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 load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
62 Mod directory structure
63 ------------------------
69 | | |-- modname_stuff.png
70 | | `-- modname_something_else.png
77 The location of this directory can be fetched by using
78 minetest.get_modpath(modname)
81 List of mods that have to be loaded before loading this mod.
82 A single line contains a single modname.
85 The main Lua script. Running this script should register everything it
86 wants to register. Subsequent execution depends on minetest calling the
89 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
90 to read custom or existing settings at load time, if necessary.
92 textures, sounds, media:
93 Media files (textures, sounds, whatever) that will be transferred to the
94 client and will be available for use by the mod.
96 Naming convention for registered textual names
97 ----------------------------------------------
98 Registered names should generally be in this format:
99 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
101 This is to prevent conflicting names from corrupting maps and is
102 enforced by the mod loader.
104 Example: mod "experimental", ideal item/node/entity name "tnt":
105 -> the name should be "experimental:tnt".
107 Enforcement can be overridden by prefixing the name with ":". This can
108 be used for overriding the registrations of some other mod.
110 Example: Any mod can redefine experimental:tnt by using the name
111 ":experimental:tnt" when registering it.
112 (also that mod is required to have "experimental" as a dependency)
114 The ":" prefix can also be used for maintaining backwards compatibility.
118 Aliases can be added by using minetest.register_alias(name, convert_to)
120 This will make Minetest to convert things called name to things called
123 This can be used for maintaining backwards compatibility.
125 This can be also used for setting quick access names for things, eg. if
126 you have an item called epiclylongmodname:stuff, you could do
127 minetest.register_alias("stuff", "epiclylongmodname:stuff")
128 and be able to use "/giveme stuff".
132 Mods should generally prefix their textures with modname_, eg. given
133 the mod name "foomod", a texture could be called
134 "foomod_foothing.png"
136 Textures are referred to by their complete name, or alternatively by
137 stripping out the file extension:
138 eg. foomod_foothing.png
143 Only OGG files are supported.
145 For positional playing of sounds, only single-channel (mono) files are
146 supported. Otherwise OpenAL will play them non-positionally.
148 Mods should generally prefix their sounds with modname_, eg. given
149 the mod name "foomod", a sound could be called
150 "foomod_foosound.ogg"
152 Sounds are referred to by their name with a dot, a single digit and the
153 file extension stripped out. When a sound is played, the actual sound file
154 is chosen randomly from the matching sounds.
156 When playing the sound "foomod_foosound", the sound is chosen randomly
157 from the available ones of the following files:
159 foomod_foosound.0.ogg
160 foomod_foosound.1.ogg
162 foomod_foosound.9.ogg
164 Examples of sound parameter tables:
165 -- Play locationless on all clients
167 gain = 1.0, -- default
169 -- Play locationless to a player
172 gain = 1.0, -- default
174 -- Play in a location
177 gain = 1.0, -- default
178 max_hear_distance = 32, -- default
180 -- Play connected to an object, looped
182 object = <an ObjectRef>,
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
185 loop = true, -- only sounds connected to objects can be looped
190 Nodes are the bulk data of the world: cubes and other things that take the
191 space of a cube. Huge amounts of them are handled efficiently, but they
194 The definition of a node is stored and can be accessed by name in
195 minetest.registered_nodes[node.name]
197 Please note that for unknown nodes (eg. a node of an uninstalled mod) the
198 minetest.registered_nodes field for the node is nil.
200 Nodes are passed by value in Lua. They are represented by a table:
201 {name="name", param1=num, param2=num}
203 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
204 uses them for certain automated functions. If you don't use these
205 functions, you can use them to store arbitrary values.
207 The functions of param1 and param2 are determined by certain fields in the
209 param1 is reserved for the engine when paramtype != "none":
211 ^ The value stores light with and without sun in it's
212 upper and lower 4 bits.
213 param2 is reserved for the engine when any of these are used:
214 liquidtype == "flowing"
215 ^ The level and some flags of the liquid is stored in param2
216 drawtype == "flowingliquid"
217 ^ The drawn liquid level is read from param2
218 drawtype == "torchlike"
219 drawtype == "signlike"
220 paramtype2 == "wallmounted"
221 ^ The rotation of the node is stored in param2. You can make this value
222 by using minetest.dir_to_wallmounted().
223 paramtype2 == "facedir"
224 ^ The rotation of the node is stored in param2. Furnaces and chests are
225 rotated this way. Can be made by using minetest.dir_to_facedir().
227 Representations of simple things
228 --------------------------------
230 {x=num, y=num, z=num}
231 Currently the API does not provide any helper functions for addition,
232 subtraction and whatever; you can define those that you need yourself.
234 stackstring/itemstring: A stack of items in serialized format.
236 eg. 'default:pick_wood 21323'
239 item: A stack of items in Lua table format.
240 eg. {name="default:dirt", count=5, wear=0, metadata=""}
242 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
243 ^ a wooden pick about 1/3 weared out
244 eg. {name="default:apple", count=1, wear=0, metadata=""}
247 Any time an item must be passed to a function, it can be an
248 ItemStack (see below), an itemstring or a table in the above format.
252 eg. "default_place_node"
254 eg. {name="default_place_node"}
255 eg. {name="default_place_node", gain=1.0}
259 Node (register_node):
260 A node from the world
261 Tool (register_tool):
262 A tool/weapon that can dig and damage things according to tool_capabilities
263 Craftitem (register_craftitem):
268 In a number of places, there is a group table. Groups define the
269 properties of a thing (item, node, armor of entity, capabilities of
270 tool) in such a way that the engine and other mods can can interact with
271 the thing without actually knowing what the thing is.
274 - Groups are stored in a table, having the group names with keys and the
275 group ratings as values. For example:
276 groups = {crumbly=3, soil=1}
277 ^ Default dirt (soil group actually currently not defined; TODO)
278 groups = {crumbly=2, soil=1, level=2, outerspace=1}
279 ^ A more special dirt-kind of thing
280 - Groups always have a rating associated with them. If there is no
281 useful meaning for a rating for an enabled group, it shall be 1.
282 - When not defined, the rating of a group defaults to 0. Thus when you
283 read groups, you must interpret nil and 0 as the same value, 0.
287 Groups of items can define what kind of an item it is (eg. wool).
291 In addition to the general item things, groups are used to define whether
292 a node is destroyable and how long it takes to destroy by a tool.
296 For entities, groups are, as of now, used only for calculating damage.
298 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
299 object.set_armor_groups({level=2, fleshy=2, cracky=2})
303 Groups in tools define which groups of nodes and entities they are
306 Groups in crafting recipes
307 ---------------------------
308 - Not implemented yet. (TODO)
309 - Will probably look like this:
311 output = 'food:meat_soup_raw',
317 preserve = {'group:bowl'},
322 - immortal: Disables the group damage system for an entity
323 - level: Can be used to give an additional sense of progression in the game.
324 - A larger level will cause eg. a weapon of a lower level make much less
325 damage, and get weared out much faster, or not be able to get drops
326 from destroyed nodes.
327 - 0 is something that is directly accessible at the start of gameplay
328 - There is no upper limit
329 - dig_immediate: (player can always pick up node without tool wear)
330 - 2: node is removed without tool wear after 0.5 seconds or so
332 - 3: node is removed without tool wear immediately (torch)
334 Known damage and digging time defining groups
335 ----------------------------------------------
336 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
337 - crumbly: dirt, sand
338 - cracky: tough but crackable stuff like stone.
339 - snappy: something that can be cut using fine tools; eg. leaves, small
340 plants, wire, sheets of metal
341 - choppy: something that can be cut using force; eg. trees, wooden planks
342 - fleshy: Living things like animals and the player. This could imply
343 some blood effects when hitting.
344 - explody: Especially prone to explosions
345 - oddly_breakable_by_hand:
346 Can be added to nodes that shouldn't logically be breakable by the
347 hand but are. Somewhat similar to dig_immediate, but times are more
348 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
349 speed of a tool if the tool can dig at a larger speed than this
350 suggests for the hand.
352 Examples of custom groups
353 --------------------------
354 Item groups are often used for defining, well, //groups of items//.
355 - meat: any meat-kind of a thing (rating might define the size or healing
356 ability or be irrelevant - it is not defined as of yet)
357 - eatable: anything that can be eaten. Rating might define HP gain in half
359 - flammable: can be set on fire. Rating might define the intensity of the
360 fire, affecting eg. the speed of the spreading of an open fire.
361 - wool: any wool (any origin, any color)
364 - heavy: anything considerably heavy
366 Digging time calculation specifics
367 -----------------------------------
368 Groups such as **crumbly**, **cracky** and **snappy** are used for this
369 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
372 The **level** group is used to limit the toughness of nodes a tool can dig
373 and to scale the digging times / damage to a greater extent.
375 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
378 Tools define their properties by a list of parameters for groups. They
379 cannot dig other groups; thus it is important to use a standard bunch of
380 groups to enable interaction with tools.
383 * Full punch interval
385 * For an arbitrary list of groups:
386 * Uses (until the tool breaks)
387 * Maximum level (usually 0, 1, 2 or 3)
390 **Full punch interval**:
391 When used as a weapon, the tool will do full damage if this time is spent
392 between punches. If eg. half the time is spent, the tool will do half
395 **Maximum drop level**
396 Suggests the maximum level of node, when dug with the tool, that will drop
397 it's useful item. (eg. iron ore to drop a lump of iron).
398 - This is not automated; it is the responsibility of the node definition
402 Determines how many uses the tool has when it is used for digging a node,
403 of this group, of the maximum level. For lower leveled nodes, the use count
404 is multiplied by 3^leveldiff.
405 - uses=10, leveldiff=0 -> actual_uses=10
406 - uses=10, leveldiff=1 -> actual_uses=30
407 - uses=10, leveldiff=2 -> actual_uses=90
410 Tells what is the maximum level of a node of this group that the tool will
414 List of digging times for different ratings of the group, for nodes of the
416 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
417 result the tool to be able to dig nodes that have a rating of 2 or 3
418 for this group, and unable to dig the rating 1, which is the toughest.
419 Unless there is a matching group that enables digging otherwise.
420 * For entities, damage equals the amount of nodes dug in the time spent
421 between hits, with a maximum time of ''full_punch_interval''.
423 Example definition of the capabilities of a tool
424 -------------------------------------------------
425 tool_capabilities = {
426 full_punch_interval=1.5,
429 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
433 This makes the tool be able to dig nodes that fullfill both of these:
434 - Have the **crumbly** group
435 - Have a **level** group less or equal to 2
437 Table of resulting digging times:
438 crumbly 0 1 2 3 4 <- level
444 level diff: 2 1 0 -1 -2
446 Table of resulting tool uses:
453 - At crumbly=0, the node is not diggable.
454 - At crumbly=3, the level difference digging time divider kicks in and makes
455 easy nodes to be quickly breakable.
456 - At level > 2, the node is not diggable, because it's level > maxlevel
458 Entity damage mechanism
459 ------------------------
461 - Take the time spent after the last hit
462 - Limit time to full_punch_interval
463 - Take the damage groups, assume a node has them
464 - Damage in HP is the amount of nodes destroyed in this time.
466 Client predicts damage based on damage groups. Because of this, it is able to
467 give an immediate response when an entity is damaged or dies; the response is
468 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
470 - Currently a smoke puff will appear when an entity dies.
472 The group **immortal** will completely disable normal damage.
474 Entities can define a special armor group, which is **punch_operable**. This
475 group will disable the regular damage mechanism for players punching it by hand
478 On the Lua side, every punch calls ''entity:on_punch(puncher,
479 time_from_last_punch, tool_capabilities, direction)''. This should never be
480 called directly, because damage is usually not handled by the entity itself.
481 * ''puncher'' is the object performing the punch. Can be nil. Should never be
482 accessed unless absolutely required.
483 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
484 * ''tool_capabilities'' can be nil.
485 * ''direction'' is a unit vector, pointing from the source of the punch to
488 To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''.
489 * Return value is tool wear.
490 * Parameters are equal to the above callback.
491 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
492 automatically filled in based on the location of ''puncher''.
496 dump2(obj, name="_", dumped={})
497 ^ Return object serialized as a string, handles reference loops
499 ^ Return object serialized as a string
500 string:split(separator)
501 ^ eg. string:split("a,b", ",") == {"a","b"}
503 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
504 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
505 ^ Convert position to a printable string
507 minetest namespace reference
508 -----------------------------
509 minetest.get_current_modname() -> string
510 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
511 ^ Useful for loading additional .lua modules or static data from mod
512 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
513 ^ Useful for storing custom data
514 minetest.is_singleplayer()
519 minetest.log(loglevel, line)
520 ^ loglevel one of "error", "action", "info", "verbose"
522 Registration functions: (Call these only at load time)
523 minetest.register_entity(name, prototype table)
524 minetest.register_abm(abm definition)
525 minetest.register_node(name, node definition)
526 minetest.register_tool(name, item definition)
527 minetest.register_craftitem(name, item definition)
528 minetest.register_alias(name, convert_to)
529 minetest.register_craft(recipe)
530 minetest.register_globalstep(func(dtime))
531 minetest.register_on_placenode(func(pos, newnode, placer))
532 minetest.register_on_dignode(func(pos, oldnode, digger))
533 minetest.register_on_punchnode(func(pos, node, puncher))
534 minetest.register_on_generated(func(minp, maxp, blockseed))
535 minetest.register_on_newplayer(func(ObjectRef))
536 minetest.register_on_dieplayer(func(ObjectRef))
537 minetest.register_on_respawnplayer(func(ObjectRef))
538 ^ return true in func to disable regular player placement
539 ^ currently called _before_ repositioning of player occurs
540 minetest.register_on_chat_message(func(name, message))
541 minetest.register_chatcommand(cmd, chatcommand definition)
542 minetest.register_privilege(name, definition)
543 ^ definition: "description text"
545 description = "description text",
546 give_to_singleplayer = boolean, -- default: true
548 minetest.register_authentication_handler(handler)
549 ^ See minetest.builtin_auth_handler in builtin.lua for reference
552 minetest.setting_set(name, value)
553 minetest.setting_get(name) -> string or nil
554 minetest.setting_getbool(name) -> boolean value or nil
555 minetest.add_to_creative_inventory(itemstring)
558 minetest.notify_authentication_modified(name)
559 ^ Should be called by the authentication handler if privileges change.
560 ^ To report everybody, set name=nil.
561 minetest.get_password_hash(name, raw_password)
562 ^ Convert a name-password pair to a password hash that minetest can use
563 minetest.string_to_privs(str) -> {priv1=true,...}
564 minetest.privs_to_string(privs) -> "priv1,priv2,..."
565 ^ Convert between two privilege representations
566 minetest.set_player_password(name, password_hash)
567 minetest.set_player_privs(name, {priv1=true,...})
568 minetest.get_player_privs(name) -> {priv1=true,...}
569 minetest.auth_reload()
570 ^ These call the authentication handler
571 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
572 ^ A quickhand for checking privileges
575 minetest.chat_send_all(text)
576 minetest.chat_send_player(name, text)
579 minetest.get_inventory(location) -> InvRef
580 ^ location = eg. {type="player", name="celeron55"}
581 {type="node", pos={x=, y=, z=}}
584 minetest.inventorycube(img1, img2, img3)
585 ^ Returns a string for making an image of a cube (useful as an item image)
586 minetest.get_pointed_thing_position(pointed_thing, above)
587 ^ Get position of a pointed_thing (that you can get from somewhere)
588 minetest.dir_to_facedir(dir)
589 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
590 minetest.dir_to_wallmounted(dir)
591 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
592 minetest.get_node_drops(nodename, toolname)
593 ^ Returns list of item names.
594 ^ Note: This will be removed or modified in a future version.
596 Defaults for the on_* item definition functions:
597 (These return the leftover itemstack)
598 minetest.item_place_node(itemstack, placer, pointed_thing)
599 ^ Place item as a node
600 minetest.item_place_object(itemstack, placer, pointed_thing)
602 minetest.item_place(itemstack, placer, pointed_thing)
603 ^ Use one of the above based on what the item is.
604 minetest.item_drop(itemstack, dropper, pos)
606 minetest.item_eat(hp_change, replace_with_item)
607 ^ Eat the item. replace_with_item can be nil.
609 Defaults for the on_punch and on_dig node definition callbacks:
610 minetest.node_punch(pos, node, puncher)
611 ^ Calls functions registered by minetest.register_on_punchnode()
612 minetest.node_dig(pos, node, digger)
613 ^ Checks if node can be dug, puts item into inventory, removes node
614 ^ Calls functions registered by minetest.registered_on_dignodes()
617 minetest.sound_play(spec, parameters) -> handle
618 ^ spec = SimpleSoundSpec
619 ^ parameters = sound parameter table
620 minetest.sound_stop(handle)
623 minetest.after(time, func, param)
624 ^ Call function after time seconds
625 ^ param is optional; to pass multiple parameters, pass a table.
628 minetest.get_connected_players() -> list of ObjectRefs
629 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
630 ^ Gives a unique hash number for a node position (16+16+16=48bit)
631 minetest.get_node_group(name, group) -> rating
632 ^ Get rating of a group of a node. (0 = not in group)
635 minetest.env - environment reference
638 minetest.registered_items
639 ^ List of registered items, indexed by name
640 minetest.registered_nodes
641 ^ List of registered node definitions, indexed by name
642 minetest.registered_craftitems
643 ^ List of registered craft item definitions, indexed by name
644 minetest.registered_tools
645 ^ List of registered tool definitions, indexed by name
646 minetest.registered_entities
647 ^ List of registered entity prototypes, indexed by name
649 ^ List of object references, indexed by active object id
651 ^ List of lua entities, indexed by active object id
653 Deprecated but defined for backwards compatibility:
654 minetest.digprop_constanttime(time)
655 minetest.digprop_stonelike(toughness)
656 minetest.digprop_dirtlike(toughness)
657 minetest.digprop_gravellike(toughness)
658 minetest.digprop_woodlike(toughness)
659 minetest.digprop_leaveslike(toughness)
660 minetest.digprop_glasslike(toughness)
664 EnvRef: basically ServerEnvironment and ServerMap combined.
666 - set_node(pos, node)
667 - add_node(pos, node): alias set_node(pos, node)
668 - remove_node(pos): equivalent to set_node(pos, "air")
670 ^ Returns {name="ignore", ...} for unloaded area
671 - get_node_or_nil(pos)
672 ^ Returns nil for unloaded area
673 - get_node_light(pos, timeofday) -> 0...15 or nil
674 ^ timeofday: nil = current time, 0 = night, 0.5 = day
675 - add_entity(pos, name): Spawn Lua-defined entity at position
676 ^ Returns ObjectRef, or nil if failed
677 - add_item(pos, itemstring): Spawn item
678 ^ Returns ObjectRef, or nil if failed
679 - get_meta(pos) -- Get a NodeMetaRef at that position
680 - get_player_by_name(name) -- Get an ObjectRef to a player
681 - get_objects_inside_radius(pos, radius)
682 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
684 - find_node_near(pos, radius, nodenames) -> pos or nil
685 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
686 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
687 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
688 - get_perlin(seeddiff, octaves, persistence, scale)
689 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
691 - add_rat(pos): Add C++ rat object (no-op)
692 - add_firefly(pos): Add C++ firefly object (no-op)
694 NodeMetaRef (this stuff is subject to change in a future version)
697 - allows_text_input()
698 - set_text(text) -- eg. set the text of a sign
702 Generic node metadata specific:
703 - set_infotext(infotext)
704 - get_inventory() -> InvRef
705 - set_inventory_draw_spec(string)
706 - set_allow_text_input(bool)
707 - set_allow_removal(bool)
708 - set_enforce_owner(bool)
709 - is_inventory_modified()
710 - reset_inventory_modified()
712 - reset_text_modified()
713 - set_string(name, value)
716 ObjectRef: Moving things in the game are generally these
717 (basically reference to a C++ ServerActiveObject)
719 - remove(): remove object (after returning from Lua)
720 - getpos() -> {x=num, y=num, z=num}
721 - setpos(pos); pos={x=num, y=num, z=num}
722 - moveto(pos, continuous=false): interpolated move
723 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
724 ^ puncher = an another ObjectRef,
725 ^ time_from_last_punch = time since last punch action of the puncher
726 - right_click(clicker); clicker = an another ObjectRef
727 - get_hp(): returns number of hitpoints (2 * number of hearts)
728 - set_hp(hp): set number of hitpoints (2 * number of hearts)
729 - get_inventory() -> InvRef
730 - get_wield_list(): returns the name of the inventory list the wielded item is in
731 - get_wield_index(): returns the index of the wielded item
732 - get_wielded_item() -> ItemStack
733 - set_wielded_item(item): replaces the wielded item, returns true if successful
734 - set_armor_groups({group1=rating, group2=rating, ...})
735 - set_properties(object property table)
736 LuaEntitySAO-only: (no-op for other objects)
737 - setvelocity({x=num, y=num, z=num})
738 - getvelocity() -> {x=num, y=num, z=num}
739 - setacceleration({x=num, y=num, z=num})
740 - getacceleration() -> {x=num, y=num, z=num}
742 - getyaw() -> radians
744 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
745 - select_horiz_by_yawpitch=false)
746 - ^ Select sprite from spritesheet with optional animation and DM-style
747 - texture selection based on yaw relative to camera
748 - get_entity_name() (DEPRECATED: Will be removed in a future version)
750 Player-only: (no-op for other objects)
751 - get_player_name(): will return nil if is not a player
752 - get_look_dir(): get camera direction as a unit vector
753 - get_look_pitch(): pitch in radians
754 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
756 InvRef: Reference to an inventory
758 - get_size(listname): get size of a list
759 - set_size(listname, size): set size of a list
760 - get_stack(listname, i): get a copy of stack index i in list
761 - set_stack(listname, i, stack): copy stack to index i in list
762 - get_list(listname): return full list
763 - set_list(listname, list): set full list (size will not change)
764 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
765 - room_for_item(listname, stack): returns true if the stack of items
766 can be fully added to the list
767 - contains_item(listname, stack): returns true if the stack of items
768 can be fully taken from the list
769 remove_item(listname, stack): take as many items as specified from the list,
770 returns the items that were actually removed (as an ItemStack)
772 ItemStack: A stack of items.
773 - Can be created via ItemStack(itemstack or itemstring or table or nil)
775 - is_empty(): return true if stack is empty
776 - get_name(): returns item name (e.g. "default:stone")
777 - get_count(): returns number of items on the stack
778 - get_wear(): returns tool wear (0-65535), 0 for non-tools
779 - get_metadata(): returns metadata (a string attached to an item stack)
780 - clear(): removes all items from the stack, making it empty
781 - replace(item): replace the contents of this stack (item can also
782 be an itemstring or table)
783 - to_string(): returns the stack in itemstring form
784 - to_table(): returns the stack in Lua table form
785 - get_stack_max(): returns the maximum size of the stack (depends on the item)
786 - get_free_space(): returns get_stack_max() - get_count()
787 - is_known(): returns true if the item name refers to a defined item type
788 - get_definition(): returns the item definition table
789 - get_tool_capabilities(): returns the digging properties of the item,
790 ^ or those of the hand if none are defined for this item type
791 - add_wear(amount): increases wear by amount if the item is a tool
792 - add_item(item): put some item or stack onto this stack,
793 ^ returns leftover ItemStack
794 - item_fits(item): returns true if item or stack can be fully added to this one
795 - take_item(n): take (and remove) up to n items from this stack
796 ^ returns taken ItemStack
797 ^ if n is omitted, n=1 is used
798 - peek_item(n): copy (don't remove) up to n items from this stack
799 ^ returns copied ItemStack
800 ^ if n is omitted, n=1 is used
802 PseudoRandom: A pseudorandom number generator
803 - Can be created via PseudoRandom(seed)
805 - next(): return next integer random number [0...32767]
806 - next(min, max): return next integer random number [min...max]
807 (max - min) must be 32767 or <= 6553 due to the simple
808 implementation making bad distribution otherwise.
810 PerlinNoise: A perlin noise generator
811 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
812 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
814 - get2d(pos) -> 2d noise value at pos={x=,y=}
815 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
819 - Functions receive a "luaentity" as self:
820 - It has the member .name, which is the registered name ("mod:thing")
821 - It has the member .object, which is an ObjectRef pointing to the object
822 - The original prototype stuff is visible directly via a metatable
824 - on_activate(self, staticdata)
825 ^ Called when the object is instantiated.
826 - on_step(self, dtime)
827 ^ Called on every server tick (dtime is usually 0.05 seconds)
828 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
829 ^ Called when somebody punches the object.
830 ^ Note that you probably want to handle most punches using the
831 automatic armor group system.
832 ^ puncher: ObjectRef (can be nil)
833 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
834 ^ tool_capabilities: capability table of used tool (can be nil)
835 ^ dir: unit vector of direction of punch. Always defined. Points from
836 the puncher to the punched.
837 - on_rightclick(self, clicker)
838 - get_staticdata(self)
839 ^ Should return a string that will be passed to on_activate when
840 the object is instantiated the next time.
848 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
849 visual = "cube"/"sprite"/"upright_sprite",
850 visual_size = {x=1, y=1},
851 textures = {}, -- number of required textures depends on visual
852 spritediv = {x=1, y=1},
853 initial_sprite_basepos = {x=0, y=0},
855 makes_footstep_sound = false,
858 Entity definition (register_entity)
860 (Deprecated: Everything in object properties is read directly from here)
862 initial_properties = <initial object properties>,
864 on_activate = function(self, staticdata),
865 on_step = function(self, dtime),
866 on_punch = function(self, hitter),
867 on_rightclick = function(self, clicker),
868 get_staticdata = function(self),
869 ^ Called sometimes; the string returned is passed to on_activate when
870 the entity is re-activated from static state
872 # Also you can define arbitrary member variables here
873 myvariable = whatever,
876 ABM (ActiveBlockModifier) definition (register_abm)
878 -- In the following two fields, also group:groupname will work.
879 nodenames = {"default:lava_source"},
880 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
881 ^ If left out or empty, any neighbor will do
882 interval = 1.0, -- (operation interval)
883 chance = 1, -- (chance of trigger is 1.0/this)
884 action = func(pos, node, active_object_count, active_object_count_wider),
887 Item definition (register_node, register_craftitem, register_tool)
889 description = "Steel Axe",
890 groups = {}, -- key=name, value=rating; rating=1..3.
891 if rating not applicable, use 1.
892 eg. {wool=1, fluffy=3}
893 {soil=2, outerspace=1, crumbly=1}
895 {hard=1, metal=1, spikes=1}
896 inventory_image = "default_tool_steelaxe.png",
898 wield_scale = {x=1,y=1,z=1},
900 liquids_pointable = false,
901 tool_capabilities = {
902 full_punch_interval = 1.0,
906 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
907 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
908 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
911 on_drop = func(itemstack, dropper, pos),
912 on_place = func(itemstack, placer, pointed_thing),
913 on_use = func(itemstack, user, pointed_thing),
914 ^ Function must return either nil if no item shall be removed from
915 inventory, or an itemstack to replace the original itemstack.
916 eg. itemstack:take_item(); return itemstack
917 ^ Otherwise, the function is free to do what it wants.
918 ^ The default functions handle regular use cases.
921 Node definition (register_node)
923 <all fields allowed in item definitions>,
927 tile_images = {"default_unknown_block.png"},
928 special_materials = {
929 {image="", backface_culling=true},
930 {image="", backface_culling=true},
933 post_effect_color = {a=0, r=0, g=0, b=0},
936 is_ground_content = false,
937 sunlight_propagates = false,
942 buildable_to = false,
944 -- alternatively drop = { max_items = ..., items = { ... } }
947 liquid_alternative_flowing = "",
948 liquid_alternative_source = "",
949 liquid_viscosity = 0,
951 damage_per_second = 0,
952 selection_box = {type="regular"},
953 legacy_facedir_simple = false, -- Support maps made in and before January 2012
954 legacy_wallmounted = false, -- Support maps made in and before January 2012
956 footstep = <SimpleSoundSpec>,
957 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
958 dug = <SimpleSoundSpec>,
962 Recipe: (register_craft)
964 output = 'default:pick_stone',
966 {'default:cobble', 'default:cobble', 'default:cobble'},
967 {'', 'default:stick', ''},
968 {'', 'default:stick', ''},
970 replacements = <optional list of item pairs,
971 replace one input item with another item on crafting>
977 output = 'mushrooms:mushroom_stew',
980 "mushrooms:mushroom_brown",
981 "mushrooms:mushroom_red",
983 replacements = <optional list of item pairs,
984 replace one input item with another item on crafting>
987 Recipe (tool repair):
990 additional_wear = -0.02,
996 output = "default:glass",
997 recipe = "default:sand",
1001 Recipe (furnace fuel):
1004 recipe = "default:leaves",
1008 Chatcommand definition (register_chatcommand)
1010 params = "<name> <privilege>", -- short parameter description
1011 description = "Remove privilege from player", -- full description
1012 privs = {privs=true}, -- require the "privs" privilege to run
1013 func = function(name, param), -- called when command is run