1 Minetest Lua Modding API Reference 0.4.9
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing desctiption to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, eg. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, eg. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 eg. foomod_foothing.png
191 Only OGG files are supported.
193 For positional playing of sounds, only single-channel (mono) files are
194 supported. Otherwise OpenAL will play them non-positionally.
196 Mods should generally prefix their sounds with modname_, eg. given
197 the mod name "foomod", a sound could be called
198 "foomod_foosound.ogg"
200 Sounds are referred to by their name with a dot, a single digit and the
201 file extension stripped out. When a sound is played, the actual sound file
202 is chosen randomly from the matching sounds.
204 When playing the sound "foomod_foosound", the sound is chosen randomly
205 from the available ones of the following files:
207 foomod_foosound.0.ogg
208 foomod_foosound.1.ogg
210 foomod_foosound.9.ogg
212 Examples of sound parameter tables:
213 -- Play locationless on all clients
215 gain = 1.0, -- default
217 -- Play locationless to a player
220 gain = 1.0, -- default
222 -- Play in a location
225 gain = 1.0, -- default
226 max_hear_distance = 32, -- default
228 -- Play connected to an object, looped
230 object = <an ObjectRef>,
231 gain = 1.0, -- default
232 max_hear_distance = 32, -- default
233 loop = true, -- only sounds connected to objects can be looped
238 eg. "default_place_node"
240 eg. {name="default_place_node"}
241 eg. {name="default_place_node", gain=1.0}
243 Registered definitions of stuff
244 --------------------------------
245 Anything added using certain minetest.register_* functions get added to
246 the global minetest.registered_* tables.
248 minetest.register_entity(name, prototype table)
249 -> minetest.registered_entities[name]
251 minetest.register_node(name, node definition)
252 -> minetest.registered_items[name]
253 -> minetest.registered_nodes[name]
255 minetest.register_tool(name, item definition)
256 -> minetest.registered_items[name]
258 minetest.register_craftitem(name, item definition)
259 -> minetest.registered_items[name]
261 Note that in some cases you will stumble upon things that are not contained
262 in these tables (eg. when a mod has been removed). Always check for
263 existence before trying to access the fields.
265 Example: If you want to check the drawtype of a node, you could do:
267 local function get_nodedef_field(nodename, fieldname)
268 if not minetest.registered_nodes[nodename] then
271 return minetest.registered_nodes[nodename][fieldname]
273 local drawtype = get_nodedef_field(nodename, "drawtype")
275 Example: minetest.get_item_group(name, group) has been implemented as:
277 function minetest.get_item_group(name, group)
278 if not minetest.registered_items[name] or not
279 minetest.registered_items[name].groups[group] then
282 return minetest.registered_items[name].groups[group]
287 Nodes are the bulk data of the world: cubes and other things that take the
288 space of a cube. Huge amounts of them are handled efficiently, but they
291 The definition of a node is stored and can be accessed by name in
292 minetest.registered_nodes[node.name]
293 See "Registered definitions of stuff".
295 Nodes are passed by value between Lua and the engine.
296 They are represented by a table:
297 {name="name", param1=num, param2=num}
299 param1 and param2 are 8 bit integers. The engine uses them for certain
300 automated functions. If you don't use these functions, you can use them to
301 store arbitrary values.
303 The functions of param1 and param2 are determined by certain fields in the
305 param1 is reserved for the engine when paramtype != "none":
307 ^ The value stores light with and without sun in it's
308 upper and lower 4 bits.
309 param2 is reserved for the engine when any of these are used:
310 liquidtype == "flowing"
311 ^ The level and some flags of the liquid is stored in param2
312 drawtype == "flowingliquid"
313 ^ The drawn liquid level is read from param2
314 drawtype == "torchlike"
315 drawtype == "signlike"
316 paramtype2 == "wallmounted"
317 ^ The rotation of the node is stored in param2. You can make this value
318 by using minetest.dir_to_wallmounted().
319 paramtype2 == "facedir"
320 ^ The rotation of the node is stored in param2. Furnaces and chests are
321 rotated this way. Can be made by using minetest.dir_to_facedir().
323 facedir modulo 4 = axisdir
324 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
325 facedir's two less significant bits are rotation around the axis
326 paramtype2 == "leveled"
327 ^ The drawn node level is read from param2, like flowingliquid
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" and "leveled" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
387 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
391 These tell in what manner the ore is generated.
392 All default ores are of the uniformly-distributed scatter type.
395 Randomly chooses a location and generates a cluster of ore.
396 If noise_params is specified, the ore will be placed if the 3d perlin noise at
397 that point is greater than the noise_threshhold, giving the ability to create a non-equal
400 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
401 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
402 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
403 scale when comparing against the noise threshhold, but scale is used to determine relative height.
404 The height of the blob is randomly scattered, with a maximum height of clust_size.
405 clust_scarcity and clust_num_ores are ignored.
406 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
407 - claylike - NOT YET IMPLEMENTED
408 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
409 neighborhood of clust_size radius.
413 See section Flag Specifier Format.
414 Currently supported flags: absheight
416 Also produce this same ore between the height range of -height_max and -height_min.
417 Useful for having ore in sky realms without having to duplicate ore entries.
421 The varying types of decorations that can be placed.
422 The default value is simple, and is currently the only type supported.
425 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
426 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
427 for example. Can also generate a decoration of random height between a specified lower and
428 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
431 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
432 probability of a node randomly appearing when placed. This decoration type is intended to be used
433 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
437 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
438 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
439 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
440 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
441 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
443 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
444 probability of that node appearing in the structure.
445 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
446 - A probability value of 0 means that node will never appear (0% chance).
447 - A probability value of 255 means the node will always appear (100% chance).
448 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
449 will appear when the schematic is placed on the map.
451 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
454 ---------------------
455 See section Flag Specifier Format.
456 Currently supported flags: place_center_x, place_center_y, place_center_z
458 Placement of this decoration is centered along the X axis.
460 Placement of this decoration is centered along the Y axis.
462 Placement of this decoration is centered along the Z axis.
466 The position field is used for all element types.
467 To account for differing resolutions, the position coordinates are the percentage of the screen,
468 ranging in value from 0 to 1.
469 The name field is not yet used, but should contain a description of what the HUD element represents.
470 The direction field is the direction in which something is drawn.
471 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
472 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
473 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
475 The offset field specifies a pixel offset from the position. Contrary to position,
476 the offset is not scaled to screen size. This allows for some precisely-positioned
478 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
479 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
481 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
484 Displays an image on the HUD.
485 - scale: The scale of the image, with 1 being the original texture size.
486 Only the X coordinate scale is used (positive values)
487 Negative values represent that percentage of the screen it
488 should take; e.g. x=-100 means 100% (width)
489 - text: The name of the texture that is displayed.
490 - alignment: The alignment of the image.
491 - offset: offset in pixels from position.
493 Displays text on the HUD.
494 - scale: Defines the bounding rectangle of the text.
495 A value such as {x=100, y=100} should work.
496 - text: The text to be displayed in the HUD element.
497 - number: An integer containing the RGB value of the color used to draw the text.
498 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
499 - alignment: The alignment of the text.
500 - offset: offset in pixels from position.
502 Displays a horizontal bar made up of half-images.
503 - text: The name of the texture that is used.
504 - number: The number of half-textures that are displayed.
505 If odd, will end with a vertically center-split texture.
507 - offset: offset in pixels from position.
508 - size: If used will force full-image size to this value (override texture pack image size)
510 - text: The name of the inventory list to be displayed.
511 - number: Number of items in the inventory to be displayed.
512 - item: Position of item that is selected.
515 Displays distance to selected world position.
516 - name: The name of the waypoint.
517 - text: Distance suffix. Can be blank.
518 - number: An integer containing the RGB value of the color used to draw the text.
519 - world_pos: World position of the waypoint.
521 Representations of simple things
522 --------------------------------
524 {x=num, y=num, z=num}
525 For helper functions see "Vector helpers".
529 {type="node", under=pos, above=pos}
530 {type="object", ref=ObjectRef}
532 Flag Specifier Format
533 -----------------------
534 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
535 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
536 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
537 clears the flag from whatever the default may be.
538 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
539 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
540 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
542 e.g. A flag field of value
543 {place_center_x = true, place_center_y=false, place_center_z=true}
545 {place_center_x = true, noplace_center_y=true, place_center_z=true}
546 which is equivalent to
547 "place_center_x, noplace_center_y, place_center_z"
549 "place_center_x, place_center_z"
550 since, by default, no schematic attributes are set.
554 Node (register_node):
555 A node from the world
556 Tool (register_tool):
557 A tool/weapon that can dig and damage things according to tool_capabilities
558 Craftitem (register_craftitem):
561 Items and item stacks can exist in three formats:
563 Serialized; This is called stackstring or itemstring:
565 eg. 'default:pick_wood 21323'
569 eg. {name="default:dirt", count=5, wear=0, metadata=""}
571 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
572 ^ a wooden pick about 1/3 weared out
573 eg. {name="default:apple", count=1, wear=0, metadata=""}
577 C++ native format with many helper methods. Useful for converting between
578 formats. See the Class reference section for details.
580 When an item must be passed to a function, it can usually be in any of
585 In a number of places, there is a group table. Groups define the
586 properties of a thing (item, node, armor of entity, capabilities of
587 tool) in such a way that the engine and other mods can can interact with
588 the thing without actually knowing what the thing is.
591 - Groups are stored in a table, having the group names with keys and the
592 group ratings as values. For example:
593 groups = {crumbly=3, soil=1}
595 groups = {crumbly=2, soil=1, level=2, outerspace=1}
596 ^ A more special dirt-kind of thing
597 - Groups always have a rating associated with them. If there is no
598 useful meaning for a rating for an enabled group, it shall be 1.
599 - When not defined, the rating of a group defaults to 0. Thus when you
600 read groups, you must interpret nil and 0 as the same value, 0.
602 You can read the rating of a group for an item or a node by using
603 minetest.get_item_group(itemname, groupname)
607 Groups of items can define what kind of an item it is (eg. wool).
611 In addition to the general item things, groups are used to define whether
612 a node is destroyable and how long it takes to destroy by a tool.
616 For entities, groups are, as of now, used only for calculating damage.
617 The rating is the percentage of damage caused by tools with this damage group.
618 See "Entity damage mechanism".
620 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
621 object.set_armor_groups({fleshy=30, cracky=80})
625 Groups in tools define which groups of nodes and entities they are
628 Groups in crafting recipes
629 ---------------------------
630 An example: Make meat soup from any meat, any water and any bowl
632 output = 'food:meat_soup_raw',
638 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
640 An another example: Make red wool from white wool and red dye
644 recipe = {'wool:white', 'group:dye,basecolor_red'},
649 - immortal: Disables the group damage system for an entity
650 - level: Can be used to give an additional sense of progression in the game.
651 - A larger level will cause eg. a weapon of a lower level make much less
652 damage, and get weared out much faster, or not be able to get drops
653 from destroyed nodes.
654 - 0 is something that is directly accessible at the start of gameplay
655 - There is no upper limit
656 - dig_immediate: (player can always pick up node without tool wear)
657 - 2: node is removed without tool wear after 0.5 seconds or so
659 - 3: node is removed without tool wear immediately (torch)
660 - disable_jump: Player (and possibly other things) cannot jump from node
661 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
662 - bouncy: value is bounce speed in percent
663 - falling_node: if there is no walkable block under the node it will fall
664 - attached_node: if the node under it is not a walkable block the node will be
665 dropped as an item. If the node is wallmounted the
666 wallmounted direction is checked.
667 - soil: saplings will grow on nodes in this group
668 - connect_to_raillike: makes nodes of raillike drawtype connect to
669 other group members with same drawtype
671 Known damage and digging time defining groups
672 ----------------------------------------------
673 - crumbly: dirt, sand
674 - cracky: tough but crackable stuff like stone.
675 - snappy: something that can be cut using fine tools; eg. leaves, small
676 plants, wire, sheets of metal
677 - choppy: something that can be cut using force; eg. trees, wooden planks
678 - fleshy: Living things like animals and the player. This could imply
679 some blood effects when hitting.
680 - explody: Especially prone to explosions
681 - oddly_breakable_by_hand:
682 Can be added to nodes that shouldn't logically be breakable by the
683 hand but are. Somewhat similar to dig_immediate, but times are more
684 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
685 speed of a tool if the tool can dig at a faster speed than this
686 suggests for the hand.
688 Examples of custom groups
689 --------------------------
690 Item groups are often used for defining, well, //groups of items//.
691 - meat: any meat-kind of a thing (rating might define the size or healing
692 ability or be irrelevant - it is not defined as of yet)
693 - eatable: anything that can be eaten. Rating might define HP gain in half
695 - flammable: can be set on fire. Rating might define the intensity of the
696 fire, affecting eg. the speed of the spreading of an open fire.
697 - wool: any wool (any origin, any color)
700 - heavy: anything considerably heavy
702 Digging time calculation specifics
703 -----------------------------------
704 Groups such as **crumbly**, **cracky** and **snappy** are used for this
705 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
708 The **level** group is used to limit the toughness of nodes a tool can dig
709 and to scale the digging times / damage to a greater extent.
711 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
714 Tools define their properties by a list of parameters for groups. They
715 cannot dig other groups; thus it is important to use a standard bunch of
716 groups to enable interaction with tools.
719 * Full punch interval
721 * For an arbitrary list of groups:
722 * Uses (until the tool breaks)
723 * Maximum level (usually 0, 1, 2 or 3)
727 **Full punch interval**:
728 When used as a weapon, the tool will do full damage if this time is spent
729 between punches. If eg. half the time is spent, the tool will do half
732 **Maximum drop level**
733 Suggests the maximum level of node, when dug with the tool, that will drop
734 it's useful item. (eg. iron ore to drop a lump of iron).
735 - This is not automated; it is the responsibility of the node definition
739 Determines how many uses the tool has when it is used for digging a node,
740 of this group, of the maximum level. For lower leveled nodes, the use count
741 is multiplied by 3^leveldiff.
742 - uses=10, leveldiff=0 -> actual uses: 10
743 - uses=10, leveldiff=1 -> actual uses: 30
744 - uses=10, leveldiff=2 -> actual uses: 90
747 Tells what is the maximum level of a node of this group that the tool will
751 List of digging times for different ratings of the group, for nodes of the
753 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
754 result in the tool to be able to dig nodes that have a rating of 2 or 3
755 for this group, and unable to dig the rating 1, which is the toughest.
756 Unless there is a matching group that enables digging otherwise.
759 List of damage for groups of entities. See "Entity damage mechanism".
761 Example definition of the capabilities of a tool
762 -------------------------------------------------
763 tool_capabilities = {
764 full_punch_interval=1.5,
767 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
769 damage_groups = {fleshy=2},
772 This makes the tool be able to dig nodes that fullfill both of these:
773 - Have the **crumbly** group
774 - Have a **level** group less or equal to 2
776 Table of resulting digging times:
777 crumbly 0 1 2 3 4 <- level
783 level diff: 2 1 0 -1 -2
785 Table of resulting tool uses:
792 - At crumbly=0, the node is not diggable.
793 - At crumbly=3, the level difference digging time divider kicks in and makes
794 easy nodes to be quickly breakable.
795 - At level > 2, the node is not diggable, because it's level > maxlevel
797 Entity damage mechanism
798 ------------------------
801 foreach group in cap.damage_groups:
802 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
803 * (object.armor_groups[group] / 100.0)
804 -- Where object.armor_groups[group] is 0 for inexisting values
807 Client predicts damage based on damage groups. Because of this, it is able to
808 give an immediate response when an entity is damaged or dies; the response is
809 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
811 - Currently a smoke puff will appear when an entity dies.
813 The group **immortal** completely disables normal damage.
815 Entities can define a special armor group, which is **punch_operable**. This
816 group disables the regular damage mechanism for players punching it by hand or
817 a non-tool item, so that it can do something else than take damage.
819 On the Lua side, every punch calls ''entity:on_punch(puncher,
820 time_from_last_punch, tool_capabilities, direction)''. This should never be
821 called directly, because damage is usually not handled by the entity itself.
822 * ''puncher'' is the object performing the punch. Can be nil. Should never be
823 accessed unless absolutely required, to encourage interoperability.
824 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
825 * ''tool_capabilities'' can be nil.
826 * ''direction'' is a unit vector, pointing from the source of the punch to
829 To punch an entity/object in Lua, call ''object:punch(puncher,
830 time_from_last_punch, tool_capabilities, direction)''.
831 * Return value is tool wear.
832 * Parameters are equal to the above callback.
833 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
834 automatically filled in based on the location of ''puncher''.
838 The instance of a node in the world normally only contains the three values
839 mentioned in "Nodes". However, it is possible to insert extra data into a
840 node. It is called "node metadata"; See "NodeMetaRef".
842 Metadata contains two things:
846 Some of the values in the key-value store are handled specially:
847 - formspec: Defines a right-click inventory menu. See "Formspec".
848 - infotext: Text shown on the screen when the node is pointed at
852 local meta = minetest.get_meta(pos)
853 meta:set_string("formspec",
855 "list[context;main;0,0;8,4;]"..
856 "list[current_player;main;0,5;8,4;]")
857 meta:set_string("infotext", "Chest");
858 local inv = meta:get_inventory()
859 inv:set_size("main", 8*4)
860 print(dump(meta:to_table()))
863 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] = ""}
866 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
873 Formspec defines a menu. Currently not much else than inventories are
874 supported. It is a string, with a somewhat strange format.
876 Spaces and newlines can be inserted between the blocks, as is used in the
882 list[context;main;0,0;8,4;]
883 list[current_player;main;0,5;8,4;]
886 list[context;fuel;2,3;1,1;]
887 list[context;src;2,1;1,1;]
888 list[context;dst;5,1;2,2;]
889 list[current_player;main;0,5;8,4;]
890 - Minecraft-like player inventory
892 image[1,0.6;1,2;player.png]
893 list[current_player;main;0,3.5;8,4;]
894 list[current_player;craft;3,0;3,3;]
895 list[current_player;craftpreview;7,1;1,1;]
899 size[<W>,<H>,<fixed_size>]
900 ^ Define the size of the menu in inventory slots
901 ^ fixed_size true/false (optional)
902 ^ deprecated: invsize[<W>,<H>;]
904 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
905 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
906 ^ Show an inventory list
908 listcolors[<slot_bg_normal>;<slot_bg_hover>]
909 ^ Sets background color of slots in HEX-Color format
910 ^ Sets background color of slots on mouse hovering
912 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
913 ^ Sets background color of slots in HEX-Color format
914 ^ Sets background color of slots on mouse hovering
915 ^ Sets color of slots border
917 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
918 ^ Sets background color of slots in HEX-Color format
919 ^ Sets background color of slots on mouse hovering
920 ^ Sets color of slots border
921 ^ Sets background color of tooltips
922 ^ Sets font color of tooltips
924 image[<X>,<Y>;<W>,<H>;<texture name>]
926 ^ Position and size units are inventory slots
928 item_image[<X>,<Y>;<W>,<H>;<item name>]
929 ^ Show an inventory image of registered item/node
930 ^ Position and size units are inventory slots
932 bgcolor[<color>;<fullscreen>]
933 ^ Sets background color of formspec in HEX-Color format
934 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
936 background[<X>,<Y>;<W>,<H>;<texture name>]
937 ^ Use a background. Inventory rectangles are not drawn then.
938 ^ Position and size units are inventory slots
939 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
941 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
942 ^ Use a background. Inventory rectangles are not drawn then.
943 ^ Position and size units are inventory slots
944 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
945 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
947 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
948 ^ Textual password style field; will be sent to server when a button is clicked
949 ^ x and y position the field relative to the top left of the menu
950 ^ w and h are the size of the field
951 ^ fields are a set height, but will be vertically centred on h
952 ^ Position and size units are inventory slots
953 ^ name is the name of the field as returned in fields to on_receive_fields
954 ^ label, if not blank, will be text printed on the top left above the field
956 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
957 ^ Textual field; will be sent to server when a button is clicked
958 ^ x and y position the field relative to the top left of the menu
959 ^ w and h are the size of the field
960 ^ fields are a set height, but will be vertically centred on h
961 ^ Position and size units are inventory slots
962 ^ name is the name of the field as returned in fields to on_receive_fields
963 ^ label, if not blank, will be text printed on the top left above the field
964 ^ default is the default value of the field
965 ^ default may contain variable references such as '${text}' which
966 will fill the value from the metadata value 'text'
967 ^ Note: no extra text or more than a single variable is supported ATM.
969 field[<name>;<label>;<default>]
970 ^ as above but without position/size units
971 ^ special field for creating simple forms, such as sign text input
972 ^ must be used without a size[] element
973 ^ a 'Proceed' button will be added automatically
975 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
976 ^ same as fields above, but with multi-line input
978 label[<X>,<Y>;<label>]
979 ^ x and y work as per field
980 ^ label is the text on the label
981 ^ Position and size units are inventory slots
983 vertlabel[<X>,<Y>;<label>]
984 ^ Textual label drawn verticaly
985 ^ x and y work as per field
986 ^ label is the text on the label
987 ^ Position and size units are inventory slots
989 button[<X>,<Y>;<W>,<H>;<name>;<label>;<tooltip>]
990 ^ Clickable button. When clicked, fields will be sent.
991 ^ x, y and name work as per field
992 ^ w and h are the size of the button
993 ^ label is the text on the button
994 ^ Position and size units are inventory slots
995 ^ tooltip is optional
997 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
998 ^ x, y, w, h, and name work as per button
999 ^ texture name is the filename of an image
1000 ^ Position and size units are inventory slots
1002 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1003 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>;<tooltip>]
1004 ^ x, y, w, h, and name work as per button
1005 ^ texture name is the filename of an image
1006 ^ Position and size units are inventory slots
1007 ^ noclip true meand imagebutton doesn't need to be within specified formsize
1008 ^ drawborder draw button bodrer or not
1009 ^ pressed texture name is the filename of an image on pressed state
1010 ^ tooltip is optional
1012 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1013 ^ x, y, w, h, name and label work as per button
1014 ^ item name is the registered name of an item/node,
1015 tooltip will be made out of its descritption
1016 ^ Position and size units are inventory slots
1018 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1019 ^ When clicked, fields will be sent and the form will quit.
1021 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1022 ^ When clicked, fields will be sent and the form will quit.
1024 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1025 ^Scrollabel itemlist showing arbitrary text elements
1026 ^ x and y position the itemlist relative to the top left of the menu
1027 ^ w and h are the size of the itemlist
1028 ^ name fieldname sent to server on doubleclick value is current selected element
1029 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1030 ^ if you want a listelement to start with # write ##
1032 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1033 ^Scrollabel itemlist showing arbitrary text elements
1034 ^ x and y position the itemlist relative to the top left of the menu
1035 ^ w and h are the size of the itemlist
1036 ^ name fieldname sent to server on doubleclick value is current selected element
1037 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1038 ^ if you want a listelement to start with # write ##
1039 ^ index to be selected within textlist
1040 ^ true/false draw transparent background
1041 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1043 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1044 ^ show a tabHEADER at specific position (ignores formsize)
1045 ^ x and y position the itemlist relative to the top left of the menu
1046 ^ name fieldname data is transfered to lua
1047 ^ caption 1... name shown on top of tab
1048 ^ current_tab index of selected tab 1...
1049 ^ transparent (optional) show transparent
1050 ^ draw_border (optional) draw border
1052 box[<X>,<Y>;<W>,<H>;<color>]
1053 ^ simple colored semitransparent box
1054 ^ x and y position the box relative to the top left of the menu
1055 ^ w and h are the size of box
1056 ^ color in HEX-Color format
1058 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1059 ^ show a dropdown field
1060 ^ x and y position of dropdown
1062 ^ fieldname data is transfered to lua
1063 ^ items to be shown in dropdown
1064 ^ index of currently selected dropdown item
1065 ^ color in hexadecimal format RRGGBB (only)
1067 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1069 ^ x and y position of checkbox
1070 ^ name fieldname data is transfered to lua
1071 ^ label to be shown left of checkbox
1072 ^ selected (optional) true/false
1073 ^ tooltip (optional)
1075 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1076 ^ show scrollable table using options defined by the previous tableoptions[]
1077 ^ displays cells as defined by the previous tablecolumns[]
1078 ^ x and y position the itemlist relative to the top left of the menu
1079 ^ w and h are the size of the itemlist
1080 ^ name fieldname sent to server on row select or doubleclick
1081 ^ cell 1...n cell contents given in row-major order
1082 ^ selected idx: index of row to be selected within table (first row = 1)
1083 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1085 tableoptions[<opt 1>;<opt 2>;...]
1086 ^ sets options for table[]:
1088 ^^ default text color (HEX-Color), defaults to #FFFFFF
1089 ^ background=#RRGGBB
1090 ^^ table background color (HEX-Color), defaults to #000000
1091 ^ border=<true/false>
1092 ^^ should the table be drawn with a border? (default true)
1094 ^^ highlight background color (HEX-Color), defaults to #466432
1095 ^ highlight_text=#RRGGBB
1096 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1098 ^^ all subtrees up to depth < value are open (default value = 0)
1099 ^^ only useful when there is a column of type "tree"
1101 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1102 ^ sets columns for table[]:
1103 ^ types: text, image, color, indent, tree
1104 ^^ text: show cell contents as text
1105 ^^ image: cell contents are an image index, use column options to define images
1106 ^^ color: cell contents are a HEX-Color and define color of following cell
1107 ^^ indent: cell contents are a number and define indentation of following cell
1108 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1110 ^^ align=<value> for "text" and "image": content alignment within cells
1111 ^^ available values: left (default), center, right, inline
1112 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1113 ^^ for "indent" and "tree": indent width in em (default 1.5)
1114 ^^ padding=<value> padding left of the column, in em (default 0.5)
1115 ^^ exception: defaults to 0 for indent columns
1116 ^^ tooltip=<value> tooltip text (default empty)
1117 ^ "image" column options:
1118 ^^ 0=<value> sets image for image index 0
1119 ^^ 1=<value> sets image for image index 1
1120 ^^ 2=<value> sets image for image index 2
1121 ^^ and so on; defined indices need not be contiguous
1122 ^^ empty or non-numeric cells are treated as 0
1123 ^ "color" column options:
1124 ^^ span=<value> number of following columns to affect (default infinite)
1126 Note: do NOT use a element name starting with "key_" those names are reserved to
1127 pass key press events to formspec!
1131 - "context": Selected node metadata (deprecated: "current_name")
1132 - "current_player": Player to whom the menu is shown
1133 - "player:<name>": Any player
1134 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1135 - "detached:<name>": A detached inventory
1140 ^ defines a color in hexadecimal format
1142 ^ defines a color in hexadecimal format and alpha channel
1144 ^ defines a color in hexadecimal format
1146 ^ defines a color in hexadecimal format and alpha channel
1150 vector.new([x[, y, z]]) -> vector
1151 ^ x is a table or the x position.
1152 vector.direction(p1, p2) -> vector
1153 vector.distance(p1, p2) -> number
1154 vector.length(v) -> number
1155 vector.normalize(v) -> vector
1156 vector.round(v) -> vector
1157 vector.equals(v1, v2) -> bool
1158 For the folowing x can be either a vector or a number.
1159 vector.add(v, x) -> vector
1160 vector.subtract(v, x) -> vector
1161 vector.multiply(v, x) -> vector
1162 vector.divide(v, x) -> vector
1166 dump2(obj, name="_", dumped={})
1167 ^ Return object serialized as a string, handles reference loops
1168 dump(obj, dumped={})
1169 ^ Return object serialized as a string
1171 ^ Get the hypotenuse of a triangle with legs x and y.
1172 Usefull for distance calculation.
1173 string:split(separator)
1174 ^ eg. string:split("a,b", ",") == {"a","b"}
1176 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1177 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1178 ^ Convert position to a printable string
1179 minetest.string_to_pos(string) -> position
1180 ^ Same but in reverse
1181 minetest.formspec_escape(string) -> string
1182 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1183 minetest.is_yes(arg)
1184 ^ returns whether arg can be interpreted as yes
1186 minetest namespace reference
1187 -----------------------------
1189 minetest.get_current_modname() -> string
1190 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1191 ^ Useful for loading additional .lua modules or static data from mod
1192 minetest.get_modnames() -> list of installed mods
1193 ^ Return a list of installed mods, sorted alphabetically
1194 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1195 ^ Useful for storing custom data
1196 minetest.is_singleplayer()
1198 ^ table containing API feature flags: {foo=true, bar=true}
1199 minetest.has_feature(arg) -> bool, missing_features
1200 ^ arg: string or table in format {foo=true, bar=true}
1201 ^ missing_features: {foo=true, bar=true}
1202 minetest.get_player_information(playername)
1203 ^ table containing information about player peer:
1205 address = "127.0.0.1", -- ip address of client
1206 ip_version = 4, -- IPv4 / IPv6
1207 min_rtt = 0.01, -- minimum round trip time
1208 max_rtt = 0.2, -- maximum round trip time
1209 avg_rtt = 0.02, -- average round trip time
1210 min_jitter = 0.01, -- minimum packet time jitter
1211 max_jitter = 0.5, -- maximum packet time jitter
1212 avg_jitter = 0.03, -- average packet time jitter
1213 connection_uptime = 200, -- seconds since client connected
1215 -- following information is available on debug build only!!!
1216 -- DO NOT USE IN MODS
1217 --ser_vers = 26, -- serialization version used by client
1218 --prot_vers = 23, -- protocol version used by client
1219 --major = 0, -- major version number
1220 --minor = 4, -- minor version number
1221 --patch = 10, -- patch version number
1222 --vers_string = "0.4.9-git", -- full version string
1223 --state = "Active" -- current client state
1227 minetest.debug(line)
1228 ^ Always printed to stderr and logfile (print() is redirected here)
1230 minetest.log(loglevel, line)
1231 ^ loglevel one of "error", "action", "info", "verbose"
1233 Registration functions: (Call these only at load time)
1234 minetest.register_entity(name, prototype table)
1235 minetest.register_abm(abm definition)
1236 minetest.register_node(name, node definition)
1237 minetest.register_tool(name, item definition)
1238 minetest.register_craftitem(name, item definition)
1239 minetest.register_alias(name, convert_to)
1240 minetest.register_craft(recipe)
1241 minetest.register_ore(ore definition)
1242 minetest.register_decoration(decoration definition)
1243 minetest.override_item(name, redefinition)
1244 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1245 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1246 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1248 Global callback registration functions: (Call these only at load time)
1249 minetest.register_globalstep(func(dtime))
1250 ^ Called every server step, usually interval of 0.1s
1251 minetest.register_on_shutdown(func())
1252 ^ Called before server shutdown
1253 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1254 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1255 semi-frequent intervals as well as on server shutdown.
1256 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1257 ^ Called when a node has been placed
1258 ^ If return true no item is taken from itemstack
1259 ^ Not recommended; use on_construct or after_place_node in node definition
1261 minetest.register_on_dignode(func(pos, oldnode, digger))
1262 ^ Called when a node has been dug.
1263 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1265 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1266 ^ Called when a node is punched
1267 minetest.register_on_generated(func(minp, maxp, blockseed))
1268 ^ Called after generating a piece of world. Modifying nodes inside the area
1269 is a bit faster than usually.
1270 minetest.register_on_newplayer(func(ObjectRef))
1271 ^ Called after a new player has been created
1272 minetest.register_on_dieplayer(func(ObjectRef))
1273 ^ Called when a player dies
1274 minetest.register_on_respawnplayer(func(ObjectRef))
1275 ^ Called when player is to be respawned
1276 ^ Called _before_ repositioning of player occurs
1277 ^ return true in func to disable regular player placement
1278 minetest.register_on_prejoinplayer(func(name, ip))
1279 ^ Called before a player joins the game
1280 ^ If it returns a string, the player is disconnected with that string as reason
1281 minetest.register_on_joinplayer(func(ObjectRef))
1282 ^ Called when a player joins the game
1283 minetest.register_on_leaveplayer(func(ObjectRef))
1284 ^ Called when a player leaves the game
1285 minetest.register_on_cheat(func(ObjectRef, cheat))
1286 ^ Called when a player cheats
1287 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1288 minetest.register_on_chat_message(func(name, message))
1289 ^ Called always when a player says something
1290 minetest.register_on_player_receive_fields(func(player, formname, fields))
1291 ^ Called when a button is pressed in player's inventory form
1292 ^ Newest functions are called first
1293 ^ If function returns true, remaining functions are not called
1294 minetest.register_on_mapgen_init(func(MapgenParams))
1295 ^ Called just before the map generator is initialized but before the environment is initialized
1296 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1297 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1298 ^ Called when player crafts something
1299 ^ itemstack is the output
1300 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1301 ^ craft_inv is the inventory with the crafting grid
1302 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1303 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1304 ^ The same as before, except that it is called before the player crafts, to make
1305 ^ craft prediction, and it should not change anything.
1306 minetest.register_on_protection_violation(func(pos, name))
1307 ^ Called by builtin and mods when a player violates protection at a position
1308 (eg, digs a node or punches a protected entity).
1309 ^ The registered functions can be called using minetest.record_protection_violation
1310 ^ The provided function should check that the position is protected by the mod
1311 calling this function before it prints a message, if it does, to allow for
1312 multiple protection mods.
1313 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1314 ^ Called when an item is eaten, by minetest.item_eat
1315 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1317 Other registration functions:
1318 minetest.register_chatcommand(cmd, chatcommand definition)
1319 minetest.register_privilege(name, definition)
1320 ^ definition: "description text"
1322 description = "description text",
1323 give_to_singleplayer = boolean, -- default: true
1325 minetest.register_authentication_handler(handler)
1326 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1329 minetest.setting_set(name, value)
1330 minetest.setting_get(name) -> string or nil
1331 minetest.setting_setbool(name, value)
1332 minetest.setting_getbool(name) -> boolean value or nil
1333 minetest.setting_get_pos(name) -> position or nil
1334 minetest.setting_save() -> nil, save all settings to config file
1337 minetest.notify_authentication_modified(name)
1338 ^ Should be called by the authentication handler if privileges change.
1339 ^ To report everybody, set name=nil.
1340 minetest.get_password_hash(name, raw_password)
1341 ^ Convert a name-password pair to a password hash that minetest can use
1342 minetest.string_to_privs(str) -> {priv1=true,...}
1343 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1344 ^ Convert between two privilege representations
1345 minetest.set_player_password(name, password_hash)
1346 minetest.set_player_privs(name, {priv1=true,...})
1347 minetest.get_player_privs(name) -> {priv1=true,...}
1348 minetest.auth_reload()
1349 ^ These call the authentication handler
1350 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1351 ^ A quickhand for checking privileges
1352 minetest.get_player_ip(name) -> IP address string
1355 minetest.chat_send_all(text)
1356 minetest.chat_send_player(name, text)
1360 minetest.set_node(pos, node)
1361 minetest.add_node(pos, node): alias set_node(pos, node)
1362 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1363 minetest.swap_node(pos, node)
1364 ^ Set node at position, but don't remove metadata
1365 minetest.remove_node(pos)
1366 ^ Equivalent to set_node(pos, "air")
1367 minetest.get_node(pos)
1368 ^ Returns {name="ignore", ...} for unloaded area
1369 minetest.get_node_or_nil(pos)
1370 ^ Returns nil for unloaded area
1371 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1372 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1374 minetest.place_node(pos, node)
1375 ^ Place node with the same effects that a player would cause
1376 minetest.dig_node(pos)
1377 ^ Dig node with the same effects that a player would cause
1378 minetest.punch_node(pos)
1379 ^ Punch node with the same effects that a player would cause
1381 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1382 minetest.get_node_timer(pos) -- Get NodeTimerRef
1384 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1385 ^ Returns ObjectRef, or nil if failed
1386 minetest.add_item(pos, item): Spawn item
1387 ^ Returns ObjectRef, or nil if failed
1388 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1389 minetest.get_objects_inside_radius(pos, radius)
1390 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1391 minetest.get_timeofday()
1392 minetest.get_gametime(): returns the time, in seconds, since the world was created
1393 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1394 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1395 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1396 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1397 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1398 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1399 minetest.get_voxel_manip()
1400 ^ Return voxel manipulator object
1401 minetest.set_gen_notify(flags)
1402 ^ Set the types of on-generate notifications that should be collected
1403 ^ flags is a comma-delimited combination of:
1404 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1405 minetest.get_mapgen_object(objectname)
1406 ^ Return requested mapgen object if available (see Mapgen objects)
1407 minetest.set_mapgen_params(MapgenParams)
1408 ^ Set map generation parameters
1409 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1410 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1411 ^ Leave field unset to leave that parameter unchanged
1412 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1413 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1414 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1415 ^ Sets the default value of a noiseparam setting
1416 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1417 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1418 minetest.clear_objects()
1419 ^ clear all objects in the environments
1420 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1421 ^ Check if there is a direct line of sight between pos1 and pos2
1422 ^ Returns the position of the blocking node when false
1423 ^ pos1 First position
1424 ^ pos2 Second position
1425 ^ stepsize smaller gives more accurate results but requires more computing
1427 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1428 ^ -> table containing path
1429 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1430 ^ pos1: start position
1431 ^ pos2: end position
1432 ^ searchdistance: number of blocks to search in each direction
1433 ^ max_jump: maximum height difference to consider walkable
1434 ^ max_drop: maximum height difference to consider droppable
1435 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1436 minetest.spawn_tree (pos, {treedef})
1437 ^ spawns L-System tree at given pos with definition in treedef table
1438 minetest.transforming_liquid_add(pos)
1439 ^ add node to liquid update queue
1440 minetest.get_node_max_level(pos)
1441 ^ get max available level for leveled node
1442 minetest.get_node_level(pos)
1443 ^ get level of leveled node (water, snow)
1444 minetest.set_node_level(pos, level)
1445 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1446 minetest.add_node_level(pos, level)
1447 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1450 minetest.get_inventory(location) -> InvRef
1451 ^ location = eg. {type="player", name="celeron55"}
1452 {type="node", pos={x=, y=, z=}}
1453 {type="detached", name="creative"}
1454 minetest.create_detached_inventory(name, callbacks) -> InvRef
1455 ^ callbacks: See "Detached inventory callbacks"
1456 ^ Creates a detached inventory. If it already exists, it is cleared.
1459 minetest.show_formspec(playername, formname, formspec)
1460 ^ playername: name of player to show formspec
1461 ^ formname: name passed to on_player_receive_fields callbacks
1462 ^ should follow "modname:<whatever>" naming convention
1463 ^ formspec: formspec to display
1464 minetest.formspec_escape(string) -> string
1465 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1466 minetest.explode_table_event(string) -> table
1467 ^ returns e.g. {type="CHG", row=1, column=2}
1468 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1469 minetest.explode_textlist_event(string) -> table
1470 ^ returns e.g. {type="CHG", index=1}
1471 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1474 minetest.inventorycube(img1, img2, img3)
1475 ^ Returns a string for making an image of a cube (useful as an item image)
1476 minetest.get_pointed_thing_position(pointed_thing, above)
1477 ^ Get position of a pointed_thing (that you can get from somewhere)
1478 minetest.dir_to_facedir(dir, is6d)
1479 ^ 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
1480 minetest.facedir_to_dir(facedir)
1481 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1482 minetest.dir_to_wallmounted(dir)
1483 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1484 minetest.get_node_drops(nodename, toolname)
1485 ^ Returns list of item names.
1486 ^ Note: This will be removed or modified in a future version.
1487 minetest.get_craft_result(input) -> output, decremented_input
1488 ^ input.method = 'normal' or 'cooking' or 'fuel'
1489 ^ input.width = for example 3
1490 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1491 stack 5, stack 6, stack 7, stack 8, stack 9 }
1492 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1493 ^ output.time = number, if unsuccessful: 0
1494 ^ decremented_input = like input
1495 minetest.get_craft_recipe(output) -> input
1496 ^ returns last registered recipe for output item (node)
1497 ^ output is a node or item type such as 'default:torch'
1498 ^ input.method = 'normal' or 'cooking' or 'fuel'
1499 ^ input.width = for example 3
1500 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1501 stack 5, stack 6, stack 7, stack 8, stack 9 }
1502 ^ input.items = nil if no recipe found
1503 minetest.get_all_craft_recipes(query item) -> table or nil
1504 ^ returns indexed table with all registered recipes for query item (node)
1505 or nil if no recipe was found
1508 method = 'normal' or 'cooking' or 'fuel'
1509 width = 0-3, 0 means shapeless recipe
1510 items = indexed [1-9] table with recipe items
1511 output = string with item name and quantity
1513 Example query for default:gold_ingot will return table:
1515 1={type = "cooking", width = 3, output = "default:gold_ingot",
1516 items = {1 = "default:gold_lump"}},
1517 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1518 items = {1 = "default:goldblock"}}
1520 minetest.handle_node_drops(pos, drops, digger)
1521 ^ drops: list of itemstrings
1522 ^ Handles drops from nodes after digging: Default action is to put them into
1524 ^ Can be overridden to get different functionality (eg. dropping items on
1528 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1529 ^ Find who has done something to a node, or near a node
1530 ^ actor: "player:<name>", also "liquid".
1531 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1532 ^ Revert latest actions of someone
1533 ^ actor: "player:<name>", also "liquid".
1535 Defaults for the on_* item definition functions:
1536 (These return the leftover itemstack)
1537 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1538 ^ Place item as a node
1539 ^ param2 overrides facedir and wallmounted param2
1540 ^ returns itemstack, success
1541 minetest.item_place_object(itemstack, placer, pointed_thing)
1543 minetest.item_place(itemstack, placer, pointed_thing, param2)
1544 ^ Use one of the above based on what the item is.
1545 ^ Calls on_rightclick of pointed_thing.under if defined instead
1546 ^ Note: is not called when wielded item overrides on_place
1547 ^ param2 overrides facedir and wallmounted param2
1548 ^ returns itemstack, success
1549 minetest.item_drop(itemstack, dropper, pos)
1551 minetest.item_eat(hp_change, replace_with_item)
1552 ^ Eat the item. replace_with_item can be nil.
1554 Defaults for the on_punch and on_dig node definition callbacks:
1555 minetest.node_punch(pos, node, puncher, pointed_thing)
1556 ^ Calls functions registered by minetest.register_on_punchnode()
1557 minetest.node_dig(pos, node, digger)
1558 ^ Checks if node can be dug, puts item into inventory, removes node
1559 ^ Calls functions registered by minetest.registered_on_dignodes()
1562 minetest.sound_play(spec, parameters) -> handle
1563 ^ spec = SimpleSoundSpec
1564 ^ parameters = sound parameter table
1565 minetest.sound_stop(handle)
1568 minetest.after(time, func, ...)
1569 ^ Call function after time seconds
1570 ^ Optional: Variable number of arguments that are passed to func
1573 minetest.request_shutdown() -> request for server shutdown
1574 minetest.get_server_status() -> server status string
1577 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1578 minetest.get_ban_description(ip_or_name) -> ban description (string)
1579 minetest.ban_player(name) -> ban a player
1580 minetest.unban_player_or_ip(name) -> unban player or IP address
1581 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1584 minetest.add_particle(particle definition)
1585 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1586 size, collisiondetection, texture, playername)
1588 minetest.add_particlespawner(particlespawner definition)
1589 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1591 ^ Deprecated: minetest.add_particlespawner(amount, time,
1595 minexptime, maxexptime,
1597 collisiondetection, texture, playername)
1599 minetest.delete_particlespawner(id, player)
1600 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1601 ^ If playername is specified, only deletes on the player's client,
1602 ^ otherwise on all clients
1605 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1606 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1607 ^ Apply the specified probability values to the specified nodes in probability_list.
1608 ^ probability_list is an array of tables containing two fields, pos and prob.
1609 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1610 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1611 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1612 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1613 ^ If probability_list is nil, no probabilities are applied.
1614 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1615 ^ the y position of the slice with a probability applied.
1616 ^ If slice probability list is nil, no slice probabilities are applied.
1617 ^ Saves schematic in the Minetest Schematic format to filename.
1619 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1620 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1621 ^ Rotation can be "0", "90", "180", "270", or "random".
1622 ^ If the rotation parameter is omitted, the schematic is not rotated.
1623 ^ replacements = {{"oldname", "convert_to"}, ...}
1624 ^ force_placement is a boolean indicating whether nodes other than air and
1625 ^ ignore are replaced by the schematic
1628 minetest.get_connected_players() -> list of ObjectRefs
1629 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1630 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1631 minetest.get_position_from_hash(hash) -> postion
1632 ^ Inverse transform of minetest.hash_node_postion
1633 minetest.get_item_group(name, group) -> rating
1634 ^ Get rating of a group of an item. (0 = not in group)
1635 minetest.get_node_group(name, group) -> rating
1636 ^ Deprecated: An alias for the former.
1637 minetest.get_content_id(name) -> integer
1638 ^ Gets the internal content ID of name
1639 minetest.get_name_from_content_id(content_id) -> string
1640 ^ Gets the name of the content with that content ID
1641 minetest.parse_json(string[, nullvalue]) -> something
1642 ^ Convert a string containing JSON data into the Lua equivalent
1643 ^ nullvalue: returned in place of the JSON null; defaults to nil
1644 ^ On success returns a table, a string, a number, a boolean or nullvalue
1645 ^ On failure outputs an error message and returns nil
1646 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1647 minetest.write_json(data[, styled]) -> string or nil and error message
1648 ^ Convert a Lua table into a JSON string
1649 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1650 ^ Un-serializable things like functions and userdata are saved as null.
1651 ^ Warning: JSON is more strict than the Lua table format.
1652 1. You can only use strings and positive integers of at least one as keys.
1653 2. You can not mix string and integer keys.
1654 This is due to the fact that Javascript has two distinct array and object values.
1655 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1656 minetest.serialize(table) -> string
1657 ^ Convert a table containing tables, strings, numbers, booleans and nils
1658 into string form readable by minetest.deserialize
1659 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1660 minetest.deserialize(string) -> table
1661 ^ Convert a string returned by minetest.deserialize into a table
1662 ^ String is loaded in an empty sandbox environment.
1663 ^ Will load functions, but they cannot access the global environment.
1664 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1665 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1666 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1667 minetest.is_protected(pos, name) -> bool
1668 ^ This function should be overriden by protection mods and should be used to
1669 check if a player can interact at a position.
1670 ^ This function should call the old version of itself if the position is not
1671 protected by the mod.
1673 local old_is_protected = minetest.is_protected
1674 function minetest.is_protected(pos, name)
1675 if mymod:position_protected_from(pos, name) then
1678 return old_is_protected(pos, name)
1680 minetest.record_protection_violation(pos, name)
1681 ^ This function calls functions registered with
1682 minetest.register_on_protection_violation.
1683 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1684 ^ Attempt to predict the desired orientation of the facedir-capable node
1685 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1686 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1687 field is false or omitted (else, the itemstack is not changed). orient_flags
1688 is an optional table containing extra tweaks to the placement code:
1689 invert_wall: if true, place wall-orientation on the ground and ground-
1690 orientation on the wall.
1691 force_wall: if true, always place the node in wall orientation.
1692 force_ceiling: if true, always place on the ceiling.
1693 force_floor: if true, always place the node on the floor.
1695 The above four options are mutually-exclusive; the last in the list takes
1696 precedence over the first.
1698 force_facedir: if true, forcably reset the facedir to north when placing on
1699 the floor or ceiling
1701 minetest.rotate_node(itemstack, placer, pointed_thing)
1702 ^ calls rotate_and_place() with infinitestacks set according to the state of
1703 the creative mode setting, and checks for "sneak" to set the invert_wall
1706 minetest.forceload_block(pos)
1707 ^ forceloads the position pos.
1708 ^ returns true if area could be forceloaded
1710 minetest.forceload_free_block(pos)
1711 ^ stops forceloading the position pos.
1713 Please note that forceloaded areas are saved when the server restarts.
1716 minetest.env - EnvRef of the server environment and world.
1717 ^ Any function in the minetest namespace can be called using the syntax
1718 minetest.env:somefunction(somearguments)
1720 minetest.somefunction(somearguments)
1721 ^ Deprecated, but support is not to be dropped soon
1724 minetest.registered_items
1725 ^ List of registered items, indexed by name
1726 minetest.registered_nodes
1727 ^ List of registered node definitions, indexed by name
1728 minetest.registered_craftitems
1729 ^ List of registered craft item definitions, indexed by name
1730 minetest.registered_tools
1731 ^ List of registered tool definitions, indexed by name
1732 minetest.registered_entities
1733 ^ List of registered entity prototypes, indexed by name
1734 minetest.object_refs
1735 ^ List of object references, indexed by active object id
1736 minetest.luaentities
1737 ^ List of lua entities, indexed by active object id
1741 NodeMetaRef: Node metadata - reference extra data and functionality stored
1743 - Can be gotten via minetest.get_nodemeta(pos)
1745 - set_string(name, value)
1747 - set_int(name, value)
1749 - set_float(name, value)
1751 - get_inventory() -> InvRef
1752 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1753 - from_table(nil or {})
1754 ^ See "Node Metadata"
1756 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1757 - Can be gotten via minetest.get_node_timer(pos)
1759 - set(timeout,elapsed)
1760 ^ set a timer's state
1761 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1762 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1763 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1766 ^ equivelent to set(timeout,0)
1769 - get_timeout() -> current timeout in seconds
1770 ^ if timeout is 0, timer is inactive
1771 - get_elapsed() -> current elapsed time in seconds
1772 ^ the node's on_timer function will be called after timeout-elapsed seconds
1773 - is_started() -> boolean state of timer
1774 ^ returns true if timer is started, otherwise false
1776 ObjectRef: Moving things in the game are generally these
1777 (basically reference to a C++ ServerActiveObject)
1779 - remove(): remove object (after returning from Lua)
1780 - getpos() -> {x=num, y=num, z=num}
1781 - setpos(pos); pos={x=num, y=num, z=num}
1782 - moveto(pos, continuous=false): interpolated move
1783 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1784 ^ puncher = an another ObjectRef,
1785 ^ time_from_last_punch = time since last punch action of the puncher
1786 ^ direction: can be nil
1787 - right_click(clicker); clicker = an another ObjectRef
1788 - get_hp(): returns number of hitpoints (2 * number of hearts)
1789 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1790 - get_inventory() -> InvRef
1791 - get_wield_list(): returns the name of the inventory list the wielded item is in
1792 - get_wield_index(): returns the index of the wielded item
1793 - get_wielded_item() -> ItemStack
1794 - set_wielded_item(item): replaces the wielded item, returns true if successful
1795 - set_armor_groups({group1=rating, group2=rating, ...})
1796 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1797 - set_attach(parent, bone, position, rotation)
1799 ^ position = {x=num, y=num, z=num} (relative)
1800 ^ rotation = {x=num, y=num, z=num}
1802 - set_bone_position(bone, position, rotation)
1804 ^ position = {x=num, y=num, z=num} (relative)
1805 ^ rotation = {x=num, y=num, z=num}
1806 - set_properties(object property table)
1807 LuaEntitySAO-only: (no-op for other objects)
1808 - setvelocity({x=num, y=num, z=num})
1809 - getvelocity() -> {x=num, y=num, z=num}
1810 - setacceleration({x=num, y=num, z=num})
1811 - getacceleration() -> {x=num, y=num, z=num}
1813 - getyaw() -> radians
1814 - settexturemod(mod)
1815 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1816 - select_horiz_by_yawpitch=false)
1817 ^ Select sprite from spritesheet with optional animation and DM-style
1818 texture selection based on yaw relative to camera
1819 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1821 Player-only: (no-op for other objects)
1822 - is_player(): true for players, false for others
1823 - get_player_name(): returns "" if is not a player
1824 - get_look_dir(): get camera direction as a unit vector
1825 - get_look_pitch(): pitch in radians
1826 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1827 - set_look_pitch(radians): sets look pitch
1828 - set_look_yaw(radians): sets look yaw
1829 - get_breath() : returns players breath
1830 - set_breath(value) : sets players breath
1831 values: 0 player is drowning,
1832 1-10 number of bubbles remain,
1833 11 bubbles bar is not shown
1834 - set_inventory_formspec(formspec)
1835 ^ Redefine player's inventory form
1836 ^ Should usually be called in on_joinplayer
1837 - get_inventory_formspec() -> formspec string
1838 - get_player_control(): returns table with player pressed keys
1839 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1840 - get_player_control_bits(): returns integer with bit packed player pressed keys
1841 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1842 - set_physics_override({
1843 speed = 1.0, -- multiplier to default value
1844 jump = 1.0, -- multiplier to default value
1845 gravity = 1.0, -- multiplier to default value
1846 sneak = true, -- whether player can sneak
1847 sneak_glitch = true, -- whether player can use the sneak glitch
1849 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1850 - hud_remove(id): remove the HUD element of the specified id
1851 - hud_change(id, stat, value): change a value of a previously added HUD element
1852 ^ element stat values: position, name, scale, text, number, item, dir
1853 - hud_get(id): gets the HUD element definition structure of the specified ID
1854 - hud_set_flags(flags): sets specified HUD flags to true/false
1855 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1856 ^ pass a table containing a true/false value of each flag to be set or unset
1857 ^ if a flag is nil, the flag is not modified
1858 - hud_get_flags(): returns a table containing status of hud flags
1859 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1860 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1861 ^ count: number of items, must be between 1 and 23
1862 - hud_set_hotbar_image(texturename)
1863 ^ sets background image for hotbar
1864 - hud_set_hotbar_selected_image(texturename)
1865 ^ sets image for selected item of hotbar
1866 - hud_replace_builtin(name, hud definition)
1867 ^ replace definition of a builtin hud element
1868 ^ name: "breath" or "health"
1869 ^ hud definition: definition to replace builtin definition
1870 - set_sky(bgcolor, type, {texture names})
1871 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1873 - "regular": Uses 0 textures, bgcolor ignored
1874 - "skybox": Uses 6 textures, bgcolor used
1875 - "plain": Uses 0 textures, bgcolor used
1876 ^ Note: currently does not work directly in on_joinplayer; use
1877 minetest.after(0) in there.
1878 - override_day_night_ratio(ratio or nil)
1879 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1880 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1881 - 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
1882 ^ stand/idle animation key frames
1883 ^ walk animation key frames
1884 ^ dig animation key frames
1885 ^ walk+dig animation key frames
1886 ^ animation frame speed
1887 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
1888 ^ in first person view
1889 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
1891 InvRef: Reference to an inventory
1893 - is_empty(listname): return true if list is empty
1894 - get_size(listname): get size of a list
1895 - set_size(listname, size): set size of a list
1896 ^ returns false on error (e.g. invalid listname or listsize)
1897 - get_width(listname): get width of a list
1898 - set_width(listname, width): set width of list; currently used for crafting
1899 - get_stack(listname, i): get a copy of stack index i in list
1900 - set_stack(listname, i, stack): copy stack to index i in list
1901 - get_list(listname): return full list
1902 - set_list(listname, list): set full list (size will not change)
1903 - get_lists(): returns list of inventory lists
1904 - set_lists(lists): sets inventory lists (size will not change)
1905 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1906 - room_for_item(listname, stack): returns true if the stack of items
1907 can be fully added to the list
1908 - contains_item(listname, stack): returns true if the stack of items
1909 can be fully taken from the list
1910 remove_item(listname, stack): take as many items as specified from the list,
1911 returns the items that were actually removed (as an ItemStack)
1912 - get_location() -> location compatible to minetest.get_inventory(location)
1913 -> {type="undefined"} in case location is not known
1915 ItemStack: A stack of items.
1916 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1918 - is_empty(): return true if stack is empty
1919 - get_name(): returns item name (e.g. "default:stone")
1920 - set_name(itemname)
1921 - get_count(): returns number of items on the stack
1923 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1925 - get_metadata(): returns metadata (a string attached to an item stack)
1926 - set_metadata(metadata)
1927 - clear(): removes all items from the stack, making it empty
1928 - replace(item): replace the contents of this stack (item can also
1929 be an itemstring or table)
1930 - to_string(): returns the stack in itemstring form
1931 - to_table(): returns the stack in Lua table form
1932 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1933 - get_free_space(): returns get_stack_max() - get_count()
1934 - is_known(): returns true if the item name refers to a defined item type
1935 - get_definition(): returns the item definition table
1936 - get_tool_capabilities(): returns the digging properties of the item,
1937 ^ or those of the hand if none are defined for this item type
1938 - add_wear(amount): increases wear by amount if the item is a tool
1939 - add_item(item): put some item or stack onto this stack,
1940 ^ returns leftover ItemStack
1941 - item_fits(item): returns true if item or stack can be fully added to this one
1942 - take_item(n): take (and remove) up to n items from this stack
1943 ^ returns taken ItemStack
1944 ^ if n is omitted, n=1 is used
1945 - peek_item(n): copy (don't remove) up to n items from this stack
1946 ^ returns copied ItemStack
1947 ^ if n is omitted, n=1 is used
1949 PseudoRandom: A pseudorandom number generator
1950 - Can be created via PseudoRandom(seed)
1952 - next(): return next integer random number [0...32767]
1953 - next(min, max): return next integer random number [min...max]
1954 (max - min) must be 32767 or <= 6553 due to the simple
1955 implementation making bad distribution otherwise.
1957 PerlinNoise: A perlin noise generator
1958 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1959 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1961 - get2d(pos) -> 2d noise value at pos={x=,y=}
1962 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1964 PerlinNoiseMap: A fast, bulk perlin noise generator
1965 - Can be created via PerlinNoiseMap(noiseparams, size)
1966 - Also minetest.get_perlin_map(noiseparams, size)
1968 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1969 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1970 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1971 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1973 VoxelManip: An interface to the MapVoxelManipulator for Lua
1974 - Can be created via VoxelManip()
1975 - Also minetest.get_voxel_manip()
1977 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1978 ^ returns actual emerged pmin, actual emerged pmax
1979 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1980 ^ important: data must be set using VoxelManip:set_data before calling this
1981 - get_data(): Gets the data read into the VoxelManip object
1982 ^ returns raw node data is in the form of an array of node content ids
1983 - set_data(data): Sets the data contents of the VoxelManip object
1984 - update_map(): Update map after writing chunk back to map.
1985 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1986 ^ retrieved from minetest.get_mapgen_object
1987 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1988 ^ light is a table, {day=<0...15>, night=<0...15>}
1989 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1990 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1991 - get_light_data(): Gets the light data read into the VoxelManip object
1992 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1993 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1994 ^ light = day + (night * 16)
1995 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
1996 ^ expects lighting data in the same format that get_light_data() returns
1997 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
1998 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
1999 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2000 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2001 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2002 - update_liquids(): Update liquid flow
2004 VoxelArea: A helper class for voxel areas
2005 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2006 - Coordinates are *inclusive*, like most other things in Minetest
2008 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2009 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2010 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2011 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2012 - indexp(p): same as above, except takes a vector
2013 - position(i): returns the absolute position vector corresponding to index i
2014 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2015 - containsp(p): same as above, except takes a vector
2016 - containsi(i): same as above, except takes an index
2017 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2018 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2019 - iterp(minp, maxp): same as above, except takes a vector
2021 Settings: An interface to read config files in the format of minetest.conf
2022 - Can be created via Settings(filename)
2025 - get_bool(key) -> boolean
2027 - remove(key) -> success
2028 - get_names() -> {key1,...}
2029 - write() -> success
2030 ^ write changes to file
2031 - to_table() -> {[key1]=value1,...}
2035 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2036 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2037 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2038 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2040 The following Mapgen objects are currently available:
2043 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2044 order. All mapgens support this object.
2047 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2048 generated chunk by the current mapgen.
2051 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2055 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2059 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2063 Returns a table mapping requested generation notification types to arrays of positions at which the
2064 corresponding generated structures are located at within the current chunk. To set the capture of positions
2065 of interest to be recorded on generate, use minetest.set_gen_notify().
2066 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2069 --------------------
2070 - Functions receive a "luaentity" as self:
2071 - It has the member .name, which is the registered name ("mod:thing")
2072 - It has the member .object, which is an ObjectRef pointing to the object
2073 - The original prototype stuff is visible directly via a metatable
2075 - on_activate(self, staticdata)
2076 ^ Called when the object is instantiated.
2077 - on_step(self, dtime)
2078 ^ Called on every server tick (dtime is usually 0.1 seconds)
2079 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2080 ^ Called when somebody punches the object.
2081 ^ Note that you probably want to handle most punches using the
2082 automatic armor group system.
2083 ^ puncher: ObjectRef (can be nil)
2084 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2085 ^ tool_capabilities: capability table of used tool (can be nil)
2086 ^ dir: unit vector of direction of punch. Always defined. Points from
2087 the puncher to the punched.
2088 - on_rightclick(self, clicker)
2089 - get_staticdata(self)
2090 ^ Should return a string that will be passed to on_activate when
2091 the object is instantiated the next time.
2096 axiom, - string initial tree axiom
2097 rules_a, - string rules set A
2098 rules_b, - string rules set B
2099 rules_c, - string rules set C
2100 rules_d, - string rules set D
2101 trunk, - string trunk node name
2102 leaves, - string leaves node name
2103 leaves2, - string secondary leaves node name
2104 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2105 angle, - num angle in deg
2106 iterations, - num max # of iterations, usually 2 -5
2107 random_level, - num factor to lower nr of iterations, usually 0 - 3
2108 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2109 thin_branches, - boolean true -> use thin (1 node) branches
2110 fruit, - string fruit node name
2111 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2112 seed, - num random seed
2115 Key for Special L-System Symbols used in Axioms
2116 G - move forward one unit with the pen up
2117 F - move forward one unit with the pen down drawing trunks and branches
2118 f - move forward one unit with the pen down drawing leaves (100% chance)
2119 T - move forward one unit with the pen down drawing trunks only
2120 R - move forward one unit with the pen down placing fruit
2121 A - replace with rules set A
2122 B - replace with rules set B
2123 C - replace with rules set C
2124 D - replace with rules set D
2125 a - replace with rules set A, chance 90%
2126 b - replace with rules set B, chance 80%
2127 c - replace with rules set C, chance 70%
2128 d - replace with rules set D, chance 60%
2129 + - yaw the turtle right by angle parameter
2130 - - yaw the turtle left by angle parameter
2131 & - pitch the turtle down by angle parameter
2132 ^ - pitch the turtle up by angle parameter
2133 / - roll the turtle to the right by angle parameter
2134 * - roll the turtle to the left by angle parameter
2135 [ - save in stack current state info
2136 ] - recover from stack state info
2138 Example usage: spawn small apple tree
2141 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2142 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2143 trunk="default:tree",
2144 leaves="default:leaves",
2148 trunk_type="single",
2151 fruit="default:apple"
2153 minetest.spawn_tree(pos,apple_tree)
2162 collide_with_objects = true, -- collide with other objects if physical=true
2164 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2165 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2166 visual_size = {x=1, y=1},
2168 textures = {}, -- number of required textures depends on visual
2169 colors = {}, -- number of required colors depends on visual
2170 spritediv = {x=1, y=1},
2171 initial_sprite_basepos = {x=0, y=0},
2173 makes_footstep_sound = false,
2174 automatic_rotate = false,
2176 automatic_face_movement_dir = 0.0,
2177 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2180 Entity definition (register_entity)
2182 (Deprecated: Everything in object properties is read directly from here)
2184 initial_properties = <initial object properties>,
2186 on_activate = function(self, staticdata, dtime_s),
2187 on_step = function(self, dtime),
2188 on_punch = function(self, hitter),
2189 on_rightclick = function(self, clicker),
2190 get_staticdata = function(self),
2191 ^ Called sometimes; the string returned is passed to on_activate when
2192 the entity is re-activated from static state
2194 # Also you can define arbitrary member variables here
2195 myvariable = whatever,
2198 ABM (ActiveBlockModifier) definition (register_abm)
2200 -- In the following two fields, also group:groupname will work.
2201 nodenames = {"default:lava_source"},
2202 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2203 ^ If left out or empty, any neighbor will do
2204 interval = 1.0, -- (operation interval)
2205 chance = 1, -- (chance of trigger is 1.0/this)
2206 action = func(pos, node, active_object_count, active_object_count_wider),
2209 Item definition (register_node, register_craftitem, register_tool)
2211 description = "Steel Axe",
2212 groups = {}, -- key=name, value=rating; rating=1..3.
2213 if rating not applicable, use 1.
2214 eg. {wool=1, fluffy=3}
2215 {soil=2, outerspace=1, crumbly=1}
2216 {bendy=2, snappy=1},
2217 {hard=1, metal=1, spikes=1}
2218 inventory_image = "default_tool_steelaxe.png",
2220 wield_scale = {x=1,y=1,z=1},
2223 liquids_pointable = false,
2224 tool_capabilities = {
2225 full_punch_interval = 1.0,
2229 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2230 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2232 damage_groups = {groupname=damage},
2234 node_placement_prediction = nil,
2235 ^ If nil and item is node, prediction is made automatically
2236 ^ If nil and item is not a node, no prediction is made
2237 ^ If "" and item is anything, no prediction is made
2238 ^ Otherwise should be name of node which the client immediately places
2239 on ground when the player places the item. Server will always update
2240 actual result to client in a short moment.
2242 place = <SimpleSoundSpec>,
2245 on_place = func(itemstack, placer, pointed_thing),
2246 ^ Shall place item and return the leftover itemstack
2247 ^ default: minetest.item_place
2248 on_drop = func(itemstack, dropper, pos),
2249 ^ Shall drop item and return the leftover itemstack
2250 ^ default: minetest.item_drop
2251 on_use = func(itemstack, user, pointed_thing),
2253 ^ Function must return either nil if no item shall be removed from
2254 inventory, or an itemstack to replace the original itemstack.
2255 eg. itemstack:take_item(); return itemstack
2256 ^ Otherwise, the function is free to do what it wants.
2257 ^ The default functions handle regular use cases.
2258 after_use = func(itemstack, user, node, digparams),
2260 ^ If defined, should return an itemstack and will be called instead of
2261 wearing out the tool. If returns nil, does nothing.
2262 If after_use doesn't exist, it is the same as:
2263 function(itemstack, user, node, digparams)
2264 itemstack:add_wear(digparams.wear)
2271 - {name="image.png", animation={Tile Animation definition}}
2272 - {name="image.png", backface_culling=bool}
2273 ^ backface culling only supported in special tiles
2274 - deprecated still supported field names:
2277 Tile animation definition:
2278 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2280 Node definition (register_node)
2282 <all fields allowed in item definitions>,
2284 drawtype = "normal", -- See "Node drawtypes"
2286 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2287 ^ For plantlike, the image will start at the bottom of the node; for the
2288 ^ other drawtypes, the image will be centered on the node.
2289 ^ Note that positioning for "torchlike" may still change.
2290 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2291 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2292 ^ List can be shortened to needed length
2293 special_tiles = {tile definition 1, Tile definition 2},
2294 ^ Special textures of node; used rarely (old field name: special_materials)
2295 ^ List can be shortened to needed length
2297 use_texture_alpha = false, -- Use texture's alpha channel
2298 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2299 paramtype = "none", -- See "Nodes"
2300 paramtype2 = "none", -- See "Nodes"
2301 is_ground_content = true, -- If false, cavegen will not carve through this
2302 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2303 walkable = true, -- If true, objects collide with node
2304 pointable = true, -- If true, can be pointed at
2305 diggable = true, -- If false, can never be dug
2306 climbable = false, -- If true, can be climbed on (ladder)
2307 buildable_to = false, -- If true, placed nodes can replace this node
2308 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2309 liquidtype = "none", -- "none"/"source"/"flowing"
2310 liquid_alternative_flowing = "", -- Flowing version of source liquid
2311 liquid_alternative_source = "", -- Source version of flowing liquid
2312 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2313 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2314 freezemelt = "", -- water for snow/ice, ice/snow for water
2315 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2316 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2317 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2318 light_source = 0, -- Amount of light emitted by node
2319 damage_per_second = 0, -- If player is inside node, this damage is caused
2320 node_box = {type="regular"}, -- See "Node boxes"
2321 selection_box = {type="regular"}, -- See "Node boxes"
2322 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2323 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2324 legacy_wallmounted = false, -- Support maps made in and before January 2012
2326 footstep = <SimpleSoundSpec>,
2327 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2328 dug = <SimpleSoundSpec>,
2329 place = <SimpleSoundSpec>,
2332 on_construct = func(pos),
2333 ^ Node constructor; always called after adding node
2334 ^ Can set up metadata and stuff like that
2336 on_destruct = func(pos),
2337 ^ Node destructor; always called before removing node
2339 after_destruct = func(pos, oldnode),
2340 ^ Node destructor; always called after removing node
2343 after_place_node = func(pos, placer, itemstack, pointed_thing),
2344 ^ Called after constructing node when node was placed using
2345 minetest.item_place_node / minetest.place_node
2346 ^ If return true no item is taken from itemstack
2348 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2349 ^ oldmetadata is in table format
2350 ^ Called after destructing node when node was dug using
2351 minetest.node_dig / minetest.dig_node
2353 can_dig = function(pos,player)
2354 ^ returns true if node can be dug, or false if not
2357 on_punch = func(pos, node, puncher, pointed_thing),
2358 ^ default: minetest.node_punch
2359 ^ By default: Calls minetest.register_on_punchnode callbacks
2360 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2362 ^ if defined, itemstack will hold clicker's wielded item
2363 ^ Shall return the leftover itemstack
2364 ^ Note: pointed_thing can be nil, if a mod calls this function
2366 on_dig = func(pos, node, digger),
2367 ^ default: minetest.node_dig
2368 ^ By default: checks privileges, wears out tool and removes node
2370 on_timer = function(pos,elapsed),
2372 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2373 ^ elapsed is the total time passed since the timer was started
2374 ^ return true to run the timer for another cycle with the same timeout value
2376 on_receive_fields = func(pos, formname, fields, sender),
2377 ^ fields = {name1 = value1, name2 = value2, ...}
2378 ^ Called when an UI form (eg. sign text input) returns data
2381 allow_metadata_inventory_move = func(pos, from_list, from_index,
2382 to_list, to_index, count, player),
2383 ^ Called when a player wants to move items inside the inventory
2384 ^ Return value: number of items allowed to move
2386 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2387 ^ Called when a player wants to put something into the inventory
2388 ^ Return value: number of items allowed to put
2389 ^ Return value: -1: Allow and don't modify item count in inventory
2391 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2392 ^ Called when a player wants to take something out of the inventory
2393 ^ Return value: number of items allowed to take
2394 ^ Return value: -1: Allow and don't modify item count in inventory
2396 on_metadata_inventory_move = func(pos, from_list, from_index,
2397 to_list, to_index, count, player),
2398 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2399 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2400 ^ Called after the actual action has happened, according to what was allowed.
2403 on_blast = func(pos, intensity),
2404 ^ intensity: 1.0 = mid range of regular TNT
2405 ^ If defined, called when an explosion touches the node, instead of
2409 Recipe for register_craft: (shaped)
2411 output = 'default:pick_stone',
2413 {'default:cobble', 'default:cobble', 'default:cobble'},
2414 {'', 'default:stick', ''},
2415 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2417 replacements = <optional list of item pairs,
2418 replace one input item with another item on crafting>
2421 Recipe for register_craft (shapeless)
2424 output = 'mushrooms:mushroom_stew',
2427 "mushrooms:mushroom_brown",
2428 "mushrooms:mushroom_red",
2430 replacements = <optional list of item pairs,
2431 replace one input item with another item on crafting>
2434 Recipe for register_craft (tool repair)
2436 type = "toolrepair",
2437 additional_wear = -0.02,
2440 Recipe for register_craft (cooking)
2443 output = "default:glass",
2444 recipe = "default:sand",
2448 Recipe for register_craft (furnace fuel)
2451 recipe = "default:leaves",
2455 Ore definition (register_ore)
2457 ore_type = "scatter", -- See "Ore types"
2458 ore = "default:stone_with_coal",
2459 wherein = "default:stone",
2460 ^ a list of nodenames is supported too
2461 clust_scarcity = 8*8*8,
2462 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2463 ^ This value should be *MUCH* higher than your intuition might tell you!
2465 ^ Number of ores in a cluster
2467 ^ Size of the bounding box of the cluster
2468 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2469 height_min = -31000,
2472 ^ Attributes for this ore generation
2473 noise_threshhold = 0.5,
2474 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2475 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2476 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2477 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2480 Decoration definition (register_decoration)
2482 deco_type = "simple", -- See "Decoration types"
2483 place_on = "default:dirt_with_grass",
2484 ^ Node that decoration can be placed on
2486 ^ Size of divisions made in the chunk being generated.
2487 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2489 ^ Ratio of the area to be uniformly filled by the decoration.
2490 ^ Used only if noise_params is not specified.
2491 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2492 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2493 ^ The result of this is multiplied by the 2d area of the division being decorated.
2494 biomes = {"Oceanside", "Hills", "Plains"},
2495 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2496 ^ and ignored if the Mapgen being used does not support biomes.
2498 ----- Simple-type parameters
2499 decoration = "default:grass",
2500 ^ The node name used as the decoration.
2501 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2503 ^ Number of nodes high the decoration is made.
2504 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2506 ^ Number of nodes the decoration can be at maximum.
2507 ^ If absent, the parameter 'height' is used as a constant.
2508 spawn_by = "default:water",
2509 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2511 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2512 ^ If absent or -1, decorations occur next to any nodes.
2514 ----- Schematic-type parameters
2515 schematic = "foobar.mts",
2516 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2517 ^ specified Minetest schematic file.
2518 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2519 ^ and an optional table yslice_prob:
2521 size = {x=4, y=6, z=4},
2523 {name="cobble", param1=255, param2=0},
2524 {name="dirt_with_grass", param1=255, param2=0},
2533 ^ See 'Schematic specifier' for details.
2534 replacements = {{"oldname", "convert_to"}, ...},
2535 flags = "place_center_x, place_center_z",
2536 ^ Flags for schematic decorations. See 'Schematic attributes'.
2537 rotation = "90" --rotate schematic 90 degrees on placement
2538 ^ Rotation can be "0", "90", "180", "270", or "random".
2541 Chatcommand definition (register_chatcommand)
2543 params = "<name> <privilege>", -- Short parameter description
2544 description = "Remove privilege from player", -- Full description
2545 privs = {privs=true}, -- Require the "privs" privilege to run
2546 func = function(name, param), -- Called when command is run.
2547 -- Returns boolean success and text output.
2550 Detached inventory callbacks
2552 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2553 ^ Called when a player wants to move items inside the inventory
2554 ^ Return value: number of items allowed to move
2556 allow_put = func(inv, listname, index, stack, player),
2557 ^ Called when a player wants to put something into the inventory
2558 ^ Return value: number of items allowed to put
2559 ^ Return value: -1: Allow and don't modify item count in inventory
2561 allow_take = func(inv, listname, index, stack, player),
2562 ^ Called when a player wants to take something out of the inventory
2563 ^ Return value: number of items allowed to take
2564 ^ Return value: -1: Allow and don't modify item count in inventory
2566 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2567 on_put = func(inv, listname, index, stack, player),
2568 on_take = func(inv, listname, index, stack, player),
2569 ^ Called after the actual action has happened, according to what was allowed.
2573 HUD Definition (hud_add, hud_get)
2575 hud_elem_type = "image", -- see HUD element types
2576 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2577 position = {x=0.5, y=0.5},
2578 ^ Left corner position of element
2584 ^ Selected item in inventory. 0 for no item selected.
2586 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2587 alignment = {x=0, y=0},
2588 ^ See "HUD Element Types"
2589 offset = {x=0, y=0},
2590 ^ See "HUD Element Types"
2591 size = { x=100, y=100 },
2592 ^ Size of element in pixels
2595 Particle definition (add_particle)
2597 pos = {x=0, y=0, z=0},
2598 velocity = {x=0, y=0, z=0},
2599 acceleration = {x=0, y=0, z=0},
2600 ^ Spawn particle at pos with velocity and acceleration
2602 ^ Disappears after expirationtime seconds
2604 collisiondetection = false,
2605 ^ collisiondetection: if true collides with physical objects
2607 ^ vertical: if true faces player using y axis only
2608 texture = "image.png",
2609 ^ Uses texture (string)
2610 playername = "singleplayer"
2611 ^ Playername is optional, if specified spawns particle only on the player's client
2614 Particlespawner definition (add_particlespawner)
2618 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2619 minpos = {x=0, y=0, z=0},
2620 maxpos = {x=0, y=0, z=0},
2621 minvel = {x=0, y=0, z=0},
2622 maxvel = {x=0, y=0, z=0},
2623 minacc = {x=0, y=0, z=0},
2624 maxacc = {x=0, y=0, z=0},
2629 ^ The particle's properties are random values in between the boundings:
2630 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2631 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2632 collisiondetection = false,
2633 ^ collisiondetection: if true uses collisiondetection
2635 ^ vertical: if true faces player using y axis only
2636 texture = "image.png",
2637 ^ Uses texture (string)
2638 playername = "singleplayer"
2639 ^ Playername is optional, if specified spawns particle only on the player's client