thing)
1695 ^ Calls functions registered by minetest.register_on_punchnode()
1696 minetest.node_dig(pos, node, digger)
1697 ^ Checks if node can be dug, puts item into inventory, removes node
1698 ^ Calls functions registered by minetest.registered_on_dignodes()
1701 minetest.sound_play(spec, parameters) -> handle
1702 ^ spec = SimpleSoundSpec
1703 ^ parameters = sound parameter table
1704 minetest.sound_stop(handle)
1707 minetest.after(time, func, ...)
1708 ^ Call function after time seconds
1709 ^ Optional: Variable number of arguments that are passed to func
1712 minetest.request_shutdown() -> request for server shutdown
1713 minetest.get_server_status() -> server status string
1716 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1717 minetest.get_ban_description(ip_or_name) -> ban description (string)
1718 minetest.ban_player(name) -> ban a player
1719 minetest.unban_player_or_ip(name) -> unban player or IP address
1720 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1723 minetest.add_particle(particle definition)
1724 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1725 size, collisiondetection, texture, playername)
1727 minetest.add_particlespawner(particlespawner definition)
1728 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1730 ^ Deprecated: minetest.add_particlespawner(amount, time,
1734 minexptime, maxexptime,
1736 collisiondetection, texture, playername)
1738 minetest.delete_particlespawner(id, player)
1739 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1740 ^ If playername is specified, only deletes on the player's client,
1741 ^ otherwise on all clients
1744 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1745 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1746 ^ Apply the specified probability values to the specified nodes in probability_list.
1747 ^ probability_list is an array of tables containing two fields, pos and prob.
1748 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1749 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1750 ^ If there are two or more entries with the same pos value, the last entry is used.
1751 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1752 ^ If probability_list is nil, no probabilities are applied.
1753 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1754 ^ the y position of the slice with a probability applied.
1755 ^ If slice probability list is nil, no slice probabilities are applied.
1756 ^ Saves schematic in the Minetest Schematic format to filename.
1758 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1759 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1760 ^ Rotation can be "0", "90", "180", "270", or "random".
1761 ^ If the rotation parameter is omitted, the schematic is not rotated.
1762 ^ replacements = {["old_name"] = "convert_to", ...}
1763 ^ force_placement is a boolean indicating whether nodes other than air and
1764 ^ ignore are replaced by the schematic
1767 minetest.get_connected_players() -> list of ObjectRefs
1768 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1769 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1770 minetest.get_position_from_hash(hash) -> position
1771 ^ Inverse transform of minetest.hash_node_position
1772 minetest.get_item_group(name, group) -> rating
1773 ^ Get rating of a group of an item. (0 = not in group)
1774 minetest.get_node_group(name, group) -> rating
1775 ^ Deprecated: An alias for the former.
1776 minetest.get_content_id(name) -> integer
1777 ^ Gets the internal content ID of name
1778 minetest.get_name_from_content_id(content_id) -> string
1779 ^ Gets the name of the content with that content ID
1780 minetest.parse_json(string[, nullvalue]) -> something
1781 ^ Convert a string containing JSON data into the Lua equivalent
1782 ^ nullvalue: returned in place of the JSON null; defaults to nil
1783 ^ On success returns a table, a string, a number, a boolean or nullvalue
1784 ^ On failure outputs an error message and returns nil
1785 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1786 minetest.write_json(data[, styled]) -> string or nil and error message
1787 ^ Convert a Lua table into a JSON string
1788 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1789 ^ Unserializable things like functions and userdata are saved as null.
1790 ^ Warning: JSON is more strict than the Lua table format.
1791 1. You can only use strings and positive integers of at least one as keys.
1792 2. You can not mix string and integer keys.
1793 This is due to the fact that JSON has two distinct array and object values.
1794 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1795 minetest.serialize(table) -> string
1796 ^ Convert a table containing tables, strings, numbers, booleans and nils
1797 into string form readable by minetest.deserialize
1798 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1799 minetest.deserialize(string) -> table
1800 ^ Convert a string returned by minetest.deserialize into a table
1801 ^ String is loaded in an empty sandbox environment.
1802 ^ Will load functions, but they cannot access the global environment.
1803 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1804 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1805 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1806 minetest.compress(data, method, ...) -> compressed_data
1807 ^ Compress a string of data.
1808 ^ `method` is a string identifying the compression method to be used.
1809 ^ Supported compression methods:
1810 ^ Deflate (zlib): "deflate"
1811 ^ `...` indicates method-specific arguments. Currently defined arguments are:
1812 ^ Deflate: `level` - Compression level, 0-9 or nil.
1813 minetest.decompress(compressed_data, method, ...) -> data
1814 ^ Decompress a string of data (using ZLib).
1815 ^ See documentation on minetest.compress() for supported compression methods.
1816 ^ currently supported.
1817 ^ `...` indicates method-specific arguments. Currently, no methods use this.
1818 minetest.is_protected(pos, name) -> bool
1819 ^ This function should be overridden by protection mods and should be used to
1820 check if a player can interact at a position.
1821 ^ This function should call the old version of itself if the position is not
1822 protected by the mod.
1824 local old_is_protected = minetest.is_protected
1825 function minetest.is_protected(pos, name)
1826 if mymod:position_protected_from(pos, name) then
1829 return old_is_protected(pos, name)
1831 minetest.record_protection_violation(pos, name)
1832 ^ This function calls functions registered with
1833 minetest.register_on_protection_violation.
1834 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1835 ^ Attempt to predict the desired orientation of the facedir-capable node
1836 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1837 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1838 field is false or omitted (else, the itemstack is not changed). orient_flags
1839 is an optional table containing extra tweaks to the placement code:
1840 invert_wall: if true, place wall-orientation on the ground and ground-
1841 orientation on the wall.
1842 force_wall: if true, always place the node in wall orientation.
1843 force_ceiling: if true, always place on the ceiling.
1844 force_floor: if true, always place the node on the floor.
1846 The above four options are mutually-exclusive; the last in the list takes
1847 precedence over the first.
1849 force_facedir: if true, forcefully reset the facedir to north when placing on
1850 the floor or ceiling
1852 minetest.rotate_node(itemstack, placer, pointed_thing)
1853 ^ calls rotate_and_place() with infinitestacks set according to the state of
1854 the creative mode setting, and checks for "sneak" to set the invert_wall
1857 minetest.forceload_block(pos)
1858 ^ forceloads the position pos.
1859 ^ returns true if area could be forceloaded
1861 minetest.forceload_free_block(pos)
1862 ^ stops forceloading the position pos.
1864 Please note that forceloaded areas are saved when the server restarts.
1867 minetest.env - EnvRef of the server environment and world.
1868 ^ Any function in the minetest namespace can be called using the syntax
1869 minetest.env:somefunction(somearguments)
1871 minetest.somefunction(somearguments)
1872 ^ Deprecated, but support is not to be dropped soon
1875 minetest.registered_items
1876 ^ List of registered items, indexed by name
1877 minetest.registered_nodes
1878 ^ List of registered node definitions, indexed by name
1879 minetest.registered_craftitems
1880 ^ List of registered craft item definitions, indexed by name
1881 minetest.registered_tools
1882 ^ List of registered tool definitions, indexed by name
1883 minetest.registered_entities
1884 ^ List of registered entity prototypes, indexed by name
1885 minetest.object_refs
1886 ^ List of object references, indexed by active object id
1887 minetest.luaentities
1888 ^ List of Lua entities, indexed by active object id
1892 NodeMetaRef: Node metadata - reference extra data and functionality stored
1894 - Can be gotten via minetest.get_meta(pos)
1896 - set_string(name, value)
1898 - set_int(name, value)
1900 - set_float(name, value)
1902 - get_inventory() -> InvRef
1903 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1904 - from_table(nil or {})
1905 ^ See "Node Metadata"
1907 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1908 - Can be gotten via minetest.get_node_timer(pos)
1910 - set(timeout,elapsed)
1911 ^ set a timer's state
1912 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1913 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1914 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1917 ^ equivalent to set(timeout,0)
1920 - get_timeout() -> current timeout in seconds
1921 ^ if timeout is 0, timer is inactive
1922 - get_elapsed() -> current elapsed time in seconds
1923 ^ the node's on_timer function will be called after timeout-elapsed seconds
1924 - is_started() -> boolean state of timer
1925 ^ returns true if timer is started, otherwise false
1927 ObjectRef: Moving things in the game are generally these
1928 (basically reference to a C++ ServerActiveObject)
1930 - remove(): remove object (after returning from Lua)
1931 - getpos() -> {x=num, y=num, z=num}
1932 - setpos(pos); pos={x=num, y=num, z=num}
1933 - moveto(pos, continuous=false): interpolated move
1934 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1935 ^ puncher = an another ObjectRef,
1936 ^ time_from_last_punch = time since last punch action of the puncher
1937 ^ direction: can be nil
1938 - right_click(clicker); clicker = an another ObjectRef
1939 - get_hp(): returns number of hitpoints (2 * number of hearts)
1940 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1941 - get_inventory() -> InvRef
1942 - get_wield_list(): returns the name of the inventory list the wielded item is in
1943 - get_wield_index(): returns the index of the wielded item
1944 - get_wielded_item() -> ItemStack
1945 - set_wielded_item(item): replaces the wielded item, returns true if successful
1946 - set_armor_groups({group1=rating, group2=rating, ...})
1947 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1948 - set_attach(parent, bone, position, rotation)
1950 ^ position = {x=num, y=num, z=num} (relative)
1951 ^ rotation = {x=num, y=num, z=num}
1953 - set_bone_position(bone, position, rotation)
1955 ^ position = {x=num, y=num, z=num} (relative)
1956 ^ rotation = {x=num, y=num, z=num}
1957 - set_properties(object property table)
1958 LuaEntitySAO-only: (no-op for other objects)
1959 - setvelocity({x=num, y=num, z=num})
1960 - getvelocity() -> {x=num, y=num, z=num}
1961 - setacceleration({x=num, y=num, z=num})
1962 - getacceleration() -> {x=num, y=num, z=num}
1964 - getyaw() -> radians
1965 - settexturemod(mod)
1966 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1967 - select_horiz_by_yawpitch=false)
1968 ^ Select sprite from spritesheet with optional animation and DM-style
1969 texture selection based on yaw relative to camera
1970 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1972 Player-only: (no-op for other objects)
1973 - is_player(): true for players, false for others
1974 - get_player_name(): returns "" if is not a player
1975 - get_look_dir(): get camera direction as a unit vector
1976 - get_look_pitch(): pitch in radians
1977 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1978 - set_look_pitch(radians): sets look pitch
1979 - set_look_yaw(radians): sets look yaw
1980 - get_breath() : returns players breath
1981 - set_breath(value) : sets players breath
1982 values: 0 player is drowning,
1983 1-10 number of bubbles remain,
1984 11 bubbles bar is not shown
1985 - set_inventory_formspec(formspec)
1986 ^ Redefine player's inventory form
1987 ^ Should usually be called in on_joinplayer
1988 - get_inventory_formspec() -> formspec string
1989 - get_player_control(): returns table with player pressed keys
1990 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1991 - get_player_control_bits(): returns integer with bit packed player pressed keys
1992 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1993 - set_physics_override({
1994 speed = 1.0, -- multiplier to default value
1995 jump = 1.0, -- multiplier to default value
1996 gravity = 1.0, -- multiplier to default value
1997 sneak = true, -- whether player can sneak
1998 sneak_glitch = true, -- whether player can use the sneak glitch
2000 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
2001 - hud_remove(id): remove the HUD element of the specified id
2002 - hud_change(id, stat, value): change a value of a previously added HUD element
2003 ^ element stat values: position, name, scale, text, number, item, dir
2004 - hud_get(id): gets the HUD element definition structure of the specified ID
2005 - hud_set_flags(flags): sets specified HUD flags to true/false
2006 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
2007 ^ pass a table containing a true/false value of each flag to be set or unset
2008 ^ if a flag is nil, the flag is not modified
2009 - hud_get_flags(): returns a table containing status of hud flags
2010 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
2011 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
2012 ^ count: number of items, must be between 1 and 23
2013 - hud_set_hotbar_image(texturename)
2014 ^ sets background image for hotbar
2015 - hud_set_hotbar_selected_image(texturename)
2016 ^ sets image for selected item of hotbar
2017 - hud_replace_builtin(name, hud definition)
2018 ^ replace definition of a builtin hud element
2019 ^ name: "breath" or "health"
2020 ^ hud definition: definition to replace builtin definition
2021 - set_sky(bgcolor, type, {texture names})
2022 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
2024 - "regular": Uses 0 textures, bgcolor ignored
2025 - "skybox": Uses 6 textures, bgcolor used
2026 - "plain": Uses 0 textures, bgcolor used
2027 ^ Note: currently does not work directly in on_joinplayer; use
2028 minetest.after(0) in there.
2029 - override_day_night_ratio(ratio or nil)
2030 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
2031 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
2032 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
2033 ^ stand/idle animation key frames
2034 ^ walk animation key frames
2035 ^ dig animation key frames
2036 ^ walk+dig animation key frames
2037 ^ animation frame speed
2038 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
2039 ^ in first person view
2040 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
2042 InvRef: Reference to an inventory
2044 - is_empty(listname): return true if list is empty
2045 - get_size(listname): get size of a list
2046 - set_size(listname, size): set size of a list
2047 ^ returns false on error (e.g. invalid listname or listsize)
2048 - get_width(listname): get width of a list
2049 - set_width(listname, width): set width of list; currently used for crafting
2050 - get_stack(listname, i): get a copy of stack index i in list
2051 - set_stack(listname, i, stack): copy stack to index i in list
2052 - get_list(listname): return full list
2053 - set_list(listname, list): set full list (size will not change)
2054 - get_lists(): returns list of inventory lists
2055 - set_lists(lists): sets inventory lists (size will not change)
2056 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2057 - room_for_item(listname, stack): returns true if the stack of items
2058 can be fully added to the list
2059 - contains_item(listname, stack): returns true if the stack of items
2060 can be fully taken from the list
2061 - remove_item(listname, stack): take as many items as specified from the list,
2062 returns the items that were actually removed (as an ItemStack) - note that
2063 any item metadata is ignored, so attempting to remove a specific unique
2064 item this way will likely remove the wrong one - to do that use set_stack
2065 with an empty ItemStack
2066 - get_location() -> location compatible to minetest.get_inventory(location)
2067 -> {type="undefined"} in case location is not known
2069 ItemStack: A stack of items.
2070 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2072 - is_empty(): return true if stack is empty
2073 - get_name(): returns item name (e.g. "default:stone")
2074 - set_name(itemname)
2075 - get_count(): returns number of items on the stack
2077 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2079 - get_metadata(): returns metadata (a string attached to an item stack)
2080 - set_metadata(metadata)
2081 - clear(): removes all items from the stack, making it empty
2082 - replace(item): replace the contents of this stack (item can also
2083 be an itemstring or table)
2084 - to_string(): returns the stack in itemstring form
2085 - to_table(): returns the stack in Lua table form
2086 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2087 - get_free_space(): returns get_stack_max() - get_count()
2088 - is_known(): returns true if the item name refers to a defined item type
2089 - get_definition(): returns the item definition table
2090 - get_tool_capabilities(): returns the digging properties of the item,
2091 ^ or those of the hand if none are defined for this item type
2092 - add_wear(amount): increases wear by amount if the item is a tool
2093 - add_item(item): put some item or stack onto this stack,
2094 ^ returns leftover ItemStack
2095 - item_fits(item): returns true if item or stack can be fully added to this one
2096 - take_item(n): take (and remove) up to n items from this stack
2097 ^ returns taken ItemStack
2098 ^ if n is omitted, n=1 is used
2099 - peek_item(n): copy (don't remove) up to n items from this stack
2100 ^ returns copied ItemStack
2101 ^ if n is omitted, n=1 is used
2103 PseudoRandom: A pseudorandom number generator
2104 - Can be created via PseudoRandom(seed)
2106 - next(): return next integer random number [0...32767]
2107 - next(min, max): return next integer random number [min...max]
2108 (max - min) must be 32767 or <= 6553 due to the simple
2109 implementation making bad distribution otherwise.
2111 PerlinNoise: A perlin noise generator
2112 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
2113 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
2115 - get2d(pos) -> 2d noise value at pos={x=,y=}
2116 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2118 PerlinNoiseMap: A fast, bulk perlin noise generator
2119 - Can be created via PerlinNoiseMap(noiseparams, size)
2120 - Also minetest.get_perlin_map(noiseparams, size)
2122 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2123 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2124 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2125 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2127 VoxelManip: An interface to the MapVoxelManipulator for Lua
2128 - Can be created via VoxelManip()
2129 - Also minetest.get_voxel_manip()
2131 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2132 ^ returns actual emerged pmin, actual emerged pmax
2133 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2134 ^ important: data must be set using VoxelManip:set_data before calling this
2135 - get_node_at(pos): Returns a MapNode table of the node currently loaded in the VoxelManip at that position
2136 - set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at that position
2137 - get_data(): Gets the data read into the VoxelManip object
2138 ^ returns raw node data is in the form of an array of node content ids
2139 - set_data(data): Sets the data contents of the VoxelManip object
2140 - update_map(): Update map after writing chunk back to map.
2141 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2142 ^ retrieved from minetest.get_mapgen_object
2143 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2144 ^ light is a table, {day=<0...15>, night=<0...15>}
2145 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2146 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2147 - get_light_data(): Gets the light data read into the VoxelManip object
2148 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2149 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2150 ^ light = day + (night * 16)
2151 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2152 ^ expects lighting data in the same format that get_light_data() returns
2153 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2154 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2155 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2156 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2157 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2158 - update_liquids(): Update liquid flow
2159 - was_modified(): Returns true or false if the data in the voxel manipulator had been modified since
2160 the last read from map, due to a call to minetest.set_data() on the loaded area elsewhere
2162 VoxelArea: A helper class for voxel areas
2163 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2164 - Coordinates are *inclusive*, like most other things in Minetest
2166 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2167 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2168 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2169 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2170 - indexp(p): same as above, except takes a vector
2171 - position(i): returns the absolute position vector corresponding to index i
2172 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2173 - containsp(p): same as above, except takes a vector
2174 - containsi(i): same as above, except takes an index
2175 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2176 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2177 - iterp(minp, maxp): same as above, except takes a vector
2179 Settings: An interface to read config files in the format of minetest.conf
2180 - Can be created via Settings(filename)
2183 - get_bool(key) -> boolean
2185 - remove(key) -> success
2186 - get_names() -> {key1,...}
2187 - write() -> success
2188 ^ write changes to file
2189 - to_table() -> {[key1]=value1,...}
2193 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2194 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2195 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2196 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2198 The following Mapgen objects are currently available:
2201 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2202 order. All mapgens support this object.
2205 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2206 generated chunk by the current mapgen.
2209 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2213 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2217 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2221 Returns a table mapping requested generation notification types to arrays of positions at which the
2222 corresponding generated structures are located at within the current chunk. To set the capture of positions
2223 of interest to be recorded on generate, use minetest.set_gen_notify().
2224 Possible fields of the table returned are:
2225 dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end, decoration
2226 Decorations have a key in the format of "decoration#id", where id is the numeric unique decoration ID.
2229 --------------------
2230 - Functions receive a "luaentity" as self:
2231 - It has the member .name, which is the registered name ("mod:thing")
2232 - It has the member .object, which is an ObjectRef pointing to the object
2233 - The original prototype stuff is visible directly via a metatable
2235 - on_activate(self, staticdata)
2236 ^ Called when the object is instantiated.
2237 - on_step(self, dtime)
2238 ^ Called on every server tick, after movement and collision processing.
2239 dtime is usually 0.1 seconds, as per the dedicated_server_step setting
2241 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2242 ^ Called when somebody punches the object.
2243 ^ Note that you probably want to handle most punches using the
2244 automatic armor group system.
2245 ^ puncher: ObjectRef (can be nil)
2246 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2247 ^ tool_capabilities: capability table of used tool (can be nil)
2248 ^ dir: unit vector of direction of punch. Always defined. Points from
2249 the puncher to the punched.
2250 - on_rightclick(self, clicker)
2251 - get_staticdata(self)
2252 ^ Should return a string that will be passed to on_activate when
2253 the object is instantiated the next time.
2258 axiom, - string initial tree axiom
2259 rules_a, - string rules set A
2260 rules_b, - string rules set B
2261 rules_c, - string rules set C
2262 rules_d, - string rules set D
2263 trunk, - string trunk node name
2264 leaves, - string leaves node name
2265 leaves2, - string secondary leaves node name
2266 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2267 angle, - num angle in deg
2268 iterations, - num max # of iterations, usually 2 -5
2269 random_level, - num factor to lower nr of iterations, usually 0 - 3
2270 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2271 thin_branches, - boolean true -> use thin (1 node) branches
2272 fruit, - string fruit node name
2273 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2274 seed, - num random seed; if no seed is provided, the engine will create one
2277 Key for Special L-System Symbols used in Axioms
2278 G - move forward one unit with the pen up
2279 F - move forward one unit with the pen down drawing trunks and branches
2280 f - move forward one unit with the pen down drawing leaves (100% chance)
2281 T - move forward one unit with the pen down drawing trunks only
2282 R - move forward one unit with the pen down placing fruit
2283 A - replace with rules set A
2284 B - replace with rules set B
2285 C - replace with rules set C
2286 D - replace with rules set D
2287 a - replace with rules set A, chance 90%
2288 b - replace with rules set B, chance 80%
2289 c - replace with rules set C, chance 70%
2290 d - replace with rules set D, chance 60%
2291 + - yaw the turtle right by angle parameter
2292 - - yaw the turtle left by angle parameter
2293 & - pitch the turtle down by angle parameter
2294 ^ - pitch the turtle up by angle parameter
2295 / - roll the turtle to the right by angle parameter
2296 * - roll the turtle to the left by angle parameter
2297 [ - save in stack current state info
2298 ] - recover from stack state info
2300 Example usage: spawn small apple tree
2303 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2304 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2305 trunk="default:tree",
2306 leaves="default:leaves",
2310 trunk_type="single",
2313 fruit="default:apple"
2315 minetest.spawn_tree(pos,apple_tree)
2324 collide_with_objects = true, -- collide with other objects if physical=true
2326 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2327 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2328 visual_size = {x=1, y=1},
2330 textures = {}, -- number of required textures depends on visual
2331 colors = {}, -- number of required colors depends on visual
2332 spritediv = {x=1, y=1},
2333 initial_sprite_basepos = {x=0, y=0},
2335 makes_footstep_sound = false,
2336 automatic_rotate = false,
2338 automatic_face_movement_dir = 0.0,
2339 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2342 Entity definition (register_entity)
2344 (Deprecated: Everything in object properties is read directly from here)
2346 initial_properties = <initial object properties>,
2348 on_activate = function(self, staticdata, dtime_s),
2349 on_step = function(self, dtime),
2350 on_punch = function(self, hitter),
2351 on_rightclick = function(self, clicker),
2352 get_staticdata = function(self),
2353 ^ Called sometimes; the string returned is passed to on_activate when
2354 the entity is re-activated from static state
2356 # Also you can define arbitrary member variables here
2357 myvariable = whatever,
2360 ABM (ActiveBlockModifier) definition (register_abm)
2362 -- In the following two fields, also group:groupname will work.
2363 nodenames = {"default:lava_source"},
2364 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2365 ^ If left out or empty, any neighbor will do
2366 interval = 1.0, -- (operation interval)
2367 chance = 1, -- (chance of trigger is 1.0/this)
2368 action = func(pos, node, active_object_count, active_object_count_wider),
2371 Item definition (register_node, register_craftitem, register_tool)
2373 description = "Steel Axe",
2374 groups = {}, -- key=name, value=rating; rating=1..3.
2375 if rating not applicable, use 1.
2376 e.g. {wool=1, fluffy=3}
2377 {soil=2, outerspace=1, crumbly=1}
2378 {bendy=2, snappy=1},
2379 {hard=1, metal=1, spikes=1}
2380 inventory_image = "default_tool_steelaxe.png",
2382 wield_scale = {x=1,y=1,z=1},
2385 liquids_pointable = false,
2386 tool_capabilities = {
2387 full_punch_interval = 1.0,
2391 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2392 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2394 damage_groups = {groupname=damage},
2396 node_placement_prediction = nil,
2397 ^ If nil and item is node, prediction is made automatically
2398 ^ If nil and item is not a node, no prediction is made
2399 ^ If "" and item is anything, no prediction is made
2400 ^ Otherwise should be name of node which the client immediately places
2401 on ground when the player places the item. Server will always update
2402 actual result to client in a short moment.
2404 place = <SimpleSoundSpec>,
2407 on_place = func(itemstack, placer, pointed_thing),
2408 ^ Shall place item and return the leftover itemstack
2409 ^ default: minetest.item_place
2410 on_drop = func(itemstack, dropper, pos),
2411 ^ Shall drop item and return the leftover itemstack
2412 ^ default: minetest.item_drop
2413 on_use = func(itemstack, user, pointed_thing),
2415 ^ Function must return either nil if no item shall be removed from
2416 inventory, or an itemstack to replace the original itemstack.
2417 e.g. itemstack:take_item(); return itemstack
2418 ^ Otherwise, the function is free to do what it wants.
2419 ^ The default functions handle regular use cases.
2420 after_use = func(itemstack, user, node, digparams),
2422 ^ If defined, should return an itemstack and will be called instead of
2423 wearing out the tool. If returns nil, does nothing.
2424 If after_use doesn't exist, it is the same as:
2425 function(itemstack, user, node, digparams)
2426 itemstack:add_wear(digparams.wear)
2433 - {name="image.png", animation={Tile Animation definition}}
2434 - {name="image.png", backface_culling=bool}
2435 ^ backface culling only supported in special tiles
2436 - deprecated still supported field names:
2439 Tile animation definition:
2440 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2442 Node definition (register_node)
2444 <all fields allowed in item definitions>,
2446 drawtype = "normal", -- See "Node drawtypes"
2448 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2449 ^ For plantlike, the image will start at the bottom of the node; for the
2450 ^ other drawtypes, the image will be centered on the node.
2451 ^ Note that positioning for "torchlike" may still change.
2452 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2453 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2454 ^ List can be shortened to needed length
2455 special_tiles = {tile definition 1, Tile definition 2},
2456 ^ Special textures of node; used rarely (old field name: special_materials)
2457 ^ List can be shortened to needed length
2459 use_texture_alpha = false, -- Use texture's alpha channel
2460 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2461 paramtype = "none", -- See "Nodes"
2462 paramtype2 = "none", -- See "Nodes"
2463 is_ground_content = true, -- If false, the cave generator will not carve through this
2464 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2465 walkable = true, -- If true, objects collide with node
2466 pointable = true, -- If true, can be pointed at
2467 diggable = true, -- If false, can never be dug
2468 climbable = false, -- If true, can be climbed on (ladder)
2469 buildable_to = false, -- If true, placed nodes can replace this node
2470 liquidtype = "none", -- "none"/"source"/"flowing"
2471 liquid_alternative_flowing = "", -- Flowing version of source liquid
2472 liquid_alternative_source = "", -- Source version of flowing liquid
2473 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2474 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2475 freezemelt = "", -- water for snow/ice, ice/snow for water
2476 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2477 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2478 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2479 light_source = 0, -- Amount of light emitted by node
2480 damage_per_second = 0, -- If player is inside node, this damage is caused
2481 node_box = {type="regular"}, -- See "Node boxes"
2483 selection_box = {type="regular"}, -- See "Node boxes"
2484 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2485 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2486 legacy_wallmounted = false, -- Support maps made in and before January 2012
2488 footstep = <SimpleSoundSpec>,
2489 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2490 dug = <SimpleSoundSpec>,
2491 place = <SimpleSoundSpec>,
2493 drop = "", -- Name of dropped node when dug. Default is the node itself.
2496 max_items = 1, -- Maximum number of items to drop.
2497 items = { -- Choose max_items randomly from this list.
2499 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2500 rarity = 1, -- Probability of getting is 1 / rarity.
2505 on_construct = func(pos),
2506 ^ Node constructor; always called after adding node
2507 ^ Can set up metadata and stuff like that
2509 on_destruct = func(pos),
2510 ^ Node destructor; always called before removing node
2512 after_destruct = func(pos, oldnode),
2513 ^ Node destructor; always called after removing node
2516 after_place_node = func(pos, placer, itemstack, pointed_thing),
2517 ^ Called after constructing node when node was placed using
2518 minetest.item_place_node / minetest.place_node
2519 ^ If return true no item is taken from itemstack
2521 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2522 ^ oldmetadata is in table format
2523 ^ Called after destructing node when node was dug using
2524 minetest.node_dig / minetest.dig_node
2526 can_dig = function(pos,player)
2527 ^ returns true if node can be dug, or false if not
2530 on_punch = func(pos, node, puncher, pointed_thing),
2531 ^ default: minetest.node_punch
2532 ^ By default: Calls minetest.register_on_punchnode callbacks
2533 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2535 ^ if defined, itemstack will hold clicker's wielded item
2536 ^ Shall return the leftover itemstack
2537 ^ Note: pointed_thing can be nil, if a mod calls this function
2539 on_dig = func(pos, node, digger),
2540 ^ default: minetest.node_dig
2541 ^ By default: checks privileges, wears out tool and removes node
2543 on_timer = function(pos,elapsed),
2545 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2546 ^ elapsed is the total time passed since the timer was started
2547 ^ return true to run the timer for another cycle with the same timeout value
2549 on_receive_fields = func(pos, formname, fields, sender),
2550 ^ fields = {name1 = value1, name2 = value2, ...}
2551 ^ Called when an UI form (e.g. sign text input) returns data
2554 allow_metadata_inventory_move = func(pos, from_list, from_index,
2555 to_list, to_index, count, player),
2556 ^ Called when a player wants to move items inside the inventory
2557 ^ Return value: number of items allowed to move
2559 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2560 ^ Called when a player wants to put something into the inventory
2561 ^ Return value: number of items allowed to put
2562 ^ Return value: -1: Allow and don't modify item count in inventory
2564 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2565 ^ Called when a player wants to take something out of the inventory
2566 ^ Return value: number of items allowed to take
2567 ^ Return value: -1: Allow and don't modify item count in inventory
2569 on_metadata_inventory_move = func(pos, from_list, from_index,
2570 to_list, to_index, count, player),
2571 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2572 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2573 ^ Called after the actual action has happened, according to what was allowed.
2576 on_blast = func(pos, intensity),
2577 ^ intensity: 1.0 = mid range of regular TNT
2578 ^ If defined, called when an explosion touches the node, instead of
2582 Recipe for register_craft: (shaped)
2584 output = 'default:pick_stone',
2586 {'default:cobble', 'default:cobble', 'default:cobble'},
2587 {'', 'default:stick', ''},
2588 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2590 replacements = <optional list of item pairs,
2591 replace one input item with another item on crafting>
2594 Recipe for register_craft (shapeless)
2597 output = 'mushrooms:mushroom_stew',
2600 "mushrooms:mushroom_brown",
2601 "mushrooms:mushroom_red",
2603 replacements = <optional list of item pairs,
2604 replace one input item with another item on crafting>
2607 Recipe for register_craft (tool repair)
2609 type = "toolrepair",
2610 additional_wear = -0.02,
2613 Recipe for register_craft (cooking)
2616 output = "default:glass",
2617 recipe = "default:sand",
2621 Recipe for register_craft (furnace fuel)
2624 recipe = "default:leaves",
2628 Ore definition (register_ore)
2630 ore_type = "scatter", -- See "Ore types"
2631 ore = "default:stone_with_coal",
2632 wherein = "default:stone",
2633 ^ a list of nodenames is supported too
2634 clust_scarcity = 8*8*8,
2635 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2636 ^ This value should be *MUCH* higher than your intuition might tell you!
2638 ^ Number of ores in a cluster
2640 ^ Size of the bounding box of the cluster
2641 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2642 height_min = -31000,
2645 ^ Attributes for this ore generation
2646 noise_threshhold = 0.5,
2647 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2648 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2649 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2650 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2653 Decoration definition (register_decoration)
2655 deco_type = "simple", -- See "Decoration types"
2656 place_on = "default:dirt_with_grass",
2657 ^ Node that decoration can be placed on
2659 ^ Size of divisions made in the chunk being generated.
2660 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2662 ^ Ratio of the area to be uniformly filled by the decoration.
2663 ^ Used only if noise_params is not specified.
2664 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2665 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2666 ^ The result of this is multiplied by the 2d area of the division being decorated.
2667 biomes = {"Oceanside", "Hills", "Plains"},
2668 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2669 ^ and ignored if the Mapgen being used does not support biomes.
2671 ----- Simple-type parameters
2672 decoration = "default:grass",
2673 ^ The node name used as the decoration.
2674 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2676 ^ Number of nodes high the decoration is made.
2677 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2679 ^ Number of nodes the decoration can be at maximum.
2680 ^ If absent, the parameter 'height' is used as a constant.
2681 spawn_by = "default:water",
2682 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2684 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2685 ^ If absent or -1, decorations occur next to any nodes.
2687 ----- Schematic-type parameters
2688 schematic = "foobar.mts",
2689 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2690 ^ specified Minetest schematic file.
2691 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2692 ^ and an optional table yslice_prob:
2694 size = {x=4, y=6, z=4},
2696 {name="cobble", param1=255, param2=0},
2697 {name="dirt_with_grass", param1=255, param2=0},
2706 ^ See 'Schematic specifier' for details.
2707 replacements = {["oldname"] = "convert_to", ...},
2708 flags = "place_center_x, place_center_z",
2709 ^ Flags for schematic decorations. See 'Schematic attributes'.
2710 rotation = "90" -- rotate schematic 90 degrees on placement
2711 ^ Rotation can be "0", "90", "180", "270", or "random".
2714 Chatcommand definition (register_chatcommand)
2716 params = "<name> <privilege>", -- Short parameter description
2717 description = "Remove privilege from player", -- Full description
2718 privs = {privs=true}, -- Require the "privs" privilege to run
2719 func = function(name, param), -- Called when command is run.
2720 -- Returns boolean success and text output.
2723 Detached inventory callbacks
2725 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2726 ^ Called when a player wants to move items inside the inventory
2727 ^ Return value: number of items allowed to move
2729 allow_put = func(inv, listname, index, stack, player),
2730 ^ Called when a player wants to put something into the inventory
2731 ^ Return value: number of items allowed to put
2732 ^ Return value: -1: Allow and don't modify item count in inventory
2734 allow_take = func(inv, listname, index, stack, player),
2735 ^ Called when a player wants to take something out of the inventory
2736 ^ Return value: number of items allowed to take
2737 ^ Return value: -1: Allow and don't modify item count in inventory
2739 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2740 on_put = func(inv, listname, index, stack, player),
2741 on_take = func(inv, listname, index, stack, player),
2742 ^ Called after the actual action has happened, according to what was allowed.
2746 HUD Definition (hud_add, hud_get)
2748 hud_elem_type = "image", -- see HUD element types
2749 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2750 position = {x=0.5, y=0.5},
2751 ^ Left corner position of element
2757 ^ Selected item in inventory. 0 for no item selected.
2759 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2760 alignment = {x=0, y=0},
2761 ^ See "HUD Element Types"
2762 offset = {x=0, y=0},
2763 ^ See "HUD Element Types"
2764 size = { x=100, y=100 },
2765 ^ Size of element in pixels
2768 Particle definition (add_particle)
2770 pos = {x=0, y=0, z=0},
2771 velocity = {x=0, y=0, z=0},
2772 acceleration = {x=0, y=0, z=0},
2773 ^ Spawn particle at pos with velocity and acceleration
2775 ^ Disappears after expirationtime seconds
2777 collisiondetection = false,
2778 ^ collisiondetection: if true collides with physical objects
2780 ^ vertical: if true faces player using y axis only
2781 texture = "image.png",
2782 ^ Uses texture (string)
2783 playername = "singleplayer"
2784 ^ optional, if specified spawns particle only on the player's client
2787 ParticleSpawner definition (add_particlespawner)
2791 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2792 minpos = {x=0, y=0, z=0},
2793 maxpos = {x=0, y=0, z=0},
2794 minvel = {x=0, y=0, z=0},
2795 maxvel = {x=0, y=0, z=0},
2796 minacc = {x=0, y=0, z=0},
2797 maxacc = {x=0, y=0, z=0},
2802 ^ The particle's properties are random values in between the bounds:
2803 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2804 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2805 collisiondetection = false,
2806 ^ collisiondetection: if true uses collision detection
2808 ^ vertical: if true faces player using y axis only
2809 texture = "image.png",
2810 ^ Uses texture (string)
2811 playername = "singleplayer"
2812 ^ Playername is optional, if specified spawns particle only on the player's client
2815 NoiseParams definition (PerlinNoiseMap)
2822 ^ A higher value will result in more details, this means more operations
2825 ^ Whether it should create curves in 3D perlin maps