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 default background color of tooltips
922 ^ Sets default font color of tooltips
924 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
925 ^ Adds tooltip for an element
926 ^ <bgcolor> tooltip background color in HEX-Color format (optional)
927 ^ <fontcolor> tooltip font color in HEX-Color format (optional)
930 image[<X>,<Y>;<W>,<H>;<texture name>]
932 ^ Position and size units are inventory slots
934 item_image[<X>,<Y>;<W>,<H>;<item name>]
935 ^ Show an inventory image of registered item/node
936 ^ Position and size units are inventory slots
938 bgcolor[<color>;<fullscreen>]
939 ^ Sets background color of formspec in HEX-Color format
940 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
942 background[<X>,<Y>;<W>,<H>;<texture name>]
943 ^ Use a background. Inventory rectangles are not drawn then.
944 ^ Position and size units are inventory slots
945 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
947 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
948 ^ Use a background. Inventory rectangles are not drawn then.
949 ^ Position and size units are inventory slots
950 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
951 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
953 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
954 ^ Textual password style field; will be sent to server when a button is clicked
955 ^ x and y position the field relative to the top left of the menu
956 ^ w and h are the size of the field
957 ^ fields are a set height, but will be vertically centred on h
958 ^ Position and size units are inventory slots
959 ^ name is the name of the field as returned in fields to on_receive_fields
960 ^ label, if not blank, will be text printed on the top left above the field
962 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
963 ^ Textual field; will be sent to server when a button is clicked
964 ^ x and y position the field relative to the top left of the menu
965 ^ w and h are the size of the field
966 ^ fields are a set height, but will be vertically centred on h
967 ^ Position and size units are inventory slots
968 ^ name is the name of the field as returned in fields to on_receive_fields
969 ^ label, if not blank, will be text printed on the top left above the field
970 ^ default is the default value of the field
971 ^ default may contain variable references such as '${text}' which
972 will fill the value from the metadata value 'text'
973 ^ Note: no extra text or more than a single variable is supported ATM.
975 field[<name>;<label>;<default>]
976 ^ as above but without position/size units
977 ^ special field for creating simple forms, such as sign text input
978 ^ must be used without a size[] element
979 ^ a 'Proceed' button will be added automatically
981 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
982 ^ same as fields above, but with multi-line input
984 label[<X>,<Y>;<label>]
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 vertlabel[<X>,<Y>;<label>]
990 ^ Textual label drawn verticaly
991 ^ x and y work as per field
992 ^ label is the text on the label
993 ^ Position and size units are inventory slots
995 button[<X>,<Y>;<W>,<H>;<name>;<label>]
996 ^ Clickable button. When clicked, fields will be sent.
997 ^ x, y and name work as per field
998 ^ w and h are the size of the button
999 ^ label is the text on the button
1000 ^ Position and size units are inventory slots
1002 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1003 ^ x, y, w, h, and name work as per button
1004 ^ texture name is the filename of an image
1005 ^ Position and size units are inventory slots
1007 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1008 ^ x, y, w, h, and name work as per button
1009 ^ texture name is the filename of an image
1010 ^ Position and size units are inventory slots
1011 ^ noclip true meand imagebutton doesn't need to be within specified formsize
1012 ^ drawborder draw button bodrer or not
1013 ^ pressed texture name is the filename of an image on pressed state
1015 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1016 ^ x, y, w, h, name and label work as per button
1017 ^ item name is the registered name of an item/node,
1018 tooltip will be made out of its descritption
1019 to override it use tooltip element
1020 ^ Position and size units are inventory slots
1022 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1023 ^ When clicked, fields will be sent and the form will quit.
1025 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1026 ^ When clicked, fields will be sent and the form will quit.
1028 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1029 ^Scrollabel itemlist showing arbitrary text elements
1030 ^ x and y position the itemlist relative to the top left of the menu
1031 ^ w and h are the size of the itemlist
1032 ^ name fieldname sent to server on doubleclick value is current selected element
1033 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1034 ^ if you want a listelement to start with # write ##
1036 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1037 ^Scrollabel itemlist showing arbitrary text elements
1038 ^ x and y position the itemlist relative to the top left of the menu
1039 ^ w and h are the size of the itemlist
1040 ^ name fieldname sent to server on doubleclick value is current selected element
1041 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1042 ^ if you want a listelement to start with # write ##
1043 ^ index to be selected within textlist
1044 ^ true/false draw transparent background
1045 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1047 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1048 ^ show a tabHEADER at specific position (ignores formsize)
1049 ^ x and y position the itemlist relative to the top left of the menu
1050 ^ name fieldname data is transfered to lua
1051 ^ caption 1... name shown on top of tab
1052 ^ current_tab index of selected tab 1...
1053 ^ transparent (optional) show transparent
1054 ^ draw_border (optional) draw border
1056 box[<X>,<Y>;<W>,<H>;<color>]
1057 ^ simple colored semitransparent box
1058 ^ x and y position the box relative to the top left of the menu
1059 ^ w and h are the size of box
1060 ^ color in HEX-Color format
1062 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1063 ^ show a dropdown field
1064 ^ x and y position of dropdown
1066 ^ fieldname data is transfered to lua
1067 ^ items to be shown in dropdown
1068 ^ index of currently selected dropdown item
1069 ^ color in hexadecimal format RRGGBB (only)
1071 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1073 ^ x and y position of checkbox
1074 ^ name fieldname data is transfered to lua
1075 ^ label to be shown left of checkbox
1076 ^ selected (optional) true/false
1077 ^ tooltip (optional)
1079 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1080 ^ show scrollable table using options defined by the previous tableoptions[]
1081 ^ displays cells as defined by the previous tablecolumns[]
1082 ^ x and y position the itemlist relative to the top left of the menu
1083 ^ w and h are the size of the itemlist
1084 ^ name fieldname sent to server on row select or doubleclick
1085 ^ cell 1...n cell contents given in row-major order
1086 ^ selected idx: index of row to be selected within table (first row = 1)
1087 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1089 tableoptions[<opt 1>;<opt 2>;...]
1090 ^ sets options for table[]:
1092 ^^ default text color (HEX-Color), defaults to #FFFFFF
1093 ^ background=#RRGGBB
1094 ^^ table background color (HEX-Color), defaults to #000000
1095 ^ border=<true/false>
1096 ^^ should the table be drawn with a border? (default true)
1098 ^^ highlight background color (HEX-Color), defaults to #466432
1099 ^ highlight_text=#RRGGBB
1100 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1102 ^^ all subtrees up to depth < value are open (default value = 0)
1103 ^^ only useful when there is a column of type "tree"
1105 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1106 ^ sets columns for table[]:
1107 ^ types: text, image, color, indent, tree
1108 ^^ text: show cell contents as text
1109 ^^ image: cell contents are an image index, use column options to define images
1110 ^^ color: cell contents are a HEX-Color and define color of following cell
1111 ^^ indent: cell contents are a number and define indentation of following cell
1112 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1114 ^^ align=<value> for "text" and "image": content alignment within cells
1115 ^^ available values: left (default), center, right, inline
1116 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1117 ^^ for "indent" and "tree": indent width in em (default 1.5)
1118 ^^ padding=<value> padding left of the column, in em (default 0.5)
1119 ^^ exception: defaults to 0 for indent columns
1120 ^^ tooltip=<value> tooltip text (default empty)
1121 ^ "image" column options:
1122 ^^ 0=<value> sets image for image index 0
1123 ^^ 1=<value> sets image for image index 1
1124 ^^ 2=<value> sets image for image index 2
1125 ^^ and so on; defined indices need not be contiguous
1126 ^^ empty or non-numeric cells are treated as 0
1127 ^ "color" column options:
1128 ^^ span=<value> number of following columns to affect (default infinite)
1130 Note: do NOT use a element name starting with "key_" those names are reserved to
1131 pass key press events to formspec!
1135 - "context": Selected node metadata (deprecated: "current_name")
1136 - "current_player": Player to whom the menu is shown
1137 - "player:<name>": Any player
1138 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1139 - "detached:<name>": A detached inventory
1144 ^ defines a color in hexadecimal format
1146 ^ defines a color in hexadecimal format and alpha channel
1148 ^ defines a color in hexadecimal format
1150 ^ defines a color in hexadecimal format and alpha channel
1154 vector.new([x[, y, z]]) -> vector
1155 ^ x is a table or the x position.
1156 vector.direction(p1, p2) -> vector
1157 vector.distance(p1, p2) -> number
1158 vector.length(v) -> number
1159 vector.normalize(v) -> vector
1160 vector.round(v) -> vector
1161 vector.equals(v1, v2) -> bool
1162 For the folowing x can be either a vector or a number.
1163 vector.add(v, x) -> vector
1164 vector.subtract(v, x) -> vector
1165 vector.multiply(v, x) -> vector
1166 vector.divide(v, x) -> vector
1170 dump2(obj, name="_", dumped={})
1171 ^ Return object serialized as a string, handles reference loops
1172 dump(obj, dumped={})
1173 ^ Return object serialized as a string
1175 ^ Get the hypotenuse of a triangle with legs x and y.
1176 Usefull for distance calculation.
1177 string:split(separator)
1178 ^ eg. string:split("a,b", ",") == {"a","b"}
1180 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1181 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1182 ^ Convert position to a printable string
1183 minetest.string_to_pos(string) -> position
1184 ^ Same but in reverse
1185 minetest.formspec_escape(string) -> string
1186 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1187 minetest.is_yes(arg)
1188 ^ returns whether arg can be interpreted as yes
1190 minetest namespace reference
1191 -----------------------------
1193 minetest.get_current_modname() -> string
1194 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1195 ^ Useful for loading additional .lua modules or static data from mod
1196 minetest.get_modnames() -> list of installed mods
1197 ^ Return a list of installed mods, sorted alphabetically
1198 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1199 ^ Useful for storing custom data
1200 minetest.is_singleplayer()
1202 ^ table containing API feature flags: {foo=true, bar=true}
1203 minetest.has_feature(arg) -> bool, missing_features
1204 ^ arg: string or table in format {foo=true, bar=true}
1205 ^ missing_features: {foo=true, bar=true}
1206 minetest.get_player_information(playername)
1207 ^ table containing information about player peer:
1209 address = "127.0.0.1", -- ip address of client
1210 ip_version = 4, -- IPv4 / IPv6
1211 min_rtt = 0.01, -- minimum round trip time
1212 max_rtt = 0.2, -- maximum round trip time
1213 avg_rtt = 0.02, -- average round trip time
1214 min_jitter = 0.01, -- minimum packet time jitter
1215 max_jitter = 0.5, -- maximum packet time jitter
1216 avg_jitter = 0.03, -- average packet time jitter
1217 connection_uptime = 200, -- seconds since client connected
1219 -- following information is available on debug build only!!!
1220 -- DO NOT USE IN MODS
1221 --ser_vers = 26, -- serialization version used by client
1222 --prot_vers = 23, -- protocol version used by client
1223 --major = 0, -- major version number
1224 --minor = 4, -- minor version number
1225 --patch = 10, -- patch version number
1226 --vers_string = "0.4.9-git", -- full version string
1227 --state = "Active" -- current client state
1231 minetest.debug(line)
1232 ^ Always printed to stderr and logfile (print() is redirected here)
1234 minetest.log(loglevel, line)
1235 ^ loglevel one of "error", "action", "info", "verbose"
1237 Registration functions: (Call these only at load time)
1238 minetest.register_entity(name, prototype table)
1239 minetest.register_abm(abm definition)
1240 minetest.register_node(name, node definition)
1241 minetest.register_tool(name, item definition)
1242 minetest.register_craftitem(name, item definition)
1243 minetest.register_alias(name, convert_to)
1244 minetest.register_craft(recipe)
1245 minetest.register_ore(ore definition)
1246 minetest.register_decoration(decoration definition)
1247 minetest.override_item(name, redefinition)
1248 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1249 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1250 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1252 Global callback registration functions: (Call these only at load time)
1253 minetest.register_globalstep(func(dtime))
1254 ^ Called every server step, usually interval of 0.1s
1255 minetest.register_on_shutdown(func())
1256 ^ Called before server shutdown
1257 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1258 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1259 semi-frequent intervals as well as on server shutdown.
1260 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1261 ^ Called when a node has been placed
1262 ^ If return true no item is taken from itemstack
1263 ^ Not recommended; use on_construct or after_place_node in node definition
1265 minetest.register_on_dignode(func(pos, oldnode, digger))
1266 ^ Called when a node has been dug.
1267 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1269 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1270 ^ Called when a node is punched
1271 minetest.register_on_generated(func(minp, maxp, blockseed))
1272 ^ Called after generating a piece of world. Modifying nodes inside the area
1273 is a bit faster than usually.
1274 minetest.register_on_newplayer(func(ObjectRef))
1275 ^ Called after a new player has been created
1276 minetest.register_on_dieplayer(func(ObjectRef))
1277 ^ Called when a player dies
1278 minetest.register_on_respawnplayer(func(ObjectRef))
1279 ^ Called when player is to be respawned
1280 ^ Called _before_ repositioning of player occurs
1281 ^ return true in func to disable regular player placement
1282 minetest.register_on_prejoinplayer(func(name, ip))
1283 ^ Called before a player joins the game
1284 ^ If it returns a string, the player is disconnected with that string as reason
1285 minetest.register_on_joinplayer(func(ObjectRef))
1286 ^ Called when a player joins the game
1287 minetest.register_on_leaveplayer(func(ObjectRef))
1288 ^ Called when a player leaves the game
1289 minetest.register_on_cheat(func(ObjectRef, cheat))
1290 ^ Called when a player cheats
1291 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1292 minetest.register_on_chat_message(func(name, message))
1293 ^ Called always when a player says something
1294 minetest.register_on_player_receive_fields(func(player, formname, fields))
1295 ^ Called when a button is pressed in player's inventory form
1296 ^ Newest functions are called first
1297 ^ If function returns true, remaining functions are not called
1298 minetest.register_on_mapgen_init(func(MapgenParams))
1299 ^ Called just before the map generator is initialized but before the environment is initialized
1300 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1301 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1302 ^ Called when player crafts something
1303 ^ itemstack is the output
1304 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1305 ^ craft_inv is the inventory with the crafting grid
1306 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1307 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1308 ^ The same as before, except that it is called before the player crafts, to make
1309 ^ craft prediction, and it should not change anything.
1310 minetest.register_on_protection_violation(func(pos, name))
1311 ^ Called by builtin and mods when a player violates protection at a position
1312 (eg, digs a node or punches a protected entity).
1313 ^ The registered functions can be called using minetest.record_protection_violation
1314 ^ The provided function should check that the position is protected by the mod
1315 calling this function before it prints a message, if it does, to allow for
1316 multiple protection mods.
1317 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1318 ^ Called when an item is eaten, by minetest.item_eat
1319 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1321 Other registration functions:
1322 minetest.register_chatcommand(cmd, chatcommand definition)
1323 minetest.register_privilege(name, definition)
1324 ^ definition: "description text"
1326 description = "description text",
1327 give_to_singleplayer = boolean, -- default: true
1329 minetest.register_authentication_handler(handler)
1330 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1333 minetest.setting_set(name, value)
1334 minetest.setting_get(name) -> string or nil
1335 minetest.setting_setbool(name, value)
1336 minetest.setting_getbool(name) -> boolean value or nil
1337 minetest.setting_get_pos(name) -> position or nil
1338 minetest.setting_save() -> nil, save all settings to config file
1341 minetest.notify_authentication_modified(name)
1342 ^ Should be called by the authentication handler if privileges change.
1343 ^ To report everybody, set name=nil.
1344 minetest.get_password_hash(name, raw_password)
1345 ^ Convert a name-password pair to a password hash that minetest can use
1346 minetest.string_to_privs(str) -> {priv1=true,...}
1347 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1348 ^ Convert between two privilege representations
1349 minetest.set_player_password(name, password_hash)
1350 minetest.set_player_privs(name, {priv1=true,...})
1351 minetest.get_player_privs(name) -> {priv1=true,...}
1352 minetest.auth_reload()
1353 ^ These call the authentication handler
1354 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1355 ^ A quickhand for checking privileges
1356 minetest.get_player_ip(name) -> IP address string
1359 minetest.chat_send_all(text)
1360 minetest.chat_send_player(name, text)
1364 minetest.set_node(pos, node)
1365 minetest.add_node(pos, node): alias set_node(pos, node)
1366 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1367 minetest.swap_node(pos, node)
1368 ^ Set node at position, but don't remove metadata
1369 minetest.remove_node(pos)
1370 ^ Equivalent to set_node(pos, "air")
1371 minetest.get_node(pos)
1372 ^ Returns {name="ignore", ...} for unloaded area
1373 minetest.get_node_or_nil(pos)
1374 ^ Returns nil for unloaded area
1375 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1376 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1378 minetest.place_node(pos, node)
1379 ^ Place node with the same effects that a player would cause
1380 minetest.dig_node(pos)
1381 ^ Dig node with the same effects that a player would cause
1382 minetest.punch_node(pos)
1383 ^ Punch node with the same effects that a player would cause
1385 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1386 minetest.get_node_timer(pos) -- Get NodeTimerRef
1388 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1389 ^ Returns ObjectRef, or nil if failed
1390 minetest.add_item(pos, item): Spawn item
1391 ^ Returns ObjectRef, or nil if failed
1392 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1393 minetest.get_objects_inside_radius(pos, radius)
1394 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1395 minetest.get_timeofday()
1396 minetest.get_gametime(): returns the time, in seconds, since the world was created
1397 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1398 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1399 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1400 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1401 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1402 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1403 minetest.get_voxel_manip()
1404 ^ Return voxel manipulator object
1405 minetest.set_gen_notify(flags)
1406 ^ Set the types of on-generate notifications that should be collected
1407 ^ flags is a comma-delimited combination of:
1408 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1409 minetest.get_mapgen_object(objectname)
1410 ^ Return requested mapgen object if available (see Mapgen objects)
1411 minetest.set_mapgen_params(MapgenParams)
1412 ^ Set map generation parameters
1413 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1414 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1415 ^ Leave field unset to leave that parameter unchanged
1416 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1417 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1418 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1419 ^ Sets the default value of a noiseparam setting
1420 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1421 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1422 minetest.clear_objects()
1423 ^ clear all objects in the environments
1424 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1425 ^ Check if there is a direct line of sight between pos1 and pos2
1426 ^ Returns the position of the blocking node when false
1427 ^ pos1 First position
1428 ^ pos2 Second position
1429 ^ stepsize smaller gives more accurate results but requires more computing
1431 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1432 ^ -> table containing path
1433 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1434 ^ pos1: start position
1435 ^ pos2: end position
1436 ^ searchdistance: number of blocks to search in each direction
1437 ^ max_jump: maximum height difference to consider walkable
1438 ^ max_drop: maximum height difference to consider droppable
1439 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1440 minetest.spawn_tree (pos, {treedef})
1441 ^ spawns L-System tree at given pos with definition in treedef table
1442 minetest.transforming_liquid_add(pos)
1443 ^ add node to liquid update queue
1444 minetest.get_node_max_level(pos)
1445 ^ get max available level for leveled node
1446 minetest.get_node_level(pos)
1447 ^ get level of leveled node (water, snow)
1448 minetest.set_node_level(pos, level)
1449 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1450 minetest.add_node_level(pos, level)
1451 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1454 minetest.get_inventory(location) -> InvRef
1455 ^ location = eg. {type="player", name="celeron55"}
1456 {type="node", pos={x=, y=, z=}}
1457 {type="detached", name="creative"}
1458 minetest.create_detached_inventory(name, callbacks) -> InvRef
1459 ^ callbacks: See "Detached inventory callbacks"
1460 ^ Creates a detached inventory. If it already exists, it is cleared.
1463 minetest.show_formspec(playername, formname, formspec)
1464 ^ playername: name of player to show formspec
1465 ^ formname: name passed to on_player_receive_fields callbacks
1466 ^ should follow "modname:<whatever>" naming convention
1467 ^ formspec: formspec to display
1468 minetest.formspec_escape(string) -> string
1469 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1470 minetest.explode_table_event(string) -> table
1471 ^ returns e.g. {type="CHG", row=1, column=2}
1472 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1473 minetest.explode_textlist_event(string) -> table
1474 ^ returns e.g. {type="CHG", index=1}
1475 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1478 minetest.inventorycube(img1, img2, img3)
1479 ^ Returns a string for making an image of a cube (useful as an item image)
1480 minetest.get_pointed_thing_position(pointed_thing, above)
1481 ^ Get position of a pointed_thing (that you can get from somewhere)
1482 minetest.dir_to_facedir(dir, is6d)
1483 ^ 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
1484 minetest.facedir_to_dir(facedir)
1485 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1486 minetest.dir_to_wallmounted(dir)
1487 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1488 minetest.get_node_drops(nodename, toolname)
1489 ^ Returns list of item names.
1490 ^ Note: This will be removed or modified in a future version.
1491 minetest.get_craft_result(input) -> output, decremented_input
1492 ^ input.method = 'normal' or 'cooking' or 'fuel'
1493 ^ input.width = for example 3
1494 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1495 stack 5, stack 6, stack 7, stack 8, stack 9 }
1496 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1497 ^ output.time = number, if unsuccessful: 0
1498 ^ decremented_input = like input
1499 minetest.get_craft_recipe(output) -> input
1500 ^ returns last registered recipe for output item (node)
1501 ^ output is a node or item type such as 'default:torch'
1502 ^ input.method = 'normal' or 'cooking' or 'fuel'
1503 ^ input.width = for example 3
1504 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1505 stack 5, stack 6, stack 7, stack 8, stack 9 }
1506 ^ input.items = nil if no recipe found
1507 minetest.get_all_craft_recipes(query item) -> table or nil
1508 ^ returns indexed table with all registered recipes for query item (node)
1509 or nil if no recipe was found
1512 method = 'normal' or 'cooking' or 'fuel'
1513 width = 0-3, 0 means shapeless recipe
1514 items = indexed [1-9] table with recipe items
1515 output = string with item name and quantity
1517 Example query for default:gold_ingot will return table:
1519 1={type = "cooking", width = 3, output = "default:gold_ingot",
1520 items = {1 = "default:gold_lump"}},
1521 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1522 items = {1 = "default:goldblock"}}
1524 minetest.handle_node_drops(pos, drops, digger)
1525 ^ drops: list of itemstrings
1526 ^ Handles drops from nodes after digging: Default action is to put them into
1528 ^ Can be overridden to get different functionality (eg. dropping items on
1532 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1533 ^ Find who has done something to a node, or near a node
1534 ^ actor: "player:<name>", also "liquid".
1535 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1536 ^ Revert latest actions of someone
1537 ^ actor: "player:<name>", also "liquid".
1539 Defaults for the on_* item definition functions:
1540 (These return the leftover itemstack)
1541 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1542 ^ Place item as a node
1543 ^ param2 overrides facedir and wallmounted param2
1544 ^ returns itemstack, success
1545 minetest.item_place_object(itemstack, placer, pointed_thing)
1547 minetest.item_place(itemstack, placer, pointed_thing, param2)
1548 ^ Use one of the above based on what the item is.
1549 ^ Calls on_rightclick of pointed_thing.under if defined instead
1550 ^ Note: is not called when wielded item overrides on_place
1551 ^ param2 overrides facedir and wallmounted param2
1552 ^ returns itemstack, success
1553 minetest.item_drop(itemstack, dropper, pos)
1555 minetest.item_eat(hp_change, replace_with_item)
1556 ^ Eat the item. replace_with_item can be nil.
1558 Defaults for the on_punch and on_dig node definition callbacks:
1559 minetest.node_punch(pos, node, puncher, pointed_thing)
1560 ^ Calls functions registered by minetest.register_on_punchnode()
1561 minetest.node_dig(pos, node, digger)
1562 ^ Checks if node can be dug, puts item into inventory, removes node
1563 ^ Calls functions registered by minetest.registered_on_dignodes()
1566 minetest.sound_play(spec, parameters) -> handle
1567 ^ spec = SimpleSoundSpec
1568 ^ parameters = sound parameter table
1569 minetest.sound_stop(handle)
1572 minetest.after(time, func, ...)
1573 ^ Call function after time seconds
1574 ^ Optional: Variable number of arguments that are passed to func
1577 minetest.request_shutdown() -> request for server shutdown
1578 minetest.get_server_status() -> server status string
1581 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1582 minetest.get_ban_description(ip_or_name) -> ban description (string)
1583 minetest.ban_player(name) -> ban a player
1584 minetest.unban_player_or_ip(name) -> unban player or IP address
1585 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1588 minetest.add_particle(particle definition)
1589 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1590 size, collisiondetection, texture, playername)
1592 minetest.add_particlespawner(particlespawner definition)
1593 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1595 ^ Deprecated: minetest.add_particlespawner(amount, time,
1599 minexptime, maxexptime,
1601 collisiondetection, texture, playername)
1603 minetest.delete_particlespawner(id, player)
1604 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1605 ^ If playername is specified, only deletes on the player's client,
1606 ^ otherwise on all clients
1609 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1610 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1611 ^ Apply the specified probability values to the specified nodes in probability_list.
1612 ^ probability_list is an array of tables containing two fields, pos and prob.
1613 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1614 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1615 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1616 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1617 ^ If probability_list is nil, no probabilities are applied.
1618 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1619 ^ the y position of the slice with a probability applied.
1620 ^ If slice probability list is nil, no slice probabilities are applied.
1621 ^ Saves schematic in the Minetest Schematic format to filename.
1623 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1624 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1625 ^ Rotation can be "0", "90", "180", "270", or "random".
1626 ^ If the rotation parameter is omitted, the schematic is not rotated.
1627 ^ replacements = {{"oldname", "convert_to"}, ...}
1628 ^ force_placement is a boolean indicating whether nodes other than air and
1629 ^ ignore are replaced by the schematic
1632 minetest.get_connected_players() -> list of ObjectRefs
1633 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1634 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1635 minetest.get_position_from_hash(hash) -> postion
1636 ^ Inverse transform of minetest.hash_node_postion
1637 minetest.get_item_group(name, group) -> rating
1638 ^ Get rating of a group of an item. (0 = not in group)
1639 minetest.get_node_group(name, group) -> rating
1640 ^ Deprecated: An alias for the former.
1641 minetest.get_content_id(name) -> integer
1642 ^ Gets the internal content ID of name
1643 minetest.get_name_from_content_id(content_id) -> string
1644 ^ Gets the name of the content with that content ID
1645 minetest.parse_json(string[, nullvalue]) -> something
1646 ^ Convert a string containing JSON data into the Lua equivalent
1647 ^ nullvalue: returned in place of the JSON null; defaults to nil
1648 ^ On success returns a table, a string, a number, a boolean or nullvalue
1649 ^ On failure outputs an error message and returns nil
1650 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1651 minetest.write_json(data[, styled]) -> string or nil and error message
1652 ^ Convert a Lua table into a JSON string
1653 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1654 ^ Un-serializable things like functions and userdata are saved as null.
1655 ^ Warning: JSON is more strict than the Lua table format.
1656 1. You can only use strings and positive integers of at least one as keys.
1657 2. You can not mix string and integer keys.
1658 This is due to the fact that Javascript has two distinct array and object values.
1659 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1660 minetest.serialize(table) -> string
1661 ^ Convert a table containing tables, strings, numbers, booleans and nils
1662 into string form readable by minetest.deserialize
1663 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1664 minetest.deserialize(string) -> table
1665 ^ Convert a string returned by minetest.deserialize into a table
1666 ^ String is loaded in an empty sandbox environment.
1667 ^ Will load functions, but they cannot access the global environment.
1668 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1669 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1670 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1671 minetest.is_protected(pos, name) -> bool
1672 ^ This function should be overriden by protection mods and should be used to
1673 check if a player can interact at a position.
1674 ^ This function should call the old version of itself if the position is not
1675 protected by the mod.
1677 local old_is_protected = minetest.is_protected
1678 function minetest.is_protected(pos, name)
1679 if mymod:position_protected_from(pos, name) then
1682 return old_is_protected(pos, name)
1684 minetest.record_protection_violation(pos, name)
1685 ^ This function calls functions registered with
1686 minetest.register_on_protection_violation.
1687 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1688 ^ Attempt to predict the desired orientation of the facedir-capable node
1689 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1690 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1691 field is false or omitted (else, the itemstack is not changed). orient_flags
1692 is an optional table containing extra tweaks to the placement code:
1693 invert_wall: if true, place wall-orientation on the ground and ground-
1694 orientation on the wall.
1695 force_wall: if true, always place the node in wall orientation.
1696 force_ceiling: if true, always place on the ceiling.
1697 force_floor: if true, always place the node on the floor.
1699 The above four options are mutually-exclusive; the last in the list takes
1700 precedence over the first.
1702 force_facedir: if true, forcably reset the facedir to north when placing on
1703 the floor or ceiling
1705 minetest.rotate_node(itemstack, placer, pointed_thing)
1706 ^ calls rotate_and_place() with infinitestacks set according to the state of
1707 the creative mode setting, and checks for "sneak" to set the invert_wall
1710 minetest.forceload_block(pos)
1711 ^ forceloads the position pos.
1712 ^ returns true if area could be forceloaded
1714 minetest.forceload_free_block(pos)
1715 ^ stops forceloading the position pos.
1717 Please note that forceloaded areas are saved when the server restarts.
1720 minetest.env - EnvRef of the server environment and world.
1721 ^ Any function in the minetest namespace can be called using the syntax
1722 minetest.env:somefunction(somearguments)
1724 minetest.somefunction(somearguments)
1725 ^ Deprecated, but support is not to be dropped soon
1728 minetest.registered_items
1729 ^ List of registered items, indexed by name
1730 minetest.registered_nodes
1731 ^ List of registered node definitions, indexed by name
1732 minetest.registered_craftitems
1733 ^ List of registered craft item definitions, indexed by name
1734 minetest.registered_tools
1735 ^ List of registered tool definitions, indexed by name
1736 minetest.registered_entities
1737 ^ List of registered entity prototypes, indexed by name
1738 minetest.object_refs
1739 ^ List of object references, indexed by active object id
1740 minetest.luaentities
1741 ^ List of lua entities, indexed by active object id
1745 NodeMetaRef: Node metadata - reference extra data and functionality stored
1747 - Can be gotten via minetest.get_nodemeta(pos)
1749 - set_string(name, value)
1751 - set_int(name, value)
1753 - set_float(name, value)
1755 - get_inventory() -> InvRef
1756 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1757 - from_table(nil or {})
1758 ^ See "Node Metadata"
1760 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1761 - Can be gotten via minetest.get_node_timer(pos)
1763 - set(timeout,elapsed)
1764 ^ set a timer's state
1765 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1766 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1767 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1770 ^ equivelent to set(timeout,0)
1773 - get_timeout() -> current timeout in seconds
1774 ^ if timeout is 0, timer is inactive
1775 - get_elapsed() -> current elapsed time in seconds
1776 ^ the node's on_timer function will be called after timeout-elapsed seconds
1777 - is_started() -> boolean state of timer
1778 ^ returns true if timer is started, otherwise false
1780 ObjectRef: Moving things in the game are generally these
1781 (basically reference to a C++ ServerActiveObject)
1783 - remove(): remove object (after returning from Lua)
1784 - getpos() -> {x=num, y=num, z=num}
1785 - setpos(pos); pos={x=num, y=num, z=num}
1786 - moveto(pos, continuous=false): interpolated move
1787 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1788 ^ puncher = an another ObjectRef,
1789 ^ time_from_last_punch = time since last punch action of the puncher
1790 ^ direction: can be nil
1791 - right_click(clicker); clicker = an another ObjectRef
1792 - get_hp(): returns number of hitpoints (2 * number of hearts)
1793 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1794 - get_inventory() -> InvRef
1795 - get_wield_list(): returns the name of the inventory list the wielded item is in
1796 - get_wield_index(): returns the index of the wielded item
1797 - get_wielded_item() -> ItemStack
1798 - set_wielded_item(item): replaces the wielded item, returns true if successful
1799 - set_armor_groups({group1=rating, group2=rating, ...})
1800 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1801 - set_attach(parent, bone, position, rotation)
1803 ^ position = {x=num, y=num, z=num} (relative)
1804 ^ rotation = {x=num, y=num, z=num}
1806 - set_bone_position(bone, position, rotation)
1808 ^ position = {x=num, y=num, z=num} (relative)
1809 ^ rotation = {x=num, y=num, z=num}
1810 - set_properties(object property table)
1811 LuaEntitySAO-only: (no-op for other objects)
1812 - setvelocity({x=num, y=num, z=num})
1813 - getvelocity() -> {x=num, y=num, z=num}
1814 - setacceleration({x=num, y=num, z=num})
1815 - getacceleration() -> {x=num, y=num, z=num}
1817 - getyaw() -> radians
1818 - settexturemod(mod)
1819 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1820 - select_horiz_by_yawpitch=false)
1821 ^ Select sprite from spritesheet with optional animation and DM-style
1822 texture selection based on yaw relative to camera
1823 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1825 Player-only: (no-op for other objects)
1826 - is_player(): true for players, false for others
1827 - get_player_name(): returns "" if is not a player
1828 - get_look_dir(): get camera direction as a unit vector
1829 - get_look_pitch(): pitch in radians
1830 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1831 - set_look_pitch(radians): sets look pitch
1832 - set_look_yaw(radians): sets look yaw
1833 - get_breath() : returns players breath
1834 - set_breath(value) : sets players breath
1835 values: 0 player is drowning,
1836 1-10 number of bubbles remain,
1837 11 bubbles bar is not shown
1838 - set_inventory_formspec(formspec)
1839 ^ Redefine player's inventory form
1840 ^ Should usually be called in on_joinplayer
1841 - get_inventory_formspec() -> formspec string
1842 - get_player_control(): returns table with player pressed keys
1843 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1844 - get_player_control_bits(): returns integer with bit packed player pressed keys
1845 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1846 - set_physics_override({
1847 speed = 1.0, -- multiplier to default value
1848 jump = 1.0, -- multiplier to default value
1849 gravity = 1.0, -- multiplier to default value
1850 sneak = true, -- whether player can sneak
1851 sneak_glitch = true, -- whether player can use the sneak glitch
1853 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1854 - hud_remove(id): remove the HUD element of the specified id
1855 - hud_change(id, stat, value): change a value of a previously added HUD element
1856 ^ element stat values: position, name, scale, text, number, item, dir
1857 - hud_get(id): gets the HUD element definition structure of the specified ID
1858 - hud_set_flags(flags): sets specified HUD flags to true/false
1859 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1860 ^ pass a table containing a true/false value of each flag to be set or unset
1861 ^ if a flag is nil, the flag is not modified
1862 - hud_get_flags(): returns a table containing status of hud flags
1863 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1864 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1865 ^ count: number of items, must be between 1 and 23
1866 - hud_set_hotbar_image(texturename)
1867 ^ sets background image for hotbar
1868 - hud_set_hotbar_selected_image(texturename)
1869 ^ sets image for selected item of hotbar
1870 - hud_replace_builtin(name, hud definition)
1871 ^ replace definition of a builtin hud element
1872 ^ name: "breath" or "health"
1873 ^ hud definition: definition to replace builtin definition
1874 - set_sky(bgcolor, type, {texture names})
1875 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1877 - "regular": Uses 0 textures, bgcolor ignored
1878 - "skybox": Uses 6 textures, bgcolor used
1879 - "plain": Uses 0 textures, bgcolor used
1880 ^ Note: currently does not work directly in on_joinplayer; use
1881 minetest.after(0) in there.
1882 - override_day_night_ratio(ratio or nil)
1883 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1884 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1885 - 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
1886 ^ stand/idle animation key frames
1887 ^ walk animation key frames
1888 ^ dig animation key frames
1889 ^ walk+dig animation key frames
1890 ^ animation frame speed
1891 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
1892 ^ in first person view
1893 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
1895 InvRef: Reference to an inventory
1897 - is_empty(listname): return true if list is empty
1898 - get_size(listname): get size of a list
1899 - set_size(listname, size): set size of a list
1900 ^ returns false on error (e.g. invalid listname or listsize)
1901 - get_width(listname): get width of a list
1902 - set_width(listname, width): set width of list; currently used for crafting
1903 - get_stack(listname, i): get a copy of stack index i in list
1904 - set_stack(listname, i, stack): copy stack to index i in list
1905 - get_list(listname): return full list
1906 - set_list(listname, list): set full list (size will not change)
1907 - get_lists(): returns list of inventory lists
1908 - set_lists(lists): sets inventory lists (size will not change)
1909 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1910 - room_for_item(listname, stack): returns true if the stack of items
1911 can be fully added to the list
1912 - contains_item(listname, stack): returns true if the stack of items
1913 can be fully taken from the list
1914 remove_item(listname, stack): take as many items as specified from the list,
1915 returns the items that were actually removed (as an ItemStack)
1916 - get_location() -> location compatible to minetest.get_inventory(location)
1917 -> {type="undefined"} in case location is not known
1919 ItemStack: A stack of items.
1920 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1922 - is_empty(): return true if stack is empty
1923 - get_name(): returns item name (e.g. "default:stone")
1924 - set_name(itemname)
1925 - get_count(): returns number of items on the stack
1927 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1929 - get_metadata(): returns metadata (a string attached to an item stack)
1930 - set_metadata(metadata)
1931 - clear(): removes all items from the stack, making it empty
1932 - replace(item): replace the contents of this stack (item can also
1933 be an itemstring or table)
1934 - to_string(): returns the stack in itemstring form
1935 - to_table(): returns the stack in Lua table form
1936 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1937 - get_free_space(): returns get_stack_max() - get_count()
1938 - is_known(): returns true if the item name refers to a defined item type
1939 - get_definition(): returns the item definition table
1940 - get_tool_capabilities(): returns the digging properties of the item,
1941 ^ or those of the hand if none are defined for this item type
1942 - add_wear(amount): increases wear by amount if the item is a tool
1943 - add_item(item): put some item or stack onto this stack,
1944 ^ returns leftover ItemStack
1945 - item_fits(item): returns true if item or stack can be fully added to this one
1946 - take_item(n): take (and remove) up to n items from this stack
1947 ^ returns taken ItemStack
1948 ^ if n is omitted, n=1 is used
1949 - peek_item(n): copy (don't remove) up to n items from this stack
1950 ^ returns copied ItemStack
1951 ^ if n is omitted, n=1 is used
1953 PseudoRandom: A pseudorandom number generator
1954 - Can be created via PseudoRandom(seed)
1956 - next(): return next integer random number [0...32767]
1957 - next(min, max): return next integer random number [min...max]
1958 (max - min) must be 32767 or <= 6553 due to the simple
1959 implementation making bad distribution otherwise.
1961 PerlinNoise: A perlin noise generator
1962 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1963 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1965 - get2d(pos) -> 2d noise value at pos={x=,y=}
1966 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1968 PerlinNoiseMap: A fast, bulk perlin noise generator
1969 - Can be created via PerlinNoiseMap(noiseparams, size)
1970 - Also minetest.get_perlin_map(noiseparams, size)
1972 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1973 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1974 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1975 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1977 VoxelManip: An interface to the MapVoxelManipulator for Lua
1978 - Can be created via VoxelManip()
1979 - Also minetest.get_voxel_manip()
1981 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1982 ^ returns actual emerged pmin, actual emerged pmax
1983 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1984 ^ important: data must be set using VoxelManip:set_data before calling this
1985 - get_data(): Gets the data read into the VoxelManip object
1986 ^ returns raw node data is in the form of an array of node content ids
1987 - set_data(data): Sets the data contents of the VoxelManip object
1988 - update_map(): Update map after writing chunk back to map.
1989 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1990 ^ retrieved from minetest.get_mapgen_object
1991 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1992 ^ light is a table, {day=<0...15>, night=<0...15>}
1993 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1994 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1995 - get_light_data(): Gets the light data read into the VoxelManip object
1996 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1997 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1998 ^ light = day + (night * 16)
1999 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2000 ^ expects lighting data in the same format that get_light_data() returns
2001 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2002 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2003 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2004 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2005 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2006 - update_liquids(): Update liquid flow
2008 VoxelArea: A helper class for voxel areas
2009 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2010 - Coordinates are *inclusive*, like most other things in Minetest
2012 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2013 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2014 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2015 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2016 - indexp(p): same as above, except takes a vector
2017 - position(i): returns the absolute position vector corresponding to index i
2018 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2019 - containsp(p): same as above, except takes a vector
2020 - containsi(i): same as above, except takes an index
2021 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2022 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2023 - iterp(minp, maxp): same as above, except takes a vector
2025 Settings: An interface to read config files in the format of minetest.conf
2026 - Can be created via Settings(filename)
2029 - get_bool(key) -> boolean
2031 - remove(key) -> success
2032 - get_names() -> {key1,...}
2033 - write() -> success
2034 ^ write changes to file
2035 - to_table() -> {[key1]=value1,...}
2039 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2040 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2041 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2042 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2044 The following Mapgen objects are currently available:
2047 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2048 order. All mapgens support this object.
2051 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2052 generated chunk by the current mapgen.
2055 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2059 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2063 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2067 Returns a table mapping requested generation notification types to arrays of positions at which the
2068 corresponding generated structures are located at within the current chunk. To set the capture of positions
2069 of interest to be recorded on generate, use minetest.set_gen_notify().
2070 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2073 --------------------
2074 - Functions receive a "luaentity" as self:
2075 - It has the member .name, which is the registered name ("mod:thing")
2076 - It has the member .object, which is an ObjectRef pointing to the object
2077 - The original prototype stuff is visible directly via a metatable
2079 - on_activate(self, staticdata)
2080 ^ Called when the object is instantiated.
2081 - on_step(self, dtime)
2082 ^ Called on every server tick (dtime is usually 0.1 seconds)
2083 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2084 ^ Called when somebody punches the object.
2085 ^ Note that you probably want to handle most punches using the
2086 automatic armor group system.
2087 ^ puncher: ObjectRef (can be nil)
2088 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2089 ^ tool_capabilities: capability table of used tool (can be nil)
2090 ^ dir: unit vector of direction of punch. Always defined. Points from
2091 the puncher to the punched.
2092 - on_rightclick(self, clicker)
2093 - get_staticdata(self)
2094 ^ Should return a string that will be passed to on_activate when
2095 the object is instantiated the next time.
2100 axiom, - string initial tree axiom
2101 rules_a, - string rules set A
2102 rules_b, - string rules set B
2103 rules_c, - string rules set C
2104 rules_d, - string rules set D
2105 trunk, - string trunk node name
2106 leaves, - string leaves node name
2107 leaves2, - string secondary leaves node name
2108 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2109 angle, - num angle in deg
2110 iterations, - num max # of iterations, usually 2 -5
2111 random_level, - num factor to lower nr of iterations, usually 0 - 3
2112 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2113 thin_branches, - boolean true -> use thin (1 node) branches
2114 fruit, - string fruit node name
2115 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2116 seed, - num random seed
2119 Key for Special L-System Symbols used in Axioms
2120 G - move forward one unit with the pen up
2121 F - move forward one unit with the pen down drawing trunks and branches
2122 f - move forward one unit with the pen down drawing leaves (100% chance)
2123 T - move forward one unit with the pen down drawing trunks only
2124 R - move forward one unit with the pen down placing fruit
2125 A - replace with rules set A
2126 B - replace with rules set B
2127 C - replace with rules set C
2128 D - replace with rules set D
2129 a - replace with rules set A, chance 90%
2130 b - replace with rules set B, chance 80%
2131 c - replace with rules set C, chance 70%
2132 d - replace with rules set D, chance 60%
2133 + - yaw the turtle right by angle parameter
2134 - - yaw the turtle left by angle parameter
2135 & - pitch the turtle down by angle parameter
2136 ^ - pitch the turtle up by angle parameter
2137 / - roll the turtle to the right by angle parameter
2138 * - roll the turtle to the left by angle parameter
2139 [ - save in stack current state info
2140 ] - recover from stack state info
2142 Example usage: spawn small apple tree
2145 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2146 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2147 trunk="default:tree",
2148 leaves="default:leaves",
2152 trunk_type="single",
2155 fruit="default:apple"
2157 minetest.spawn_tree(pos,apple_tree)
2166 collide_with_objects = true, -- collide with other objects if physical=true
2168 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2169 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2170 visual_size = {x=1, y=1},
2172 textures = {}, -- number of required textures depends on visual
2173 colors = {}, -- number of required colors depends on visual
2174 spritediv = {x=1, y=1},
2175 initial_sprite_basepos = {x=0, y=0},
2177 makes_footstep_sound = false,
2178 automatic_rotate = false,
2180 automatic_face_movement_dir = 0.0,
2181 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2184 Entity definition (register_entity)
2186 (Deprecated: Everything in object properties is read directly from here)
2188 initial_properties = <initial object properties>,
2190 on_activate = function(self, staticdata, dtime_s),
2191 on_step = function(self, dtime),
2192 on_punch = function(self, hitter),
2193 on_rightclick = function(self, clicker),
2194 get_staticdata = function(self),
2195 ^ Called sometimes; the string returned is passed to on_activate when
2196 the entity is re-activated from static state
2198 # Also you can define arbitrary member variables here
2199 myvariable = whatever,
2202 ABM (ActiveBlockModifier) definition (register_abm)
2204 -- In the following two fields, also group:groupname will work.
2205 nodenames = {"default:lava_source"},
2206 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2207 ^ If left out or empty, any neighbor will do
2208 interval = 1.0, -- (operation interval)
2209 chance = 1, -- (chance of trigger is 1.0/this)
2210 action = func(pos, node, active_object_count, active_object_count_wider),
2213 Item definition (register_node, register_craftitem, register_tool)
2215 description = "Steel Axe",
2216 groups = {}, -- key=name, value=rating; rating=1..3.
2217 if rating not applicable, use 1.
2218 eg. {wool=1, fluffy=3}
2219 {soil=2, outerspace=1, crumbly=1}
2220 {bendy=2, snappy=1},
2221 {hard=1, metal=1, spikes=1}
2222 inventory_image = "default_tool_steelaxe.png",
2224 wield_scale = {x=1,y=1,z=1},
2227 liquids_pointable = false,
2228 tool_capabilities = {
2229 full_punch_interval = 1.0,
2233 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2234 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2236 damage_groups = {groupname=damage},
2238 node_placement_prediction = nil,
2239 ^ If nil and item is node, prediction is made automatically
2240 ^ If nil and item is not a node, no prediction is made
2241 ^ If "" and item is anything, no prediction is made
2242 ^ Otherwise should be name of node which the client immediately places
2243 on ground when the player places the item. Server will always update
2244 actual result to client in a short moment.
2246 place = <SimpleSoundSpec>,
2249 on_place = func(itemstack, placer, pointed_thing),
2250 ^ Shall place item and return the leftover itemstack
2251 ^ default: minetest.item_place
2252 on_drop = func(itemstack, dropper, pos),
2253 ^ Shall drop item and return the leftover itemstack
2254 ^ default: minetest.item_drop
2255 on_use = func(itemstack, user, pointed_thing),
2257 ^ Function must return either nil if no item shall be removed from
2258 inventory, or an itemstack to replace the original itemstack.
2259 eg. itemstack:take_item(); return itemstack
2260 ^ Otherwise, the function is free to do what it wants.
2261 ^ The default functions handle regular use cases.
2262 after_use = func(itemstack, user, node, digparams),
2264 ^ If defined, should return an itemstack and will be called instead of
2265 wearing out the tool. If returns nil, does nothing.
2266 If after_use doesn't exist, it is the same as:
2267 function(itemstack, user, node, digparams)
2268 itemstack:add_wear(digparams.wear)
2275 - {name="image.png", animation={Tile Animation definition}}
2276 - {name="image.png", backface_culling=bool}
2277 ^ backface culling only supported in special tiles
2278 - deprecated still supported field names:
2281 Tile animation definition:
2282 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2284 Node definition (register_node)
2286 <all fields allowed in item definitions>,
2288 drawtype = "normal", -- See "Node drawtypes"
2290 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2291 ^ For plantlike, the image will start at the bottom of the node; for the
2292 ^ other drawtypes, the image will be centered on the node.
2293 ^ Note that positioning for "torchlike" may still change.
2294 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2295 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2296 ^ List can be shortened to needed length
2297 special_tiles = {tile definition 1, Tile definition 2},
2298 ^ Special textures of node; used rarely (old field name: special_materials)
2299 ^ List can be shortened to needed length
2301 use_texture_alpha = false, -- Use texture's alpha channel
2302 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2303 paramtype = "none", -- See "Nodes"
2304 paramtype2 = "none", -- See "Nodes"
2305 is_ground_content = true, -- If false, cavegen will not carve through this
2306 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2307 walkable = true, -- If true, objects collide with node
2308 pointable = true, -- If true, can be pointed at
2309 diggable = true, -- If false, can never be dug
2310 climbable = false, -- If true, can be climbed on (ladder)
2311 buildable_to = false, -- If true, placed nodes can replace this node
2312 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2313 liquidtype = "none", -- "none"/"source"/"flowing"
2314 liquid_alternative_flowing = "", -- Flowing version of source liquid
2315 liquid_alternative_source = "", -- Source version of flowing liquid
2316 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2317 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2318 freezemelt = "", -- water for snow/ice, ice/snow for water
2319 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2320 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2321 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2322 light_source = 0, -- Amount of light emitted by node
2323 damage_per_second = 0, -- If player is inside node, this damage is caused
2324 node_box = {type="regular"}, -- See "Node boxes"
2325 selection_box = {type="regular"}, -- See "Node boxes"
2326 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2327 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2328 legacy_wallmounted = false, -- Support maps made in and before January 2012
2330 footstep = <SimpleSoundSpec>,
2331 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2332 dug = <SimpleSoundSpec>,
2333 place = <SimpleSoundSpec>,
2336 on_construct = func(pos),
2337 ^ Node constructor; always called after adding node
2338 ^ Can set up metadata and stuff like that
2340 on_destruct = func(pos),
2341 ^ Node destructor; always called before removing node
2343 after_destruct = func(pos, oldnode),
2344 ^ Node destructor; always called after removing node
2347 after_place_node = func(pos, placer, itemstack, pointed_thing),
2348 ^ Called after constructing node when node was placed using
2349 minetest.item_place_node / minetest.place_node
2350 ^ If return true no item is taken from itemstack
2352 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2353 ^ oldmetadata is in table format
2354 ^ Called after destructing node when node was dug using
2355 minetest.node_dig / minetest.dig_node
2357 can_dig = function(pos,player)
2358 ^ returns true if node can be dug, or false if not
2361 on_punch = func(pos, node, puncher, pointed_thing),
2362 ^ default: minetest.node_punch
2363 ^ By default: Calls minetest.register_on_punchnode callbacks
2364 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2366 ^ if defined, itemstack will hold clicker's wielded item
2367 ^ Shall return the leftover itemstack
2368 ^ Note: pointed_thing can be nil, if a mod calls this function
2370 on_dig = func(pos, node, digger),
2371 ^ default: minetest.node_dig
2372 ^ By default: checks privileges, wears out tool and removes node
2374 on_timer = function(pos,elapsed),
2376 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2377 ^ elapsed is the total time passed since the timer was started
2378 ^ return true to run the timer for another cycle with the same timeout value
2380 on_receive_fields = func(pos, formname, fields, sender),
2381 ^ fields = {name1 = value1, name2 = value2, ...}
2382 ^ Called when an UI form (eg. sign text input) returns data
2385 allow_metadata_inventory_move = func(pos, from_list, from_index,
2386 to_list, to_index, count, player),
2387 ^ Called when a player wants to move items inside the inventory
2388 ^ Return value: number of items allowed to move
2390 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2391 ^ Called when a player wants to put something into the inventory
2392 ^ Return value: number of items allowed to put
2393 ^ Return value: -1: Allow and don't modify item count in inventory
2395 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2396 ^ Called when a player wants to take something out of the inventory
2397 ^ Return value: number of items allowed to take
2398 ^ Return value: -1: Allow and don't modify item count in inventory
2400 on_metadata_inventory_move = func(pos, from_list, from_index,
2401 to_list, to_index, count, player),
2402 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2403 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2404 ^ Called after the actual action has happened, according to what was allowed.
2407 on_blast = func(pos, intensity),
2408 ^ intensity: 1.0 = mid range of regular TNT
2409 ^ If defined, called when an explosion touches the node, instead of
2413 Recipe for register_craft: (shaped)
2415 output = 'default:pick_stone',
2417 {'default:cobble', 'default:cobble', 'default:cobble'},
2418 {'', 'default:stick', ''},
2419 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2421 replacements = <optional list of item pairs,
2422 replace one input item with another item on crafting>
2425 Recipe for register_craft (shapeless)
2428 output = 'mushrooms:mushroom_stew',
2431 "mushrooms:mushroom_brown",
2432 "mushrooms:mushroom_red",
2434 replacements = <optional list of item pairs,
2435 replace one input item with another item on crafting>
2438 Recipe for register_craft (tool repair)
2440 type = "toolrepair",
2441 additional_wear = -0.02,
2444 Recipe for register_craft (cooking)
2447 output = "default:glass",
2448 recipe = "default:sand",
2452 Recipe for register_craft (furnace fuel)
2455 recipe = "default:leaves",
2459 Ore definition (register_ore)
2461 ore_type = "scatter", -- See "Ore types"
2462 ore = "default:stone_with_coal",
2463 wherein = "default:stone",
2464 ^ a list of nodenames is supported too
2465 clust_scarcity = 8*8*8,
2466 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2467 ^ This value should be *MUCH* higher than your intuition might tell you!
2469 ^ Number of ores in a cluster
2471 ^ Size of the bounding box of the cluster
2472 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2473 height_min = -31000,
2476 ^ Attributes for this ore generation
2477 noise_threshhold = 0.5,
2478 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2479 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2480 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2481 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2484 Decoration definition (register_decoration)
2486 deco_type = "simple", -- See "Decoration types"
2487 place_on = "default:dirt_with_grass",
2488 ^ Node that decoration can be placed on
2490 ^ Size of divisions made in the chunk being generated.
2491 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2493 ^ Ratio of the area to be uniformly filled by the decoration.
2494 ^ Used only if noise_params is not specified.
2495 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2496 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2497 ^ The result of this is multiplied by the 2d area of the division being decorated.
2498 biomes = {"Oceanside", "Hills", "Plains"},
2499 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2500 ^ and ignored if the Mapgen being used does not support biomes.
2502 ----- Simple-type parameters
2503 decoration = "default:grass",
2504 ^ The node name used as the decoration.
2505 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2507 ^ Number of nodes high the decoration is made.
2508 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2510 ^ Number of nodes the decoration can be at maximum.
2511 ^ If absent, the parameter 'height' is used as a constant.
2512 spawn_by = "default:water",
2513 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2515 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2516 ^ If absent or -1, decorations occur next to any nodes.
2518 ----- Schematic-type parameters
2519 schematic = "foobar.mts",
2520 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2521 ^ specified Minetest schematic file.
2522 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2523 ^ and an optional table yslice_prob:
2525 size = {x=4, y=6, z=4},
2527 {name="cobble", param1=255, param2=0},
2528 {name="dirt_with_grass", param1=255, param2=0},
2537 ^ See 'Schematic specifier' for details.
2538 replacements = {{"oldname", "convert_to"}, ...},
2539 flags = "place_center_x, place_center_z",
2540 ^ Flags for schematic decorations. See 'Schematic attributes'.
2541 rotation = "90" --rotate schematic 90 degrees on placement
2542 ^ Rotation can be "0", "90", "180", "270", or "random".
2545 Chatcommand definition (register_chatcommand)
2547 params = "<name> <privilege>", -- Short parameter description
2548 description = "Remove privilege from player", -- Full description
2549 privs = {privs=true}, -- Require the "privs" privilege to run
2550 func = function(name, param), -- Called when command is run.
2551 -- Returns boolean success and text output.
2554 Detached inventory callbacks
2556 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2557 ^ Called when a player wants to move items inside the inventory
2558 ^ Return value: number of items allowed to move
2560 allow_put = func(inv, listname, index, stack, player),
2561 ^ Called when a player wants to put something into the inventory
2562 ^ Return value: number of items allowed to put
2563 ^ Return value: -1: Allow and don't modify item count in inventory
2565 allow_take = func(inv, listname, index, stack, player),
2566 ^ Called when a player wants to take something out of the inventory
2567 ^ Return value: number of items allowed to take
2568 ^ Return value: -1: Allow and don't modify item count in inventory
2570 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2571 on_put = func(inv, listname, index, stack, player),
2572 on_take = func(inv, listname, index, stack, player),
2573 ^ Called after the actual action has happened, according to what was allowed.
2577 HUD Definition (hud_add, hud_get)
2579 hud_elem_type = "image", -- see HUD element types
2580 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2581 position = {x=0.5, y=0.5},
2582 ^ Left corner position of element
2588 ^ Selected item in inventory. 0 for no item selected.
2590 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2591 alignment = {x=0, y=0},
2592 ^ See "HUD Element Types"
2593 offset = {x=0, y=0},
2594 ^ See "HUD Element Types"
2595 size = { x=100, y=100 },
2596 ^ Size of element in pixels
2599 Particle definition (add_particle)
2601 pos = {x=0, y=0, z=0},
2602 velocity = {x=0, y=0, z=0},
2603 acceleration = {x=0, y=0, z=0},
2604 ^ Spawn particle at pos with velocity and acceleration
2606 ^ Disappears after expirationtime seconds
2608 collisiondetection = false,
2609 ^ collisiondetection: if true collides with physical objects
2611 ^ vertical: if true faces player using y axis only
2612 texture = "image.png",
2613 ^ Uses texture (string)
2614 playername = "singleplayer"
2615 ^ Playername is optional, if specified spawns particle only on the player's client
2618 Particlespawner definition (add_particlespawner)
2622 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2623 minpos = {x=0, y=0, z=0},
2624 maxpos = {x=0, y=0, z=0},
2625 minvel = {x=0, y=0, z=0},
2626 maxvel = {x=0, y=0, z=0},
2627 minacc = {x=0, y=0, z=0},
2628 maxacc = {x=0, y=0, z=0},
2633 ^ The particle's properties are random values in between the boundings:
2634 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2635 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2636 collisiondetection = false,
2637 ^ collisiondetection: if true uses collisiondetection
2639 ^ vertical: if true faces player using y axis only
2640 texture = "image.png",
2641 ^ Uses texture (string)
2642 playername = "singleplayer"
2643 ^ Playername is optional, if specified spawns particle only on the player's client