1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
325 paramtype2 == "leveled"
326 ^ The drawn node level is read from param2, like flowingliquid
328 Nodes can also contain extra data. See "Node Metadata".
332 There are a bunch of different looking node types. These are mostly just
333 copied from Minetest 0.3; more may be made in the future.
335 Look for examples in games/minimal or games/minetest_game.
350 - nodebox -- See below. EXPERIMENTAL
354 Node selection boxes are defined using "node boxes"
356 The "nodebox" node drawtype allows defining visual of nodes consisting of
357 arbitrary number of boxes. It allows defining stuff like stairs. Only the
358 "fixed" and "leveled" box type is supported for these.
359 ^ Please note that this is still experimental, and may be incompatibly
360 changed in the future.
362 A nodebox is defined as any of:
364 -- A normal cube; the default in most things
368 -- A fixed box (facedir param2 is used, if applicable)
370 fixed = box OR {box1, box2, ...}
373 -- A box like the selection box for torches
374 -- (wallmounted param2 is used, if applicable)
375 type = "wallmounted",
382 {x1, y1, z1, x2, y2, z2}
383 A box of a regular node would look like:
384 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
390 These tell in what manner the ore is generated.
391 All default ores are of the uniformly-distributed scatter type.
394 Randomly chooses a location and generates a cluster of ore.
395 If noise_params is specified, the ore will be placed if the 3d perlin noise at
396 that point is greater than the noise_threshhold, giving the ability to create a non-equal
399 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
400 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
401 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
402 scale when comparing against the noise threshhold, but scale is used to determine relative height.
403 The height of the blob is randomly scattered, with a maximum height of clust_size.
404 clust_scarcity and clust_num_ores are ignored.
405 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
406 - claylike - NOT YET IMPLEMENTED
407 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
408 neighborhood of clust_size radius.
412 Currently supported flags: absheight
414 Also produce this same ore between the height range of -height_max and -height_min.
415 Useful for having ore in sky realms without having to duplicate ore entries.
419 The varying types of decorations that can be placed.
420 The default value is simple, and is currently the only type supported.
423 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
424 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
425 for example. Can also generate a decoration of random height between a specified lower and
426 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
429 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
430 probability of a node randomly appearing when placed. This decoration type is intended to be used
431 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
435 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
436 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
437 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
438 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
439 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
441 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
442 probability of that node appearing in the structure.
443 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
444 - A probability value of 0 means that node will never appear (0% chance).
445 - A probability value of 255 means the node will always appear (100% chance).
446 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
447 will appear when the schematic is placed on the map.
449 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
452 ---------------------
453 Currently supported flags: place_center_x, place_center_y, place_center_z
455 Placement of this decoration is centered along the X axis.
457 Placement of this decoration is centered along the Y axis.
459 Placement of this decoration is centered along the Z axis.
463 The position field is used for all element types.
464 To account for differing resolutions, the position coordinates are the percentage of the screen,
465 ranging in value from 0 to 1.
466 The name field is not yet used, but should contain a description of what the HUD element represents.
467 The direction field is the direction in which something is drawn.
468 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
469 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
470 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
472 The offset field specifies a pixel offset from the position. Contrary to position,
473 the offset is not scaled to screen size. This allows for some precisely-positioned
475 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
477 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
480 Displays an image on the HUD.
481 - scale: The scale of the image, with 1 being the original texture size.
482 Only the X coordinate scale is used.
483 - text: The name of the texture that is displayed.
484 - alignment: The alignment of the image.
485 - offset: offset in pixels from position.
487 Displays text on the HUD.
488 - scale: Defines the bounding rectangle of the text.
489 A value such as {x=100, y=100} should work.
490 - text: The text to be displayed in the HUD element.
491 - number: An integer containing the RGB value of the color used to draw the text.
492 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
493 - alignment: The alignment of the text.
494 - offset: offset in pixels from position.
496 Displays a horizontal bar made up of half-images.
497 - text: The name of the texture that is used.
498 - number: The number of half-textures that are displayed.
499 If odd, will end with a vertically center-split texture.
501 - offset: offset in pixels from position.
503 - text: The name of the inventory list to be displayed.
504 - number: Number of items in the inventory to be displayed.
505 - item: Position of item that is selected.
508 Representations of simple things
509 --------------------------------
511 {x=num, y=num, z=num}
512 For helper functions see "Vector helpers".
516 {type="node", under=pos, above=pos}
517 {type="object", ref=ObjectRef}
521 Node (register_node):
522 A node from the world
523 Tool (register_tool):
524 A tool/weapon that can dig and damage things according to tool_capabilities
525 Craftitem (register_craftitem):
528 Items and item stacks can exist in three formats:
530 Serialized; This is called stackstring or itemstring:
532 eg. 'default:pick_wood 21323'
536 eg. {name="default:dirt", count=5, wear=0, metadata=""}
538 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
539 ^ a wooden pick about 1/3 weared out
540 eg. {name="default:apple", count=1, wear=0, metadata=""}
544 C++ native format with many helper methods. Useful for converting between
545 formats. See the Class reference section for details.
547 When an item must be passed to a function, it can usually be in any of
552 In a number of places, there is a group table. Groups define the
553 properties of a thing (item, node, armor of entity, capabilities of
554 tool) in such a way that the engine and other mods can can interact with
555 the thing without actually knowing what the thing is.
558 - Groups are stored in a table, having the group names with keys and the
559 group ratings as values. For example:
560 groups = {crumbly=3, soil=1}
562 groups = {crumbly=2, soil=1, level=2, outerspace=1}
563 ^ A more special dirt-kind of thing
564 - Groups always have a rating associated with them. If there is no
565 useful meaning for a rating for an enabled group, it shall be 1.
566 - When not defined, the rating of a group defaults to 0. Thus when you
567 read groups, you must interpret nil and 0 as the same value, 0.
569 You can read the rating of a group for an item or a node by using
570 minetest.get_item_group(itemname, groupname)
574 Groups of items can define what kind of an item it is (eg. wool).
578 In addition to the general item things, groups are used to define whether
579 a node is destroyable and how long it takes to destroy by a tool.
583 For entities, groups are, as of now, used only for calculating damage.
584 The rating is the percentage of damage caused by tools with this damage group.
585 See "Entity damage mechanism".
587 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
588 object.set_armor_groups({fleshy=30, cracky=80})
592 Groups in tools define which groups of nodes and entities they are
595 Groups in crafting recipes
596 ---------------------------
597 An example: Make meat soup from any meat, any water and any bowl
599 output = 'food:meat_soup_raw',
605 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
607 An another example: Make red wool from white wool and red dye
611 recipe = {'wool:white', 'group:dye,basecolor_red'},
616 - immortal: Disables the group damage system for an entity
617 - level: Can be used to give an additional sense of progression in the game.
618 - A larger level will cause eg. a weapon of a lower level make much less
619 damage, and get weared out much faster, or not be able to get drops
620 from destroyed nodes.
621 - 0 is something that is directly accessible at the start of gameplay
622 - There is no upper limit
623 - dig_immediate: (player can always pick up node without tool wear)
624 - 2: node is removed without tool wear after 0.5 seconds or so
626 - 3: node is removed without tool wear immediately (torch)
627 - disable_jump: Player (and possibly other things) cannot jump from node
628 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
629 - bouncy: value is bounce speed in percent
630 - falling_node: if there is no walkable block under the node it will fall
631 - attached_node: if the node under it is not a walkable block the node will be
632 dropped as an item. If the node is wallmounted the
633 wallmounted direction is checked.
634 - soil: saplings will grow on nodes in this group
635 - connect_to_raillike: makes nodes of raillike drawtype connect to
636 other group members with same drawtype
638 Known damage and digging time defining groups
639 ----------------------------------------------
640 - crumbly: dirt, sand
641 - cracky: tough but crackable stuff like stone.
642 - snappy: something that can be cut using fine tools; eg. leaves, small
643 plants, wire, sheets of metal
644 - choppy: something that can be cut using force; eg. trees, wooden planks
645 - fleshy: Living things like animals and the player. This could imply
646 some blood effects when hitting.
647 - explody: Especially prone to explosions
648 - oddly_breakable_by_hand:
649 Can be added to nodes that shouldn't logically be breakable by the
650 hand but are. Somewhat similar to dig_immediate, but times are more
651 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
652 speed of a tool if the tool can dig at a faster speed than this
653 suggests for the hand.
655 Examples of custom groups
656 --------------------------
657 Item groups are often used for defining, well, //groups of items//.
658 - meat: any meat-kind of a thing (rating might define the size or healing
659 ability or be irrelevant - it is not defined as of yet)
660 - eatable: anything that can be eaten. Rating might define HP gain in half
662 - flammable: can be set on fire. Rating might define the intensity of the
663 fire, affecting eg. the speed of the spreading of an open fire.
664 - wool: any wool (any origin, any color)
667 - heavy: anything considerably heavy
669 Digging time calculation specifics
670 -----------------------------------
671 Groups such as **crumbly**, **cracky** and **snappy** are used for this
672 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
675 The **level** group is used to limit the toughness of nodes a tool can dig
676 and to scale the digging times / damage to a greater extent.
678 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
681 Tools define their properties by a list of parameters for groups. They
682 cannot dig other groups; thus it is important to use a standard bunch of
683 groups to enable interaction with tools.
686 * Full punch interval
688 * For an arbitrary list of groups:
689 * Uses (until the tool breaks)
690 * Maximum level (usually 0, 1, 2 or 3)
694 **Full punch interval**:
695 When used as a weapon, the tool will do full damage if this time is spent
696 between punches. If eg. half the time is spent, the tool will do half
699 **Maximum drop level**
700 Suggests the maximum level of node, when dug with the tool, that will drop
701 it's useful item. (eg. iron ore to drop a lump of iron).
702 - This is not automated; it is the responsibility of the node definition
706 Determines how many uses the tool has when it is used for digging a node,
707 of this group, of the maximum level. For lower leveled nodes, the use count
708 is multiplied by 3^leveldiff.
709 - uses=10, leveldiff=0 -> actual uses: 10
710 - uses=10, leveldiff=1 -> actual uses: 30
711 - uses=10, leveldiff=2 -> actual uses: 90
714 Tells what is the maximum level of a node of this group that the tool will
718 List of digging times for different ratings of the group, for nodes of the
720 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
721 result in the tool to be able to dig nodes that have a rating of 2 or 3
722 for this group, and unable to dig the rating 1, which is the toughest.
723 Unless there is a matching group that enables digging otherwise.
726 List of damage for groups of entities. See "Entity damage mechanism".
728 Example definition of the capabilities of a tool
729 -------------------------------------------------
730 tool_capabilities = {
731 full_punch_interval=1.5,
734 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
736 damage_groups = {fleshy=2},
739 This makes the tool be able to dig nodes that fullfill both of these:
740 - Have the **crumbly** group
741 - Have a **level** group less or equal to 2
743 Table of resulting digging times:
744 crumbly 0 1 2 3 4 <- level
750 level diff: 2 1 0 -1 -2
752 Table of resulting tool uses:
759 - At crumbly=0, the node is not diggable.
760 - At crumbly=3, the level difference digging time divider kicks in and makes
761 easy nodes to be quickly breakable.
762 - At level > 2, the node is not diggable, because it's level > maxlevel
764 Entity damage mechanism
765 ------------------------
768 foreach group in cap.damage_groups:
769 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
770 * (object.armor_groups[group] / 100.0)
771 -- Where object.armor_groups[group] is 0 for inexisting values
774 Client predicts damage based on damage groups. Because of this, it is able to
775 give an immediate response when an entity is damaged or dies; the response is
776 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
778 - Currently a smoke puff will appear when an entity dies.
780 The group **immortal** completely disables normal damage.
782 Entities can define a special armor group, which is **punch_operable**. This
783 group disables the regular damage mechanism for players punching it by hand or
784 a non-tool item, so that it can do something else than take damage.
786 On the Lua side, every punch calls ''entity:on_punch(puncher,
787 time_from_last_punch, tool_capabilities, direction)''. This should never be
788 called directly, because damage is usually not handled by the entity itself.
789 * ''puncher'' is the object performing the punch. Can be nil. Should never be
790 accessed unless absolutely required, to encourage interoperability.
791 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
792 * ''tool_capabilities'' can be nil.
793 * ''direction'' is a unit vector, pointing from the source of the punch to
796 To punch an entity/object in Lua, call ''object:punch(puncher,
797 time_from_last_punch, tool_capabilities, direction)''.
798 * Return value is tool wear.
799 * Parameters are equal to the above callback.
800 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
801 automatically filled in based on the location of ''puncher''.
805 The instance of a node in the world normally only contains the three values
806 mentioned in "Nodes". However, it is possible to insert extra data into a
807 node. It is called "node metadata"; See "NodeMetaRef".
809 Metadata contains two things:
813 Some of the values in the key-value store are handled specially:
814 - formspec: Defines a right-click inventory menu. See "Formspec".
815 - infotext: Text shown on the screen when the node is pointed at
819 local meta = minetest.get_meta(pos)
820 meta:set_string("formspec",
822 "list[context;main;0,0;8,4;]"..
823 "list[current_player;main;0,5;8,4;]")
824 meta:set_string("infotext", "Chest");
825 local inv = meta:get_inventory()
826 inv:set_size("main", 8*4)
827 print(dump(meta:to_table()))
830 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] = ""}
833 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
840 Formspec defines a menu. Currently not much else than inventories are
841 supported. It is a string, with a somewhat strange format.
843 Spaces and newlines can be inserted between the blocks, as is used in the
849 list[context;main;0,0;8,4;]
850 list[current_player;main;0,5;8,4;]
853 list[context;fuel;2,3;1,1;]
854 list[context;src;2,1;1,1;]
855 list[context;dst;5,1;2,2;]
856 list[current_player;main;0,5;8,4;]
857 - Minecraft-like player inventory
859 image[1,0.6;1,2;player.png]
860 list[current_player;main;0,3.5;8,4;]
861 list[current_player;craft;3,0;3,3;]
862 list[current_player;craftpreview;7,1;1,1;]
867 ^ Define the size of the menu in inventory slots
868 ^ deprecated: invsize[<W>,<H>;]
870 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
871 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
872 ^ Show an inventory list
874 image[<X>,<Y>;<W>,<H>;<texture name>]
876 ^ Position and size units are inventory slots
878 item_image[<X>,<Y>;<W>,<H>;<item name>]
879 ^ Show an inventory image of registered item/node
880 ^ Position and size units are inventory slots
882 background[<X>,<Y>;<W>,<H>;<texture name>]
883 ^ Use a background. Inventory rectangles are not drawn then.
884 ^ Position and size units are inventory slots
885 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
887 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
888 ^ Textual password style field; will be sent to server when a button is clicked
889 ^ x and y position the field relative to the top left of the menu
890 ^ w and h are the size of the field
891 ^ fields are a set height, but will be vertically centred on h
892 ^ Position and size units are inventory slots
893 ^ name is the name of the field as returned in fields to on_receive_fields
894 ^ label, if not blank, will be text printed on the top left above the field
896 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
897 ^ Textual field; will be sent to server when a button is clicked
898 ^ x and y position the field relative to the top left of the menu
899 ^ w and h are the size of the field
900 ^ fields are a set height, but will be vertically centred on h
901 ^ Position and size units are inventory slots
902 ^ name is the name of the field as returned in fields to on_receive_fields
903 ^ label, if not blank, will be text printed on the top left above the field
904 ^ default is the default value of the field
905 ^ default may contain variable references such as '${text}' which
906 will fill the value from the metadata value 'text'
907 ^ Note: no extra text or more than a single variable is supported ATM.
909 field[<name>;<label>;<default>]
910 ^ as above but without position/size units
911 ^ special field for creating simple forms, such as sign text input
912 ^ must be used without a size[] element
913 ^ a 'Proceed' button will be added automatically
915 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
916 ^ same as fields above, but with multi-line input
918 label[<X>,<Y>;<label>]
919 ^ x and y work as per field
920 ^ label is the text on the label
921 ^ Position and size units are inventory slots
923 vertlabel[<X>,<Y>;<label>]
924 ^ Textual label drawn verticaly
925 ^ x and y work as per field
926 ^ label is the text on the label
927 ^ Position and size units are inventory slots
929 button[<X>,<Y>;<W>,<H>;<name>;<label>]
930 ^ Clickable button. When clicked, fields will be sent.
931 ^ x, y and name work as per field
932 ^ w and h are the size of the button
933 ^ label is the text on the button
934 ^ Position and size units are inventory slots
936 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
937 ^ x, y, w, h, and name work as per button
938 ^ texture name is the filename of an image
939 ^ Position and size units are inventory slots
941 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
942 ^ x, y, w, h, and name work as per button
943 ^ texture name is the filename of an image
944 ^ Position and size units are inventory slots
945 ^ noclip true meand imagebutton doesn't need to be within specified formsize
946 ^ drawborder draw button bodrer or not
948 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
949 ^ x, y, w, h, and name work as per button
950 ^ texture name is the filename of an image
951 ^ Position and size units are inventory slots
952 ^ noclip true meand imagebutton doesn't need to be within specified formsize
953 ^ drawborder draw button bodrer or not
954 ^ pressed texture name is the filename of an image on pressed state
956 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
957 ^ x, y, w, h, name and label work as per button
958 ^ item name is the registered name of an item/node,
959 tooltip will be made out of its descritption
960 ^ Position and size units are inventory slots
962 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
963 ^ When clicked, fields will be sent and the form will quit.
965 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
966 ^ When clicked, fields will be sent and the form will quit.
968 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
969 ^Scrollabel itemlist showing arbitrary text elements
970 ^ x and y position the itemlist relative to the top left of the menu
971 ^ w and h are the size of the itemlist
972 ^ name fieldname sent to server on doubleclick value is current selected element
973 ^ listelements can be prepended by #color in hexadecimal format RRGGBB,
974 ^ if you want a listelement to start with # write ##
976 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
977 ^Scrollabel itemlist showing arbitrary text elements
978 ^ x and y position the itemlist relative to the top left of the menu
979 ^ w and h are the size of the itemlist
980 ^ name fieldname sent to server on doubleclick value is current selected element
981 ^ listelements can be prepended by #RRGGBB in hexadecimal format
982 ^ if you want a listelement to start with # write ##
983 ^ index to be selected within textlist
984 ^ true/false draw transparent background
986 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
987 ^ show a tabHEADER at specific position (ignores formsize)
988 ^ x and y position the itemlist relative to the top left of the menu
989 ^ name fieldname data is transfered to lua
990 ^ caption 1... name shown on top of tab
991 ^ current_tab index of selected tab 1...
992 ^ transparent (optional) show transparent
993 ^ draw_border (optional) draw border
995 box[<X>,<Y>;<W>,<H>;<color>]
996 ^ simple colored semitransparent box
997 ^ x and y position the box relative to the top left of the menu
998 ^ w and h are the size of box
999 ^ color in hexadecimal format RRGGBB
1001 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1002 ^ show a dropdown field
1003 ^ x and y position of dropdown
1005 ^ fieldname data is transfered to lua
1006 ^ items to be shown in dropdown
1007 ^ index of currently selected dropdown item
1008 ^ color in hexadecimal format RRGGBB
1010 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1012 ^ x and y position of checkbox
1013 ^ name fieldname data is transfered to lua
1014 ^ label to be shown left of checkbox
1015 ^ selected (optional) true/false
1017 Note: do NOT use a element name starting with "key_" those names are reserved to
1018 pass key press events to formspec!
1022 - "context": Selected node metadata (deprecated: "current_name")
1023 - "current_player": Player to whom the menu is shown
1024 - "player:<name>": Any player
1025 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1026 - "detached:<name>": A detached inventory
1030 vector.new([x[, y, z]]) -> vector
1031 ^ x is a table or the x position.
1032 vector.direction(p1, p2) -> vector
1033 vector.distance(p1, p2) -> number
1034 vector.length(v) -> number
1035 vector.normalize(v) -> vector
1036 vector.round(v) -> vector
1037 vector.equal(v1, v2) -> bool
1038 vector.add(v, x) -> vector
1039 ^ x can be annother vector or a number
1040 vector.subtract(v, x) -> vector
1041 vector.multiply(v, x) -> vector
1042 vector.divide(v, x) -> vector
1044 You can also use Lua operators on vectors.
1056 dump2(obj, name="_", dumped={})
1057 ^ Return object serialized as a string, handles reference loops
1058 dump(obj, dumped={})
1059 ^ Return object serialized as a string
1061 ^ Get the hypotenuse of a triangle with legs x and y.
1062 Usefull for distance calculation.
1063 string:split(separator)
1064 ^ eg. string:split("a,b", ",") == {"a","b"}
1066 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1067 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1068 ^ Convert position to a printable string
1069 minetest.string_to_pos(string) -> position
1070 ^ Same but in reverse
1071 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1073 minetest namespace reference
1074 -----------------------------
1076 minetest.get_current_modname() -> string
1077 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1078 ^ Useful for loading additional .lua modules or static data from mod
1079 minetest.get_modnames() -> list of installed mods
1080 ^ Return a list of installed mods, sorted alphabetically
1081 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1082 ^ Useful for storing custom data
1083 minetest.is_singleplayer()
1085 ^ table containing API feature flags: {foo=true, bar=true}
1086 minetest.has_feature(arg) -> bool, missing_features
1087 ^ arg: string or table in format {foo=true, bar=true}
1088 ^ missing_features: {foo=true, bar=true}
1091 minetest.debug(line)
1092 ^ Always printed to stderr and logfile (print() is redirected here)
1094 minetest.log(loglevel, line)
1095 ^ loglevel one of "error", "action", "info", "verbose"
1097 Registration functions: (Call these only at load time)
1098 minetest.register_entity(name, prototype table)
1099 minetest.register_abm(abm definition)
1100 minetest.register_node(name, node definition)
1101 minetest.register_tool(name, item definition)
1102 minetest.register_craftitem(name, item definition)
1103 minetest.register_alias(name, convert_to)
1104 minetest.register_craft(recipe)
1105 minetest.register_ore(ore definition)
1106 minetest.register_decoration(decoration definition)
1108 Global callback registration functions: (Call these only at load time)
1109 minetest.register_globalstep(func(dtime))
1110 ^ Called every server step, usually interval of 0.05s
1111 minetest.register_on_shutdown(func())
1112 ^ Called before server shutdown
1113 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1114 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1115 semi-frequent intervals as well as on server shutdown.
1116 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1117 ^ Called when a node has been placed
1118 ^ If return true no item is taken from itemstack
1119 ^ Not recommended; use on_construct or after_place_node in node definition
1121 minetest.register_on_dignode(func(pos, oldnode, digger))
1122 ^ Called when a node has been dug.
1123 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1125 minetest.register_on_punchnode(func(pos, node, puncher))
1126 ^ Called when a node is punched
1127 minetest.register_on_generated(func(minp, maxp, blockseed))
1128 ^ Called after generating a piece of world. Modifying nodes inside the area
1129 is a bit faster than usually.
1130 minetest.register_on_newplayer(func(ObjectRef))
1131 ^ Called after a new player has been created
1132 minetest.register_on_dieplayer(func(ObjectRef))
1133 ^ Called when a player dies
1134 minetest.register_on_respawnplayer(func(ObjectRef))
1135 ^ Called when player is to be respawned
1136 ^ Called _before_ repositioning of player occurs
1137 ^ return true in func to disable regular player placement
1138 minetest.register_on_joinplayer(func(ObjectRef))
1139 ^ Called when a player joins the game
1140 minetest.register_on_leaveplayer(func(ObjectRef))
1141 ^ Called when a player leaves the game
1142 minetest.register_on_cheat(func(ObjectRef, cheat))
1143 ^ Called when a player cheats
1144 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1145 minetest.register_on_chat_message(func(name, message))
1146 ^ Called always when a player says something
1147 minetest.register_on_player_receive_fields(func(player, formname, fields))
1148 ^ Called when a button is pressed in player's inventory form
1149 ^ Newest functions are called first
1150 ^ If function returns true, remaining functions are not called
1151 minetest.register_on_mapgen_init(func(MapgenParams))
1152 ^ Called just before the map generator is initialized but before the environment is initialized
1153 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1155 Other registration functions:
1156 minetest.register_chatcommand(cmd, chatcommand definition)
1157 minetest.register_privilege(name, definition)
1158 ^ definition: "description text"
1160 description = "description text",
1161 give_to_singleplayer = boolean, -- default: true
1163 minetest.register_authentication_handler(handler)
1164 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1167 minetest.setting_set(name, value)
1168 minetest.setting_get(name) -> string or nil
1169 minetest.setting_setbool(name, value)
1170 minetest.setting_getbool(name) -> boolean value or nil
1171 minetest.setting_get_pos(name) -> position or nil
1172 minetest.setting_save() -> nil, save all settings to config file
1175 minetest.notify_authentication_modified(name)
1176 ^ Should be called by the authentication handler if privileges change.
1177 ^ To report everybody, set name=nil.
1178 minetest.get_password_hash(name, raw_password)
1179 ^ Convert a name-password pair to a password hash that minetest can use
1180 minetest.string_to_privs(str) -> {priv1=true,...}
1181 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1182 ^ Convert between two privilege representations
1183 minetest.set_player_password(name, password_hash)
1184 minetest.set_player_privs(name, {priv1=true,...})
1185 minetest.get_player_privs(name) -> {priv1=true,...}
1186 minetest.auth_reload()
1187 ^ These call the authentication handler
1188 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1189 ^ A quickhand for checking privileges
1190 minetest.get_player_ip(name) -> IP address string
1193 minetest.chat_send_all(text)
1194 minetest.chat_send_player(name, text, prepend)
1195 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1199 minetest.set_node(pos, node)
1200 minetest.add_node(pos, node): alias set_node(pos, node)
1201 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1202 minetest.remove_node(pos)
1203 ^ Equivalent to set_node(pos, "air")
1204 minetest.get_node(pos)
1205 ^ Returns {name="ignore", ...} for unloaded area
1206 minetest.get_node_or_nil(pos)
1207 ^ Returns nil for unloaded area
1208 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1209 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1211 minetest.place_node(pos, node)
1212 ^ Place node with the same effects that a player would cause
1213 minetest.dig_node(pos)
1214 ^ Dig node with the same effects that a player would cause
1215 minetest.punch_node(pos)
1216 ^ Punch node with the same effects that a player would cause
1218 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1219 minetest.get_node_timer(pos) -- Get NodeTimerRef
1221 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1222 ^ Returns ObjectRef, or nil if failed
1223 minetest.add_item(pos, item): Spawn item
1224 ^ Returns ObjectRef, or nil if failed
1225 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1226 minetest.get_objects_inside_radius(pos, radius)
1227 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1228 minetest.get_timeofday()
1229 minetest.get_gametime(): returns the time, in seconds, since the world was created
1230 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1231 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1232 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1233 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1234 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1235 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1236 minetest.get_voxel_manip()
1237 ^ Return voxel manipulator object
1238 minetest.get_mapgen_object(objectname)
1239 ^ Return requested mapgen object if available (see Mapgen objects)
1240 minetest.set_mapgen_params(MapgenParams)
1241 ^ Set map generation parameters
1242 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1243 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1244 ^ Leave field unset to leave that parameter unchanged
1245 ^ flagmask field must be set to all mapgen flags that are being modified
1246 ^ flags contains only the flags that are being set
1247 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1248 minetest.clear_objects()
1249 ^ clear all objects in the environments
1250 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1251 ^ checkif there is a direct line of sight between pos1 and pos2
1252 ^ pos1 First position
1253 ^ pos2 Second position
1254 ^ stepsize smaller gives more accurate results but requires more computing
1256 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1257 ^ -> table containing path
1258 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1259 ^ pos1: start position
1260 ^ pos2: end position
1261 ^ searchdistance: number of blocks to search in each direction
1262 ^ max_jump: maximum height difference to consider walkable
1263 ^ max_drop: maximum height difference to consider droppable
1264 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1265 minetest.spawn_tree (pos, {treedef})
1266 ^ spawns L-System tree at given pos with definition in treedef table
1267 minetest.transforming_liquid_add(pos)
1268 ^ add node to liquid update queue
1269 minetest.get_node_max_level(pos)
1270 ^ get max available level for leveled node
1271 minetest.get_node_level(pos)
1272 ^ get level of leveled node (water, snow)
1273 minetest.set_node_level(pos, level)
1274 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1275 minetest.add_node_level(pos, level)
1276 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1277 minetest.get_heat(pos)
1279 minetest.get_humidity(pos)
1283 minetest.get_inventory(location) -> InvRef
1284 ^ location = eg. {type="player", name="celeron55"}
1285 {type="node", pos={x=, y=, z=}}
1286 {type="detached", name="creative"}
1287 minetest.create_detached_inventory(name, callbacks) -> InvRef
1288 ^ callbacks: See "Detached inventory callbacks"
1289 ^ Creates a detached inventory. If it already exists, it is cleared.
1290 minetest.show_formspec(playername, formname, formspec)
1291 ^ playername: name of player to show formspec
1292 ^ formname: name passed to on_player_receive_fields callbacks
1293 ^ should follow "modname:<whatever>" naming convention
1294 ^ formspec: formspec to display
1297 minetest.inventorycube(img1, img2, img3)
1298 ^ Returns a string for making an image of a cube (useful as an item image)
1299 minetest.get_pointed_thing_position(pointed_thing, above)
1300 ^ Get position of a pointed_thing (that you can get from somewhere)
1301 minetest.dir_to_facedir(dir, is6d)
1302 ^ 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
1303 minetest.facedir_to_dir(facedir)
1304 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1305 minetest.dir_to_wallmounted(dir)
1306 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1307 minetest.get_node_drops(nodename, toolname)
1308 ^ Returns list of item names.
1309 ^ Note: This will be removed or modified in a future version.
1310 minetest.get_craft_result(input) -> output, decremented_input
1311 ^ input.method = 'normal' or 'cooking' or 'fuel'
1312 ^ input.width = for example 3
1313 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1314 stack 5, stack 6, stack 7, stack 8, stack 9 }
1315 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1316 ^ output.time = number, if unsuccessful: 0
1317 ^ decremented_input = like input
1318 minetest.get_craft_recipe(output) -> input
1319 ^ returns last registered recipe for output item (node)
1320 ^ output is a node or item type such as 'default:torch'
1321 ^ input.method = 'normal' or 'cooking' or 'fuel'
1322 ^ input.width = for example 3
1323 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1324 stack 5, stack 6, stack 7, stack 8, stack 9 }
1325 ^ input.items = nil if no recipe found
1326 minetest.get_all_craft_recipes(query item) -> table or nil
1327 ^ returns indexed table with all registered recipes for query item (node)
1328 or nil if no recipe was found
1331 method = 'normal' or 'cooking' or 'fuel'
1332 width = 0-3, 0 means shapeless recipe
1333 items = indexed [1-9] table with recipe items
1334 output = string with item name and quantity
1336 Example query for default:gold_ingot will return table:
1338 1={type = "cooking", width = 3, output = "default:gold_ingot",
1339 items = {1 = "default:gold_lump"}},
1340 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1341 items = {1 = "default:goldblock"}}
1343 minetest.handle_node_drops(pos, drops, digger)
1344 ^ drops: list of itemstrings
1345 ^ Handles drops from nodes after digging: Default action is to put them into
1347 ^ Can be overridden to get different functionality (eg. dropping items on
1351 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1352 ^ Find who has done something to a node, or near a node
1353 ^ actor: "player:<name>", also "liquid".
1354 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1355 ^ Revert latest actions of someone
1356 ^ actor: "player:<name>", also "liquid".
1358 Defaults for the on_* item definition functions:
1359 (These return the leftover itemstack)
1360 minetest.item_place_node(itemstack, placer, pointed_thing)
1361 ^ Place item as a node
1362 minetest.item_place_object(itemstack, placer, pointed_thing)
1364 minetest.item_place(itemstack, placer, pointed_thing)
1365 ^ Use one of the above based on what the item is.
1366 ^ Calls on_rightclick of pointed_thing.under if defined instead
1367 ^ Note: is not called when wielded item overrides on_place
1368 minetest.item_drop(itemstack, dropper, pos)
1370 minetest.item_eat(hp_change, replace_with_item)
1371 ^ Eat the item. replace_with_item can be nil.
1373 Defaults for the on_punch and on_dig node definition callbacks:
1374 minetest.node_punch(pos, node, puncher)
1375 ^ Calls functions registered by minetest.register_on_punchnode()
1376 minetest.node_dig(pos, node, digger)
1377 ^ Checks if node can be dug, puts item into inventory, removes node
1378 ^ Calls functions registered by minetest.registered_on_dignodes()
1381 minetest.sound_play(spec, parameters) -> handle
1382 ^ spec = SimpleSoundSpec
1383 ^ parameters = sound parameter table
1384 minetest.sound_stop(handle)
1387 minetest.after(time, func, ...)
1388 ^ Call function after time seconds
1389 ^ Optional: Variable number of arguments that are passed to func
1392 minetest.request_shutdown() -> request for server shutdown
1393 minetest.get_server_status() -> server status string
1396 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1397 minetest.get_ban_description(ip_or_name) -> ban description (string)
1398 minetest.ban_player(name) -> ban a player
1399 minetest.unban_player_or_ip(name) -> unban player or IP address
1402 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1403 size, collisiondetection, texture, playername)
1404 ^ Spawn particle at pos with velocity and acceleration
1405 ^ Disappears after expirationtime seconds
1406 ^ collisiondetection: if true collides with physical objects
1407 ^ Uses texture (string)
1408 ^ Playername is optional, if specified spawns particle only on the player's client
1410 minetest.add_particlespawner(amount, time,
1414 minexptime, maxexptime,
1416 collisiondetection, texture, playername)
1417 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1418 ^ The particle's properties are random values in between the boundings:
1419 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1420 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1421 ^ collisiondetection: if true uses collisiondetection
1422 ^ Uses texture (string)
1423 ^ Playername is optional, if specified spawns particle only on the player's client
1424 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1427 minetest.delete_particlespawner(id, player)
1428 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1429 ^ If playername is specified, only deletes on the player's client,
1430 ^ otherwise on all clients
1433 minetest.create_schematic(p1, p2, probability_list, filename)
1434 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1435 ^ Apply the specified probability values to the specified nodes in probability_list.
1436 ^ probability_list is an array of tables containing two fields, pos and prob.
1437 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1438 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1439 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1440 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1441 ^ If probability_list is nil, no probabilities are applied.
1442 ^ Saves schematic in the Minetest Schematic format to filename.
1444 minetest.place_schematic(pos, schematic, rotation, replacements)
1445 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1446 ^ Rotation can be "0", "90", "180", "270", or "random".
1447 ^ If the rotation parameter is omitted, the schematic is not rotated.
1448 ^ replacements = {{"oldname", "convert_to"}, ...}
1451 minetest.get_connected_players() -> list of ObjectRefs
1452 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1453 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1454 minetest.get_item_group(name, group) -> rating
1455 ^ Get rating of a group of an item. (0 = not in group)
1456 minetest.get_node_group(name, group) -> rating
1457 ^ Deprecated: An alias for the former.
1458 minetest.get_content_id(name) -> integer
1459 ^ Gets the internal content ID of name
1460 minetest.get_name_from_content_id(content_id) -> string
1461 ^ Gets the name of the content with that content ID
1462 minetest.parse_json(string[, nullvalue]) -> something
1463 ^ Convert a string containing JSON data into the Lua equivalent
1464 ^ nullvalue: returned in place of the JSON null; defaults to nil
1465 ^ On success returns a table, a string, a number, a boolean or nullvalue
1466 ^ On failure outputs an error message and returns nil
1467 ^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
1468 minetest.serialize(table) -> string
1469 ^ Convert a table containing tables, strings, numbers, booleans and nils
1470 into string form readable by minetest.deserialize
1471 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1472 minetest.deserialize(string) -> table
1473 ^ Convert a string returned by minetest.deserialize into a table
1474 ^ String is loaded in an empty sandbox environment.
1475 ^ Will load functions, but they cannot access the global environment.
1476 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1477 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1478 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1481 minetest.env - EnvRef of the server environment and world.
1482 ^ Any function in the minetest namespace can be called using the syntax
1483 minetest.env:somefunction(somearguments)
1485 minetest.somefunction(somearguments)
1486 ^ Deprecated, but support is not to be dropped soon
1489 minetest.registered_items
1490 ^ List of registered items, indexed by name
1491 minetest.registered_nodes
1492 ^ List of registered node definitions, indexed by name
1493 minetest.registered_craftitems
1494 ^ List of registered craft item definitions, indexed by name
1495 minetest.registered_tools
1496 ^ List of registered tool definitions, indexed by name
1497 minetest.registered_entities
1498 ^ List of registered entity prototypes, indexed by name
1499 minetest.object_refs
1500 ^ List of object references, indexed by active object id
1501 minetest.luaentities
1502 ^ List of lua entities, indexed by active object id
1506 NodeMetaRef: Node metadata - reference extra data and functionality stored
1508 - Can be gotten via minetest.get_nodemeta(pos)
1510 - set_string(name, value)
1512 - set_int(name, value)
1514 - set_float(name, value)
1516 - get_inventory() -> InvRef
1517 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1518 - from_table(nil or {})
1519 ^ See "Node Metadata"
1521 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1522 - Can be gotten via minetest.get_node_timer(pos)
1524 - set(timeout,elapsed)
1525 ^ set a timer's state
1526 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1527 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1528 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1531 ^ equivelent to set(timeout,0)
1534 - get_timeout() -> current timeout in seconds
1535 ^ if timeout is 0, timer is inactive
1536 - get_elapsed() -> current elapsed time in seconds
1537 ^ the node's on_timer function will be called after timeout-elapsed seconds
1538 - is_started() -> boolean state of timer
1539 ^ returns true if timer is started, otherwise false
1541 ObjectRef: Moving things in the game are generally these
1542 (basically reference to a C++ ServerActiveObject)
1544 - remove(): remove object (after returning from Lua)
1545 - getpos() -> {x=num, y=num, z=num}
1546 - setpos(pos); pos={x=num, y=num, z=num}
1547 - moveto(pos, continuous=false): interpolated move
1548 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1549 ^ puncher = an another ObjectRef,
1550 ^ time_from_last_punch = time since last punch action of the puncher
1551 ^ direction: can be nil
1552 - right_click(clicker); clicker = an another ObjectRef
1553 - get_hp(): returns number of hitpoints (2 * number of hearts)
1554 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1555 - get_inventory() -> InvRef
1556 - get_wield_list(): returns the name of the inventory list the wielded item is in
1557 - get_wield_index(): returns the index of the wielded item
1558 - get_wielded_item() -> ItemStack
1559 - set_wielded_item(item): replaces the wielded item, returns true if successful
1560 - set_armor_groups({group1=rating, group2=rating, ...})
1561 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1562 - set_attach(parent, bone, position, rotation)
1564 ^ position = {x=num, y=num, z=num} (relative)
1565 ^ rotation = {x=num, y=num, z=num}
1567 - set_bone_position(bone, position, rotation)
1569 ^ position = {x=num, y=num, z=num} (relative)
1570 ^ rotation = {x=num, y=num, z=num}
1571 - set_properties(object property table)
1572 LuaEntitySAO-only: (no-op for other objects)
1573 - setvelocity({x=num, y=num, z=num})
1574 - getvelocity() -> {x=num, y=num, z=num}
1575 - setacceleration({x=num, y=num, z=num})
1576 - getacceleration() -> {x=num, y=num, z=num}
1578 - getyaw() -> radians
1579 - settexturemod(mod)
1580 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1581 - select_horiz_by_yawpitch=false)
1582 ^ Select sprite from spritesheet with optional animation and DM-style
1583 texture selection based on yaw relative to camera
1584 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1586 Player-only: (no-op for other objects)
1587 - is_player(): true for players, false for others
1588 - get_player_name(): returns "" if is not a player
1589 - get_look_dir(): get camera direction as a unit vector
1590 - get_look_pitch(): pitch in radians
1591 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1592 - set_look_pitch(radians): sets look pitch
1593 - set_look_yaw(radians): sets look yaw
1594 - get_breath() : returns players breath
1595 - set_breath(value) : sets players breath
1596 values: 0 player is drowning,
1597 1-10 number of bubbles remain,
1598 11 bubbles bar is not shown
1599 - set_inventory_formspec(formspec)
1600 ^ Redefine player's inventory form
1601 ^ Should usually be called in on_joinplayer
1602 - get_inventory_formspec() -> formspec string
1603 - get_player_control(): returns table with player pressed keys
1604 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1605 - get_player_control_bits(): returns integer with bit packed player pressed keys
1606 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1607 - set_physics_override(speed, jump, gravity)
1608 modifies per-player walking speed, jump height, and gravity.
1609 Values default to 1 and act as offsets to the physics settings
1610 in minetest.conf. nil will keep the current setting.
1611 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1612 - hud_remove(id): remove the HUD element of the specified id
1613 - hud_change(id, stat, value): change a value of a previously added HUD element
1614 ^ element stat values: position, name, scale, text, number, item, dir
1615 - hud_get(id): gets the HUD element definition structure of the specified ID
1616 - hud_set_flags(flags): sets specified HUD flags to true/false
1617 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1618 ^ pass a table containing a true/false value of each flag to be set or unset
1619 ^ if a flag is nil, the flag is not modified
1620 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1621 ^ count: number of items, must be between 1 and 23
1622 - hud_set_hotbar_image(texturename)
1623 ^ sets background image for hotbar
1624 - hud_set_hotbar_selected_image(texturename)
1625 ^ sets image for selected item of hotbar
1627 InvRef: Reference to an inventory
1629 - is_empty(listname): return true if list is empty
1630 - get_size(listname): get size of a list
1631 - set_size(listname, size): set size of a list
1632 - get_width(listname): get width of a list
1633 - set_width(listname, width): set width of list; currently used for crafting
1634 - get_stack(listname, i): get a copy of stack index i in list
1635 - set_stack(listname, i, stack): copy stack to index i in list
1636 - get_list(listname): return full list
1637 - set_list(listname, list): set full list (size will not change)
1638 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1639 - room_for_item(listname, stack): returns true if the stack of items
1640 can be fully added to the list
1641 - contains_item(listname, stack): returns true if the stack of items
1642 can be fully taken from the list
1643 remove_item(listname, stack): take as many items as specified from the list,
1644 returns the items that were actually removed (as an ItemStack)
1645 - get_location() -> location compatible to minetest.get_inventory(location)
1646 -> {type="undefined"} in case location is not known
1648 ItemStack: A stack of items.
1649 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1651 - is_empty(): return true if stack is empty
1652 - get_name(): returns item name (e.g. "default:stone")
1653 - get_count(): returns number of items on the stack
1654 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1655 - get_metadata(): returns metadata (a string attached to an item stack)
1656 - clear(): removes all items from the stack, making it empty
1657 - replace(item): replace the contents of this stack (item can also
1658 be an itemstring or table)
1659 - to_string(): returns the stack in itemstring form
1660 - to_table(): returns the stack in Lua table form
1661 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1662 - get_free_space(): returns get_stack_max() - get_count()
1663 - is_known(): returns true if the item name refers to a defined item type
1664 - get_definition(): returns the item definition table
1665 - get_tool_capabilities(): returns the digging properties of the item,
1666 ^ or those of the hand if none are defined for this item type
1667 - add_wear(amount): increases wear by amount if the item is a tool
1668 - add_item(item): put some item or stack onto this stack,
1669 ^ returns leftover ItemStack
1670 - item_fits(item): returns true if item or stack can be fully added to this one
1671 - take_item(n): take (and remove) up to n items from this stack
1672 ^ returns taken ItemStack
1673 ^ if n is omitted, n=1 is used
1674 - peek_item(n): copy (don't remove) up to n items from this stack
1675 ^ returns copied ItemStack
1676 ^ if n is omitted, n=1 is used
1678 PseudoRandom: A pseudorandom number generator
1679 - Can be created via PseudoRandom(seed)
1681 - next(): return next integer random number [0...32767]
1682 - next(min, max): return next integer random number [min...max]
1683 (max - min) must be 32767 or <= 6553 due to the simple
1684 implementation making bad distribution otherwise.
1686 PerlinNoise: A perlin noise generator
1687 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1688 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1690 - get2d(pos) -> 2d noise value at pos={x=,y=}
1691 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1693 PerlinNoiseMap: A fast, bulk perlin noise generator
1694 - Can be created via PerlinNoiseMap(noiseparams, size)
1695 - Also minetest.get_perlin_map(noiseparams, size)
1697 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1698 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1699 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1700 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1702 VoxelManip: An interface to the MapVoxelManipulator for Lua
1703 - Can be created via VoxelManip()
1704 - Also minetest.get_voxel_manip()
1706 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1707 ^ returns actual emerged pmin, actual emerged pmax
1708 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1709 ^ important: data must be set using VoxelManip:set_data before calling this
1710 - get_data(): Gets the data read into the VoxelManip object
1711 ^ returns raw node data is in the form of an array of node content ids
1712 - set_data(data): Sets the data contents of the VoxelManip object
1713 - update_map(): Update map after writing chunk back to map.
1714 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1715 ^ retrieved from minetest.get_mapgen_object
1716 - set_lighting(light): Set the lighting within the VoxelManip
1717 ^ light is a table, {day=<0...15>, night=<0...15>}
1718 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1719 - calc_lighting(): Calculate lighting within the VoxelManip
1720 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1721 - update_liquids(): Update liquid flow
1723 VoxelArea: A helper class for voxel areas
1724 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1725 - Coordinates are *inclusive*, like most other things in Minetest
1727 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1728 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1729 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1730 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1731 - indexp(p): same as above, except takes a vector
1732 - position(i): returns the absolute position vector corresponding to index i
1733 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1734 - containsp(p): same as above, except takes a vector
1735 - containsi(i): same as above, except takes an index
1736 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1737 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1738 - iterp(minp, maxp): same as above, except takes a vector
1742 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1743 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1744 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1745 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1747 The following Mapgen objects are currently available:
1750 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1751 order. All mapgens support this object.
1754 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1755 generated chunk by the current mapgen.
1758 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1762 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1766 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1770 --------------------
1771 - Functions receive a "luaentity" as self:
1772 - It has the member .name, which is the registered name ("mod:thing")
1773 - It has the member .object, which is an ObjectRef pointing to the object
1774 - The original prototype stuff is visible directly via a metatable
1776 - on_activate(self, staticdata)
1777 ^ Called when the object is instantiated.
1778 - on_step(self, dtime)
1779 ^ Called on every server tick (dtime is usually 0.05 seconds)
1780 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1781 ^ Called when somebody punches the object.
1782 ^ Note that you probably want to handle most punches using the
1783 automatic armor group system.
1784 ^ puncher: ObjectRef (can be nil)
1785 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1786 ^ tool_capabilities: capability table of used tool (can be nil)
1787 ^ dir: unit vector of direction of punch. Always defined. Points from
1788 the puncher to the punched.
1789 - on_rightclick(self, clicker)
1790 - get_staticdata(self)
1791 ^ Should return a string that will be passed to on_activate when
1792 the object is instantiated the next time.
1797 axiom, - string initial tree axiom
1798 rules_a, - string rules set A
1799 rules_b, - string rules set B
1800 rules_c, - string rules set C
1801 rules_d, - string rules set D
1802 trunk, - string trunk node name
1803 leaves, - string leaves node name
1804 leaves2, - string secondary leaves node name
1805 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1806 angle, - num angle in deg
1807 iterations, - num max # of iterations, usually 2 -5
1808 random_level, - num factor to lower nr of iterations, usually 0 - 3
1809 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1810 thin_branches, - boolean true -> use thin (1 node) branches
1811 fruit, - string fruit node name
1812 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1813 seed, - num random seed
1816 Key for Special L-System Symbols used in Axioms
1817 G - move forward one unit with the pen up
1818 F - move forward one unit with the pen down drawing trunks and branches
1819 f - move forward one unit with the pen down drawing leaves (100% chance)
1820 T - move forward one unit with the pen down drawing trunks only
1821 R - move forward one unit with the pen down placing fruit
1822 A - replace with rules set A
1823 B - replace with rules set B
1824 C - replace with rules set C
1825 D - replace with rules set D
1826 a - replace with rules set A, chance 90%
1827 b - replace with rules set B, chance 80%
1828 c - replace with rules set C, chance 70%
1829 d - replace with rules set D, chance 60%
1830 + - yaw the turtle right by angle parameter
1831 - - yaw the turtle left by angle parameter
1832 & - pitch the turtle down by angle parameter
1833 ^ - pitch the turtle up by angle parameter
1834 / - roll the turtle to the right by angle parameter
1835 * - roll the turtle to the left by angle parameter
1836 [ - save in stack current state info
1837 ] - recover from stack state info
1839 Example usage: spawn small apple tree
1842 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1843 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1844 trunk="default:tree",
1845 leaves="default:leaves",
1849 trunk_type="single",
1852 fruit="default:apple"
1854 minetest.spawn_tree(pos,apple_tree)
1863 collide_with_objects = true, -- collide with other objects if physical=true
1865 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1866 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1867 visual_size = {x=1, y=1},
1869 textures = {}, -- number of required textures depends on visual
1870 colors = {}, -- number of required colors depends on visual
1871 spritediv = {x=1, y=1},
1872 initial_sprite_basepos = {x=0, y=0},
1874 makes_footstep_sound = false,
1875 automatic_rotate = false,
1877 automatic_face_movement_dir = false,
1880 Entity definition (register_entity)
1882 (Deprecated: Everything in object properties is read directly from here)
1884 initial_properties = <initial object properties>,
1886 on_activate = function(self, staticdata, dtime_s),
1887 on_step = function(self, dtime),
1888 on_punch = function(self, hitter),
1889 on_rightclick = function(self, clicker),
1890 get_staticdata = function(self),
1891 ^ Called sometimes; the string returned is passed to on_activate when
1892 the entity is re-activated from static state
1894 # Also you can define arbitrary member variables here
1895 myvariable = whatever,
1898 ABM (ActiveBlockModifier) definition (register_abm)
1900 -- In the following two fields, also group:groupname will work.
1901 nodenames = {"default:lava_source"},
1902 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1903 ^ If left out or empty, any neighbor will do
1904 interval = 1.0, -- (operation interval)
1905 chance = 1, -- (chance of trigger is 1.0/this)
1906 action = func(pos, node, active_object_count, active_object_count_wider),
1909 Item definition (register_node, register_craftitem, register_tool)
1911 description = "Steel Axe",
1912 groups = {}, -- key=name, value=rating; rating=1..3.
1913 if rating not applicable, use 1.
1914 eg. {wool=1, fluffy=3}
1915 {soil=2, outerspace=1, crumbly=1}
1916 {bendy=2, snappy=1},
1917 {hard=1, metal=1, spikes=1}
1918 inventory_image = "default_tool_steelaxe.png",
1920 wield_scale = {x=1,y=1,z=1},
1923 liquids_pointable = false,
1924 tool_capabilities = {
1925 full_punch_interval = 1.0,
1929 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1930 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1932 damage_groups = {groupname=damage},
1934 node_placement_prediction = nil,
1935 ^ If nil and item is node, prediction is made automatically
1936 ^ If nil and item is not a node, no prediction is made
1937 ^ If "" and item is anything, no prediction is made
1938 ^ Otherwise should be name of node which the client immediately places
1939 on ground when the player places the item. Server will always update
1940 actual result to client in a short moment.
1942 place = <SimpleSoundSpec>,
1945 on_place = func(itemstack, placer, pointed_thing),
1946 ^ Shall place item and return the leftover itemstack
1947 ^ default: minetest.item_place
1948 on_drop = func(itemstack, dropper, pos),
1949 ^ Shall drop item and return the leftover itemstack
1950 ^ default: minetest.item_drop
1951 on_use = func(itemstack, user, pointed_thing),
1953 ^ Function must return either nil if no item shall be removed from
1954 inventory, or an itemstack to replace the original itemstack.
1955 eg. itemstack:take_item(); return itemstack
1956 ^ Otherwise, the function is free to do what it wants.
1957 ^ The default functions handle regular use cases.
1962 - {name="image.png", animation={Tile Animation definition}}
1963 - {name="image.png", backface_culling=bool}
1964 ^ backface culling only supported in special tiles
1965 - deprecated still supported field names:
1968 Tile animation definition:
1969 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1971 Node definition (register_node)
1973 <all fields allowed in item definitions>,
1975 drawtype = "normal", -- See "Node drawtypes"
1977 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1978 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1979 ^ List can be shortened to needed length
1980 special_tiles = {tile definition 1, Tile definition 2},
1981 ^ Special textures of node; used rarely (old field name: special_materials)
1982 ^ List can be shortened to needed length
1984 use_texture_alpha = false, -- Use texture's alpha channel
1985 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1986 paramtype = "none", -- See "Nodes"
1987 paramtype2 = "none", -- See "Nodes"
1988 is_ground_content = false, -- Currently not used for anything
1989 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1990 walkable = true, -- If true, objects collide with node
1991 pointable = true, -- If true, can be pointed at
1992 diggable = true, -- If false, can never be dug
1993 climbable = false, -- If true, can be climbed on (ladder)
1994 buildable_to = false, -- If true, placed nodes can replace this node
1995 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1996 liquidtype = "none", -- "none"/"source"/"flowing"
1997 liquid_alternative_flowing = "", -- Flowing version of source liquid
1998 liquid_alternative_source = "", -- Source version of flowing liquid
1999 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2000 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2001 freezemelt = "", -- water for snow/ice, ice/snow for water
2002 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2003 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2004 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2005 light_source = 0, -- Amount of light emitted by node
2006 damage_per_second = 0, -- If player is inside node, this damage is caused
2007 node_box = {type="regular"}, -- See "Node boxes"
2008 selection_box = {type="regular"}, -- See "Node boxes"
2009 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2010 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2011 legacy_wallmounted = false, -- Support maps made in and before January 2012
2013 footstep = <SimpleSoundSpec>,
2014 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2015 dug = <SimpleSoundSpec>,
2016 place = <SimpleSoundSpec>,
2019 on_construct = func(pos),
2020 ^ Node constructor; always called after adding node
2021 ^ Can set up metadata and stuff like that
2023 on_destruct = func(pos),
2024 ^ Node destructor; always called before removing node
2026 after_destruct = func(pos, oldnode),
2027 ^ Node destructor; always called after removing node
2030 after_place_node = func(pos, placer, itemstack),
2031 ^ Called after constructing node when node was placed using
2032 minetest.item_place_node / minetest.place_node
2033 ^ If return true no item is taken from itemstack
2035 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2036 ^ oldmetadata is in table format
2037 ^ Called after destructing node when node was dug using
2038 minetest.node_dig / minetest.dig_node
2040 can_dig = function(pos,player)
2041 ^ returns true if node can be dug, or false if not
2044 on_punch = func(pos, node, puncher),
2045 ^ default: minetest.node_punch
2046 ^ By default: does nothing
2047 on_rightclick = func(pos, node, clicker, itemstack),
2049 ^ if defined, itemstack will hold clicker's wielded item
2050 Shall return the leftover itemstack
2051 on_dig = func(pos, node, digger),
2052 ^ default: minetest.node_dig
2053 ^ By default: checks privileges, wears out tool and removes node
2055 on_timer = function(pos,elapsed),
2057 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2058 ^ elapsed is the total time passed since the timer was started
2059 ^ return true to run the timer for another cycle with the same timeout value
2061 on_receive_fields = func(pos, formname, fields, sender),
2062 ^ fields = {name1 = value1, name2 = value2, ...}
2063 ^ Called when an UI form (eg. sign text input) returns data
2066 allow_metadata_inventory_move = func(pos, from_list, from_index,
2067 to_list, to_index, count, player),
2068 ^ Called when a player wants to move items inside the inventory
2069 ^ Return value: number of items allowed to move
2071 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2072 ^ Called when a player wants to put something into the inventory
2073 ^ Return value: number of items allowed to put
2074 ^ Return value: -1: Allow and don't modify item count in inventory
2076 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2077 ^ Called when a player wants to take something out of the inventory
2078 ^ Return value: number of items allowed to take
2079 ^ Return value: -1: Allow and don't modify item count in inventory
2081 on_metadata_inventory_move = func(pos, from_list, from_index,
2082 to_list, to_index, count, player),
2083 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2084 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2085 ^ Called after the actual action has happened, according to what was allowed.
2088 on_blast = func(pos, intensity),
2089 ^ intensity: 1.0 = mid range of regular TNT
2090 ^ If defined, called when an explosion touches the node, instead of
2094 Recipe for register_craft: (shaped)
2096 output = 'default:pick_stone',
2098 {'default:cobble', 'default:cobble', 'default:cobble'},
2099 {'', 'default:stick', ''},
2100 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2102 replacements = <optional list of item pairs,
2103 replace one input item with another item on crafting>
2106 Recipe for register_craft (shapeless)
2109 output = 'mushrooms:mushroom_stew',
2112 "mushrooms:mushroom_brown",
2113 "mushrooms:mushroom_red",
2115 replacements = <optional list of item pairs,
2116 replace one input item with another item on crafting>
2119 Recipe for register_craft (tool repair)
2121 type = "toolrepair",
2122 additional_wear = -0.02,
2125 Recipe for register_craft (cooking)
2128 output = "default:glass",
2129 recipe = "default:sand",
2133 Recipe for register_craft (furnace fuel)
2136 recipe = "default:leaves",
2140 Ore definition (register_ore)
2142 ore_type = "scatter", -- See "Ore types"
2143 ore = "default:stone_with_coal",
2144 wherein = "default:stone",
2145 ^ a list of nodenames is supported too
2146 clust_scarcity = 8*8*8,
2147 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2148 ^ This value should be *MUCH* higher than your intuition might tell you!
2150 ^ Number of ores in a cluster
2152 ^ Size of the bounding box of the cluster
2153 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2154 height_min = -31000,
2157 ^ Attributes for this ore generation
2158 noise_threshhold = 0.5,
2159 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2160 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2161 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2162 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2165 Decoration definition (register_decoration)
2167 deco_type = "simple", -- See "Decoration types"
2168 place_on = "default:dirt_with_grass",
2169 ^ Node that decoration can be placed on
2171 ^ Size of divisions made in the chunk being generated.
2172 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2174 ^ Ratio of the area to be uniformly filled by the decoration.
2175 ^ Used only if noise_params is not specified.
2176 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2177 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2178 ^ The result of this is multiplied by the 2d area of the division being decorated.
2179 biomes = {"Oceanside", "Hills", "Plains"},
2180 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2181 ^ and ignored if the Mapgen being used does not support biomes.
2183 ----- Simple-type parameters
2184 decoration = "default:grass",
2185 ^ The node name used as the decoration.
2186 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2188 ^ Number of nodes high the decoration is made.
2189 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2191 ^ Number of nodes the decoration can be at maximum.
2192 ^ If absent, the parameter 'height' is used as a constant.
2193 spawn_by = "default:water",
2194 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2196 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2197 ^ If absent or -1, decorations occur next to any nodes.
2199 ----- Schematic-type parameters
2200 schematic = "foobar.mts",
2201 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2202 ^ specified Minetest schematic file.
2203 ^ - OR -, could instead be a table containing two fields, size and data:
2205 size = {x=4, y=6, z=4},
2207 {name="cobble", param1=255, param2=0},
2208 {name="dirt_with_grass", param1=255, param2=0},
2212 ^ See 'Schematic specifier' for details.
2213 replacements = {{"oldname", "convert_to"}, ...},
2214 flags = "place_center_x, place_center_z",
2215 ^ Flags for schematic decorations. See 'Schematic attributes'.
2216 rotation = "90" --rotate schematic 90 degrees on placement
2217 ^ Rotation can be "0", "90", "180", "270", or "random".
2220 Chatcommand definition (register_chatcommand)
2222 params = "<name> <privilege>", -- short parameter description
2223 description = "Remove privilege from player", -- full description
2224 privs = {privs=true}, -- require the "privs" privilege to run
2225 func = function(name, param), -- called when command is run
2228 Detached inventory callbacks
2230 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2231 ^ Called when a player wants to move items inside the inventory
2232 ^ Return value: number of items allowed to move
2234 allow_put = func(inv, listname, index, stack, player),
2235 ^ Called when a player wants to put something into the inventory
2236 ^ Return value: number of items allowed to put
2237 ^ Return value: -1: Allow and don't modify item count in inventory
2239 allow_take = func(inv, listname, index, stack, player),
2240 ^ Called when a player wants to take something out of the inventory
2241 ^ Return value: number of items allowed to take
2242 ^ Return value: -1: Allow and don't modify item count in inventory
2244 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2245 on_put = func(inv, listname, index, stack, player),
2246 on_take = func(inv, listname, index, stack, player),
2247 ^ Called after the actual action has happened, according to what was allowed.
2251 HUD Definition (hud_add, hud_get)
2253 hud_elem_type = "image", -- see HUD element types
2254 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2255 position = {x=0.5, y=0.5},
2256 ^ Left corner position of element
2262 ^ Selected item in inventory. 0 for no item selected.
2264 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2265 alignment = {x=0, y=0},
2266 ^ See "HUD Element Types"
2267 offset = {x=0, y=0},
2268 ^ See "HUD Element Types"