1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod directory structure
50 ------------------------
56 | | |-- modname_stuff.png
57 | | `-- modname_something_else.png
64 The location of this directory can be fetched by using
65 minetest.get_modpath(modname)
68 List of mods that have to be loaded before loading this mod.
69 A single line contains a single modname.
72 The main Lua script. Running this script should register everything it
73 wants to register. Subsequent execution depends on minetest calling the
76 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
77 to read custom or existing settings at load time, if necessary.
79 textures, sounds, media:
80 Media files (textures, sounds, whatever) that will be transferred to the
81 client and will be available for use by the mod.
83 Naming convention for registered textual names
84 ----------------------------------------------
85 Registered names should generally be in this format:
86 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
88 This is to prevent conflicting names from corrupting maps and is
89 enforced by the mod loader.
91 Example: mod "experimental", ideal item/node/entity name "tnt":
92 -> the name should be "experimental:tnt".
94 Enforcement can be overridden by prefixing the name with ":". This can
95 be used for overriding the registrations of some other mod.
97 Example: Any mod can redefine experimental:tnt by using the name
98 ":experimental:tnt" when registering it.
99 (also that mod is required to have "experimental" as a dependency)
101 The ":" prefix can also be used for maintaining backwards compatibility.
105 Aliases can be added by using minetest.register_alias(name, convert_to)
107 This will make Minetest to convert things called name to things called
110 This can be used for maintaining backwards compatibility.
112 This can be also used for setting quick access names for things, eg. if
113 you have an item called epiclylongmodname:stuff, you could do
114 minetest.register_alias("stuff", "epiclylongmodname:stuff")
115 and be able to use "/giveme stuff".
119 Mods should generally prefix their textures with modname_, eg. given
120 the mod name "foomod", a texture could be called
121 "foomod_foothing.png"
123 Textures are referred to by their complete name, or alternatively by
124 stripping out the file extension:
125 eg. foomod_foothing.png
130 Only OGG files are supported.
132 For positional playing of sounds, only single-channel (mono) files are
133 supported. Otherwise OpenAL will play them non-positionally.
135 Mods should generally prefix their sounds with modname_, eg. given
136 the mod name "foomod", a sound could be called
137 "foomod_foosound.ogg"
139 Sounds are referred to by their name with a dot, a single digit and the
140 file extension stripped out. When a sound is played, the actual sound file
141 is chosen randomly from the matching sounds.
143 When playing the sound "foomod_foosound", the sound is chosen randomly
144 from the available ones of the following files:
146 foomod_foosound.0.ogg
147 foomod_foosound.1.ogg
149 foomod_foosound.9.ogg
151 Examples of sound parameter tables:
152 -- Play locationless on all clients
154 gain = 1.0, -- default
156 -- Play locationless to a player
159 gain = 1.0, -- default
161 -- Play in a location
164 gain = 1.0, -- default
165 max_hear_distance = 32, -- default
167 -- Play connected to an object, looped
169 object = <an ObjectRef>,
170 gain = 1.0, -- default
171 max_hear_distance = 32, -- default
172 loop = true, -- only sounds connected to objects can be looped
175 Representations of simple things
176 --------------------------------
177 MapNode representation:
178 {name="name", param1=num, param2=num}
180 MapNodes do not directly have any other data associated with them.
181 If you want to access the definition of the node, you access
182 minetest.registered_nodes[node.name]
184 param1 and param2 are 8 bit and 4 bit integers, respectively. They
185 are reserved for certain automated functions. If you don't use these
186 functions, you can use them to store arbitrary values.
188 param1 is reserved for the engine when:
190 param2 is reserved for the engine when any of these are used:
191 liquidtype == "flowing"
192 drawtype == "flowingliquid"
193 drawtype == "torchlike"
194 drawtype == "signlike"
197 {x=num, y=num, z=num}
198 Currently the API does not provide any helper functions for addition,
199 subtraction and whatever; you can define those that you need yourself.
201 stackstring/itemstring: A stack of items in serialized format.
203 eg. 'default:pick_wood 21323'
206 item: A stack of items in Lua table format.
207 eg. {name="default:dirt", count=5, wear=0, metadata=""}
209 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
210 ^ a wooden pick about 1/3 weared out
211 eg. {name="default:apple", count=1, wear=0, metadata=""}
214 Any time an item must be passed to a function, it can be an
215 ItemStack (see below), an itemstring or a table in the above format.
219 eg. "default_place_node"
221 eg. {name="default_place_node"}
222 eg. {name="default_place_node", gain=1.0}
226 Node (register_node):
227 A node from the world
228 Tool (register_tool):
229 A tool/weapon that can dig and damage things according to tool_capabilities
230 Craftitem (register_craftitem):
235 In a number of places, there is a group table. Groups define the
236 properties of a thing (item, node, armor of entity, capabilities of
237 tool) in such a way that the engine and other mods can can interact with
238 the thing without actually knowing what the thing is.
241 - Groups are stored in a table, having the group names with keys and the
242 group ratings as values. For example:
243 groups = {crumbly=3, soil=1}
244 ^ Default dirt (soil group actually currently not defined; TODO)
245 groups = {crumbly=2, soil=1, level=2, outerspace=1}
246 ^ A more special dirt-kind of thing
247 - Groups always have a rating associated with them. If there is no
248 useful meaning for a rating for an enabled group, it shall be 1.
249 - When not defined, the rating of a group defaults to 0. Thus when you
250 read groups, you must interpret nil and 0 as the same value, 0.
254 Groups of items can define what kind of an item it is (eg. wool).
258 In addition to the general item things, whether a node is diggable and how
259 long it takes is defined by using groups.
263 For entities, groups are, as of now, used only for calculating damage.
265 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
266 object.set_armor_groups({level=2, fleshy=2, cracky=2})
270 Groups in tools define which groups of nodes and entities they are
273 Groups in crafting recipes
274 ---------------------------
275 - Not implemented yet. (TODO)
276 - Will probably look like this:
278 output = 'food:meat_soup_raw',
284 preserve = {'group:bowl'},
289 - immortal: Disables the group damage system for an entity
290 - level: Can be used to give an additional sense of progression in the game.
291 - A larger level will cause eg. a weapon of a lower level make much less
292 damage, and get weared out much faster, or not be able to get drops
293 from destroyed nodes.
294 - 0 is something that is directly accessible at the start of gameplay
295 - dig_immediate: (player can always pick up node without tool wear)
296 - 2: node is removed without tool wear after 0.5 seconds or so
298 - 3: node is removed without tool wear immediately (torch)
300 Known damage and digging time defining groups
301 ----------------------------------------------
302 - crumbly: dirt, sand
303 - cracky: tough but crackable stuff like stone.
304 - snappy: something that can be cut using fine tools; eg. leaves, small
305 plants, wire, sheets of metal
306 - choppy: something that can be cut using force; eg. trees, wooden planks
307 - fleshy: Living things like animals and the player. This could imply
308 some blood effects when hitting.
309 - explody: Especially prone to explosions
310 - oddly_breakable_by_hand:
311 Can be added to nodes that shouldn't logically be breakable by the
312 hand but are. Somewhat similar to dig_immediate, but times are more
313 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
314 speed of a tool if the tool can dig at a larger speed than this
315 suggests for the hand.
317 Examples of custom groups
318 --------------------------
319 Item groups are often used for defining, well, //groups of items//.
320 - meat: any meat-kind of a thing (rating might define the size or healing
321 ability or be irrelevant - it is not defined as of yet)
322 - eatable: anything that can be eaten. Rating might define HP gain in half
324 - flammable: can be set on fire. Rating might define the intensity of the
325 fire, affecting eg. the speed of the spreading of an open fire.
326 - wool: any wool (any origin, any color)
329 - heavy: anything considerably heavy
331 Digging time calculation specifics
332 -----------------------------------
333 Groups such as **crumbly**, **cracky** and **snappy** are used for this
334 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
337 Also, the **level** group is used.
339 Tools define their properties by a list of parameters for groups. They
340 cannot dig other groups; thus it is important to use a standard bunch of
341 groups to enable interaction with tools.
343 **Example definition of the digging capabilities of a tool:**
344 tool_capabilities = {
345 full_punch_interval=1.5,
348 crumbly={maxwear=0.01, maxlevel=2, times={[1]=0.80, [2]=0.60, [3]=0.40}}
353 * Full punch interval Maximum drop level For an arbitrary list of groups:
354 * Maximum level (usually 0, 1, 2 or 3) Maximum wear (0...1) Digging times
356 **Full punch interval**: When used as a weapon, the tool will do full
357 damage if this time is spent between punches. If eg. half the time is
358 spent, the tool will do half damage.
360 **Maximum drop level** suggests the maximum level of node, when dug with
361 the tool, that will drop it's useful item. (eg. iron ore to drop a lump of
364 **Maximum level** tells what is the maximum level of a node of this group
365 that the tool will be able to dig.
367 **Maximum wear** determines how much the tool wears out when it is used for
368 digging a node, of this group, of the maximum level. For lower leveled
369 tools, the wear is divided by //4// to the exponent //level difference//.
370 This means for a maximum wear of 0.1, a level difference 1 will result in
371 wear=0.1/4=0.025, and a level difference of 2 will result in
372 wear=0.1/(4*4)=0.00625.
374 **Digging times** is basically a list of digging times for different
375 ratings of the group. It also determines the damage done to entities, based
376 on their "armor groups".
377 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
378 * result the tool to be able to dig nodes that have a rating of 2 or 3
379 * for this group, and unable to dig the rating 1, which is the toughest.
380 * Unless there is a matching group that enables digging otherwise. For
381 * entities, damage equals the amount of nodes dug in the time spent
382 * between hits, with a maximum of ''full_punch_interval''.
384 Entity damage mechanism
385 ------------------------
386 Client predicts damage based on damage groups. Because of this, it is able to
387 give an immediate response when an entity is damaged or dies; the response is
388 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
391 The group **immortal** will completely disable normal damage.
393 Entities can define a special armor group, which is **punch_operable**. This
394 group will disable the regular damage mechanism for players punching it by hand
397 On the Lua side, every punch calls ''entity:on_punch(puncher,
398 time_from_last_punch, tool_capabilities, direction)''. This should never be
399 called directly, because damage is usually not handled by the entity itself.
400 * ''puncher'' is the object performing the punch. Can be nil. Should never be
401 accessed unless absolutely required.
402 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
403 * ''tool_capabilities'' can be nil.
404 * ''direction'' is a unit vector, pointing from the source of the punch to
407 To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''.
408 * Return value is tool wear.
409 * Parameters are equal to the above callback.
410 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
411 automatically filled in based on the location of ''puncher''.
415 dump2(obj, name="_", dumped={})
416 ^ Return object serialized as a string, handles reference loops
418 ^ Return object serialized as a string
420 minetest namespace reference
421 -----------------------------
422 minetest.get_current_modname() -> string
423 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
424 ^ Useful for loading additional .lua modules or static data from mod
425 minetest.get_worldpath(modname) -> eg. "/home/user/.minetest/world"
426 ^ Useful for storing custom data
431 minetest.log(loglevel, line)
432 ^ loglevel one of "error", "action", "info", "verbose"
434 minetest.register_entity(name, prototype table)
435 minetest.register_abm(abm definition)
436 minetest.register_node(name, node definition)
437 minetest.register_tool(name, item definition)
438 minetest.register_craftitem(name, item definition)
439 minetest.register_alias(name, convert_to)
440 minetest.register_craft(recipe)
442 minetest.register_globalstep(func(dtime))
443 minetest.register_on_placenode(func(pos, newnode, placer))
444 minetest.register_on_dignode(func(pos, oldnode, digger))
445 minetest.register_on_punchnode(func(pos, node, puncher))
446 minetest.register_on_generated(func(minp, maxp))
447 minetest.register_on_newplayer(func(ObjectRef))
448 minetest.register_on_dieplayer(func(ObjectRef))
449 minetest.register_on_respawnplayer(func(ObjectRef))
450 ^ return true in func to disable regular player placement
451 ^ currently called _before_ repositioning of player occurs
452 minetest.register_on_chat_message(func(name, message))
454 minetest.add_to_creative_inventory(itemstring)
455 minetest.setting_get(name) -> string or nil
456 minetest.setting_getbool(name) -> boolean value or nil
458 minetest.chat_send_all(text)
459 minetest.chat_send_player(name, text)
460 minetest.get_player_privs(name) -> set of privs
461 minetest.get_inventory(location) -> InvRef
462 ^ location = eg. {type="player", name="celeron55"}
463 {type="node", pos={x=, y=, z=}}
465 minetest.sound_play(spec, parameters) -> handle
466 ^ spec = SimpleSoundSpec
467 ^ parameters = sound parameter table
468 minetest.sound_stop(handle)
470 minetest.after(time, func)
471 ^ Call function after time seconds
474 minetest.env - environment reference
477 minetest.registered_items
478 ^ List of registered items, indexed by name
479 minetest.registered_nodes
480 ^ List of registered node definitions, indexed by name
481 minetest.registered_craftitems
482 ^ List of registered craft item definitions, indexed by name
483 minetest.registered_tools
484 ^ List of registered tool definitions, indexed by name
485 minetest.registered_entities
486 ^ List of registered entity prototypes, indexed by name
488 ^ List of object references, indexed by active object id
490 ^ List of lua entities, indexed by active object id
492 Deprecated but defined for backwards compatibility:
493 minetest.digprop_constanttime(time)
494 minetest.digprop_stonelike(toughness)
495 minetest.digprop_dirtlike(toughness)
496 minetest.digprop_gravellike(toughness)
497 minetest.digprop_woodlike(toughness)
498 minetest.digprop_leaveslike(toughness)
499 minetest.digprop_glasslike(toughness)
503 EnvRef: basically ServerEnvironment and ServerMap combined.
505 - add_node(pos, node)
508 ^ Returns {name="ignore", ...} for unloaded area
509 - get_node_or_nil(pos)
510 ^ Returns nil for unloaded area
511 - get_node_light(pos, timeofday) -> 0...15 or nil
512 ^ timeofday: nil = current time, 0 = night, 0.5 = day
513 - add_entity(pos, name): Returns ObjectRef or nil if failed
514 - add_item(pos, itemstring)
517 - get_meta(pos) -- Get a NodeMetaRef at that position
518 - get_player_by_name(name) -- Get an ObjectRef to a player
519 - get_objects_inside_radius(pos, radius)
520 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
523 NodeMetaRef (this stuff is subject to change in a future version)
526 - allows_text_input()
527 - set_text(text) -- eg. set the text of a sign
531 Generic node metadata specific:
532 - set_infotext(infotext)
533 - get_inventory() -> InvRef
534 - set_inventory_draw_spec(string)
535 - set_allow_text_input(bool)
536 - set_allow_removal(bool)
537 - set_enforce_owner(bool)
538 - is_inventory_modified()
539 - reset_inventory_modified()
541 - reset_text_modified()
542 - set_string(name, value)
545 ObjectRef: Moving things in the game are generally these
546 (basically reference to a C++ ServerActiveObject)
548 - remove(): remove object (after returning from Lua)
549 - getpos() -> {x=num, y=num, z=num}
550 - setpos(pos); pos={x=num, y=num, z=num}
551 - moveto(pos, continuous=false): interpolated move
552 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
553 ^ puncher = an another ObjectRef,
554 ^ time_from_last_punch = time since last punch action of the puncher
555 - right_click(clicker); clicker = an another ObjectRef
556 - get_hp(): returns number of hitpoints (2 * number of hearts)
557 - set_hp(hp): set number of hitpoints (2 * number of hearts)
558 - get_inventory() -> InvRef
559 - get_wield_list(): returns the name of the inventory list the wielded item is in
560 - get_wield_index(): returns the index of the wielded item
561 - get_wielded_item() -> ItemStack
562 - set_wielded_item(item): replaces the wielded item, returns true if successful
563 LuaEntitySAO-only: (no-op for other objects)
564 - setvelocity({x=num, y=num, z=num})
565 - getvelocity() -> {x=num, y=num, z=num}
566 - setacceleration({x=num, y=num, z=num})
567 - getacceleration() -> {x=num, y=num, z=num}
569 - getyaw() -> radians
571 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
572 - select_horiz_by_yawpitch=false)
573 - ^ Select sprite from spritesheet with optional animation and DM-style
574 - texture selection based on yaw relative to camera
575 - set_armor_groups({group1=rating, group2=rating, ...})
576 - get_entity_name() (DEPRECATED: Will be removed in a future version)
578 Player-only: (no-op for other objects)
579 - get_player_name(): will return nil if is not a player
580 - get_look_dir(): get camera direction as a unit vector
581 - get_look_pitch(): pitch in radians
582 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
584 InvRef: Reference to an inventory
586 - get_size(listname): get size of a list
587 - set_size(listname, size): set size of a list
588 - get_stack(listname, i): get a copy of stack index i in list
589 - set_stack(listname, i, stack): copy stack to index i in list
590 - get_list(listname): return full list
591 - set_list(listname, list): set full list (size will not change)
592 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
593 - room_for_item(listname, stack): returns true if the stack of items
594 can be fully added to the list
595 - contains_item(listname, stack): returns true if the stack of items
596 can be fully taken from the list
597 remove_item(listname, stack): take as many items as specified from the list,
598 returns the items that were actually removed (as an ItemStack)
600 ItemStack: A stack of items.
602 - is_empty(): return true if stack is empty
603 - get_name(): returns item name (e.g. "default:stone")
604 - get_count(): returns number of items on the stack
605 - get_wear(): returns tool wear (0-65535), 0 for non-tools
606 - get_metadata(): returns metadata (a string attached to an item stack)
607 - clear(): removes all items from the stack, making it empty
608 - replace(item): replace the contents of this stack (item can also
609 be an itemstring or table)
610 - to_string(): returns the stack in itemstring form
611 - to_table(): returns the stack in Lua table form
612 - get_stack_max(): returns the maximum size of the stack (depends on the item)
613 - get_free_space(): returns get_stack_max() - get_count()
614 - is_known(): returns true if the item name refers to a defined item type
615 - get_definition(): returns the item definition table
616 - get_tool_capabilities(): returns the digging properties of the item,
617 ^ or those of the hand if none are defined for this item type
618 - add_wear(amount): increases wear by amount if the item is a tool
619 - add_item(item): put some item or stack onto this stack,
620 ^ returns leftover ItemStack
621 - item_fits(item): returns true if item or stack can be fully added to this one
622 - take_item(n): take (and remove) up to n items from this stack
623 ^ returns taken ItemStack
624 ^ if n is omitted, n=1 is used
625 - peek_item(n): copy (don't remove) up to n items from this stack
626 ^ returns copied ItemStack
627 ^ if n is omitted, n=1 is used
631 - Functions receive a "luaentity" as self:
632 - It has the member .name, which is the registered name ("mod:thing")
633 - It has the member .object, which is an ObjectRef pointing to the object
634 - The original prototype stuff is visible directly via a metatable
636 - on_activate(self, staticdata)
637 ^ Called when the object is instantiated.
638 - on_step(self, dtime)
639 ^ Called on every server tick (dtime is usually 0.05 seconds)
640 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
641 ^ Called when somebody punches the object.
642 ^ Note that you probably want to handle most punches using the
643 automatic armor group system.
644 ^ puncher: ObjectRef (can be nil)
645 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
646 ^ tool_capabilities: capability table of used tool (can be nil)
647 ^ dir: unit vector of direction of punch. Always defined. Points from
648 the puncher to the punched.
649 - on_rightclick(self, clicker)
650 - get_staticdata(self)
651 ^ Should return a string that will be passed to on_activate when
652 the object is instantiated the next time.
657 Entity definition (register_entity)
660 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
661 visual = "cube"/"sprite",
662 visual_size = {x=1, y=1},
663 textures = {texture,texture,texture,texture,texture,texture},
664 spritediv = {x=1, y=1},
665 initial_sprite_basepos = {x=0, y=0},
666 on_activate = function(self, staticdata),
667 on_step = function(self, dtime),
668 on_punch = function(self, hitter),
669 on_rightclick = function(self, clicker),
670 get_staticdata = function(self),
671 # Also you can define arbitrary member variables here
672 myvariable = whatever,
675 ABM (ActiveBlockModifier) definition (register_abm)
677 nodenames = {"default:lava_source"},
678 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
679 ^ If left out or empty, any neighbor will do
680 interval = 1.0, -- (operation interval)
681 chance = 1, -- (chance of trigger is 1.0/this)
682 action = func(pos, node, active_object_count, active_object_count_wider),
685 Item definition (register_node, register_craftitem, register_tool)
687 description = "Steel Axe",
688 groups = {}, -- key=name, value=rating; rating=1..3.
689 if rating not applicable, use 1.
690 eg. {wool=1, fluffy=3}
691 {soil=2, outerspace=1, crumbly=1}
693 {hard=1, metal=1, spikes=1}
694 inventory_image = "default_tool_steelaxe.png",
696 wield_scale = {x=1,y=1,z=1},
698 liquids_pointable = false,
699 tool_capabilities = {
700 full_punch_interval = 1.0,
704 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
705 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
706 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
709 on_drop = func(item, dropper, pos),
710 on_place = func(item, placer, pointed_thing),
711 on_use = func(item, user, pointed_thing),
714 Node definition (register_node)
716 <all fields allowed in item definitions>,
720 tile_images = {"default_unknown_block.png"},
721 special_materials = {
722 {image="", backface_culling=true},
723 {image="", backface_culling=true},
726 post_effect_color = {a=0, r=0, g=0, b=0},
729 is_ground_content = false,
730 sunlight_propagates = false,
735 buildable_to = false,
737 -- alternatively drop = { max_items = ..., items = { ... } }
740 liquid_alternative_flowing = "",
741 liquid_alternative_source = "",
742 liquid_viscosity = 0,
744 damage_per_second = 0,
745 selection_box = {type="regular"},
746 legacy_facedir_simple = false, -- Support maps made in and before January 2012
747 legacy_wallmounted = false, -- Support maps made in and before January 2012
749 footstep = <SimpleSoundSpec>,
750 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
751 dug = <SimpleSoundSpec>,
755 Recipe: (register_craft)
757 output = 'default:pick_stone',
759 {'default:cobble', 'default:cobble', 'default:cobble'},
760 {'', 'default:stick', ''},
761 {'', 'default:stick', ''},
763 replacements = <optional list of item pairs,
764 replace one input item with another item on crafting>
770 output = 'mushrooms:mushroom_stew',
773 "mushrooms:mushroom_brown",
774 "mushrooms:mushroom_red",
776 replacements = <optional list of item pairs,
777 replace one input item with another item on crafting>
780 Recipe (tool repair):
783 additional_wear = -0.02,
789 output = "default:glass",
790 recipe = "default:sand",
794 Recipe (furnace fuel):
797 recipe = "default:leaves",