1 Minetest Lua Modding API Reference 0.4.6
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
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
387 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
388 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
389 scale when comparing against the noise threshhold, but scale is used to determine relative height.
390 The height of the blob is randomly scattered, with a maximum height of clust_size.
391 clust_scarcity and clust_num_ores are ignored.
392 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
393 - claylike - NOT YET IMPLEMENTED
394 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
395 neighborhood of clust_size radius.
399 Currently supported flags: absheight
401 Also produce this same ore between the height range of -height_max and -height_min.
402 Useful for having ore in sky realms without having to duplicate ore entries.
406 The position field is used for all element types.
407 To account for differing resolutions, the position coordinates are the percentage of the screen,
408 ranging in value from 0 to 1.
409 The name field is not yet used, but should contain a description of what the HUD element represents.
410 The direction field is the direction in which something is drawn.
411 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.
412 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
414 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
417 Displays an image on the HUD.
418 - scale: The scale of the image, with 1 being the original texture size.
419 Only the X coordinate scale is used.
420 - text: The name of the texture that is displayed.
422 Displays text on the HUD.
423 - scale: Defines the bounding rectangle of the text.
424 A value such as {x=100, y=100} should work.
425 - text: The text to be displayed in the HUD element.
426 - number: An integer containing the RGB value of the color used to draw the text.
427 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
429 Displays a horizontal bar made up of half-images.
430 - text: The name of the texture that is used.
431 - number: The number of half-textures that are displayed.
432 If odd, will end with a vertically center-split texture.
435 - text: The name of the inventory list to be displayed.
436 - number: Number of items in the inventory to be displayed.
437 - item: Position of item that is selected.
440 Representations of simple things
441 --------------------------------
443 {x=num, y=num, z=num}
444 Currently the API does not provide any helper functions for addition,
445 subtraction and whatever; you can define those that you need yourself.
449 {type="node", under=pos, above=pos}
450 {type="object", ref=ObjectRef}
454 Node (register_node):
455 A node from the world
456 Tool (register_tool):
457 A tool/weapon that can dig and damage things according to tool_capabilities
458 Craftitem (register_craftitem):
461 Items and item stacks can exist in three formats:
463 Serialized; This is called stackstring or itemstring:
465 eg. 'default:pick_wood 21323'
469 eg. {name="default:dirt", count=5, wear=0, metadata=""}
471 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
472 ^ a wooden pick about 1/3 weared out
473 eg. {name="default:apple", count=1, wear=0, metadata=""}
477 C++ native format with many helper methods. Useful for converting between
478 formats. See the Class reference section for details.
480 When an item must be passed to a function, it can usually be in any of
485 In a number of places, there is a group table. Groups define the
486 properties of a thing (item, node, armor of entity, capabilities of
487 tool) in such a way that the engine and other mods can can interact with
488 the thing without actually knowing what the thing is.
491 - Groups are stored in a table, having the group names with keys and the
492 group ratings as values. For example:
493 groups = {crumbly=3, soil=1}
494 ^ Default dirt (soil group actually currently not defined; TODO)
495 groups = {crumbly=2, soil=1, level=2, outerspace=1}
496 ^ A more special dirt-kind of thing
497 - Groups always have a rating associated with them. If there is no
498 useful meaning for a rating for an enabled group, it shall be 1.
499 - When not defined, the rating of a group defaults to 0. Thus when you
500 read groups, you must interpret nil and 0 as the same value, 0.
502 You can read the rating of a group for an item or a node by using
503 minetest.get_item_group(itemname, groupname)
507 Groups of items can define what kind of an item it is (eg. wool).
511 In addition to the general item things, groups are used to define whether
512 a node is destroyable and how long it takes to destroy by a tool.
516 For entities, groups are, as of now, used only for calculating damage.
517 The rating is the percentage of damage caused by tools with this damage group.
518 See "Entity damage mechanism".
520 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
521 object.set_armor_groups({fleshy=30, cracky=80})
525 Groups in tools define which groups of nodes and entities they are
528 Groups in crafting recipes
529 ---------------------------
530 An example: Make meat soup from any meat, any water and any bowl
532 output = 'food:meat_soup_raw',
538 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
540 An another example: Make red wool from white wool and red dye
544 recipe = {'wool:white', 'group:dye,basecolor_red'},
549 - immortal: Disables the group damage system for an entity
550 - level: Can be used to give an additional sense of progression in the game.
551 - A larger level will cause eg. a weapon of a lower level make much less
552 damage, and get weared out much faster, or not be able to get drops
553 from destroyed nodes.
554 - 0 is something that is directly accessible at the start of gameplay
555 - There is no upper limit
556 - dig_immediate: (player can always pick up node without tool wear)
557 - 2: node is removed without tool wear after 0.5 seconds or so
559 - 3: node is removed without tool wear immediately (torch)
560 - disable_jump: Player (and possibly other things) cannot jump from node
561 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
562 - bouncy: value is bounce speed in percent
563 - falling_node: if there is no walkable block under the node it will fall
564 - attached_node: if the node under it is not a walkable block the node will be
565 dropped as an item. If the node is wallmounted the
566 wallmounted direction is checked.
568 Known damage and digging time defining groups
569 ----------------------------------------------
570 - crumbly: dirt, sand
571 - cracky: tough but crackable stuff like stone.
572 - snappy: something that can be cut using fine tools; eg. leaves, small
573 plants, wire, sheets of metal
574 - choppy: something that can be cut using force; eg. trees, wooden planks
575 - fleshy: Living things like animals and the player. This could imply
576 some blood effects when hitting.
577 - explody: Especially prone to explosions
578 - oddly_breakable_by_hand:
579 Can be added to nodes that shouldn't logically be breakable by the
580 hand but are. Somewhat similar to dig_immediate, but times are more
581 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
582 speed of a tool if the tool can dig at a faster speed than this
583 suggests for the hand.
585 Examples of custom groups
586 --------------------------
587 Item groups are often used for defining, well, //groups of items//.
588 - meat: any meat-kind of a thing (rating might define the size or healing
589 ability or be irrelevant - it is not defined as of yet)
590 - eatable: anything that can be eaten. Rating might define HP gain in half
592 - flammable: can be set on fire. Rating might define the intensity of the
593 fire, affecting eg. the speed of the spreading of an open fire.
594 - wool: any wool (any origin, any color)
597 - heavy: anything considerably heavy
599 Digging time calculation specifics
600 -----------------------------------
601 Groups such as **crumbly**, **cracky** and **snappy** are used for this
602 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
605 The **level** group is used to limit the toughness of nodes a tool can dig
606 and to scale the digging times / damage to a greater extent.
608 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
611 Tools define their properties by a list of parameters for groups. They
612 cannot dig other groups; thus it is important to use a standard bunch of
613 groups to enable interaction with tools.
616 * Full punch interval
618 * For an arbitrary list of groups:
619 * Uses (until the tool breaks)
620 * Maximum level (usually 0, 1, 2 or 3)
624 **Full punch interval**:
625 When used as a weapon, the tool will do full damage if this time is spent
626 between punches. If eg. half the time is spent, the tool will do half
629 **Maximum drop level**
630 Suggests the maximum level of node, when dug with the tool, that will drop
631 it's useful item. (eg. iron ore to drop a lump of iron).
632 - This is not automated; it is the responsibility of the node definition
636 Determines how many uses the tool has when it is used for digging a node,
637 of this group, of the maximum level. For lower leveled nodes, the use count
638 is multiplied by 3^leveldiff.
639 - uses=10, leveldiff=0 -> actual uses: 10
640 - uses=10, leveldiff=1 -> actual uses: 30
641 - uses=10, leveldiff=2 -> actual uses: 90
644 Tells what is the maximum level of a node of this group that the tool will
648 List of digging times for different ratings of the group, for nodes of the
650 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
651 result in the tool to be able to dig nodes that have a rating of 2 or 3
652 for this group, and unable to dig the rating 1, which is the toughest.
653 Unless there is a matching group that enables digging otherwise.
656 List of damage for groups of entities. See "Entity damage mechanism".
658 Example definition of the capabilities of a tool
659 -------------------------------------------------
660 tool_capabilities = {
661 full_punch_interval=1.5,
664 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
666 damage_groups = {fleshy=2},
669 This makes the tool be able to dig nodes that fullfill both of these:
670 - Have the **crumbly** group
671 - Have a **level** group less or equal to 2
673 Table of resulting digging times:
674 crumbly 0 1 2 3 4 <- level
680 level diff: 2 1 0 -1 -2
682 Table of resulting tool uses:
689 - At crumbly=0, the node is not diggable.
690 - At crumbly=3, the level difference digging time divider kicks in and makes
691 easy nodes to be quickly breakable.
692 - At level > 2, the node is not diggable, because it's level > maxlevel
694 Entity damage mechanism
695 ------------------------
698 foreach group in cap.damage_groups:
699 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
700 * (object.armor_groups[group] / 100.0)
701 -- Where object.armor_groups[group] is 0 for inexisting values
704 Client predicts damage based on damage groups. Because of this, it is able to
705 give an immediate response when an entity is damaged or dies; the response is
706 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
708 - Currently a smoke puff will appear when an entity dies.
710 The group **immortal** completely disables normal damage.
712 Entities can define a special armor group, which is **punch_operable**. This
713 group disables the regular damage mechanism for players punching it by hand or
714 a non-tool item, so that it can do something else than take damage.
716 On the Lua side, every punch calls ''entity:on_punch(puncher,
717 time_from_last_punch, tool_capabilities, direction)''. This should never be
718 called directly, because damage is usually not handled by the entity itself.
719 * ''puncher'' is the object performing the punch. Can be nil. Should never be
720 accessed unless absolutely required, to encourage interoperability.
721 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
722 * ''tool_capabilities'' can be nil.
723 * ''direction'' is a unit vector, pointing from the source of the punch to
726 To punch an entity/object in Lua, call ''object:punch(puncher,
727 time_from_last_punch, tool_capabilities, direction)''.
728 * Return value is tool wear.
729 * Parameters are equal to the above callback.
730 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
731 automatically filled in based on the location of ''puncher''.
735 The instance of a node in the world normally only contains the three values
736 mentioned in "Nodes". However, it is possible to insert extra data into a
737 node. It is called "node metadata"; See "NodeMetaRef".
739 Metadata contains two things:
743 Some of the values in the key-value store are handled specially:
744 - formspec: Defines a right-click inventory menu. See "Formspec".
745 - infotext: Text shown on the screen when the node is pointed at
749 local meta = minetest.env:get_meta(pos)
750 meta:set_string("formspec",
752 "list[context;main;0,0;8,4;]"..
753 "list[current_player;main;0,5;8,4;]")
754 meta:set_string("infotext", "Chest");
755 local inv = meta:get_inventory()
756 inv:set_size("main", 8*4)
757 print(dump(meta:to_table()))
760 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] = ""}
763 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
770 Formspec defines a menu. Currently not much else than inventories are
771 supported. It is a string, with a somewhat strange format.
773 Spaces and newlines can be inserted between the blocks, as is used in the
779 list[context;main;0,0;8,4;]
780 list[current_player;main;0,5;8,4;]
783 list[context;fuel;2,3;1,1;]
784 list[context;src;2,1;1,1;]
785 list[context;dst;5,1;2,2;]
786 list[current_player;main;0,5;8,4;]
787 - Minecraft-like player inventory
789 image[1,0.6;1,2;player.png]
790 list[current_player;main;0,3.5;8,4;]
791 list[current_player;craft;3,0;3,3;]
792 list[current_player;craftpreview;7,1;1,1;]
797 ^ Define the size of the menu in inventory slots
798 ^ deprecated: invsize[<W>,<H>;]
800 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
801 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
802 ^ Show an inventory list
804 image[<X>,<Y>;<W>,<H>;<texture name>]
806 ^ Position and size units are inventory slots
808 item_image[<X>,<Y>;<W>,<H>;<item name>]
809 ^ Show an inventory image of registered item/node
810 ^ Position and size units are inventory slots
812 background[<X>,<Y>;<W>,<H>;<texture name>]
813 ^ Use a background. Inventory rectangles are not drawn then.
814 ^ Position and size units are inventory slots
815 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
817 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
818 ^ Textual field; will be sent to server when a button is clicked
819 ^ x and y position the field relative to the top left of the menu
820 ^ w and h are the size of the field
821 ^ fields are a set height, but will be vertically centred on h
822 ^ Position and size units are inventory slots
823 ^ name is the name of the field as returned in fields to on_receive_fields
824 ^ label, if not blank, will be text printed on the top left above the field
825 ^ default is the default value of the field
826 ^ default may contain variable references such as '${text}' which
827 will fill the value from the metadata value 'text'
828 ^ Note: no extra text or more than a single variable is supported ATM.
830 field[<name>;<label>;<default>]
831 ^ as above but without position/size units
832 ^ special field for creating simple forms, such as sign text input
833 ^ must be used without a size[] element
834 ^ a 'Proceed' button will be added automatically
836 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
837 ^ same as fields above, but with multi-line input
839 label[<X>,<Y>;<label>]
840 ^ x and y work as per field
841 ^ label is the text on the label
842 ^ Position and size units are inventory slots
844 button[<X>,<Y>;<W>,<H>;<name>;<label>]
845 ^ Clickable button. When clicked, fields will be sent.
846 ^ x, y and name work as per field
847 ^ w and h are the size of the button
848 ^ label is the text on the button
849 ^ Position and size units are inventory slots
851 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
852 ^ x, y, w, h, and name work as per button
853 ^ image is the filename of an image
854 ^ Position and size units are inventory slots
856 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
857 ^ x, y, w, h, name and label work as per button
858 ^ item name is the registered name of an item/node,
859 tooltip will be made out of its descritption
860 ^ Position and size units are inventory slots
862 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
863 ^ When clicked, fields will be sent and the form will quit.
865 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
866 ^ When clicked, fields will be sent and the form will quit.
870 - "context": Selected node metadata (deprecated: "current_name")
871 - "current_player": Player to whom the menu is shown
872 - "player:<name>": Any player
873 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
874 - "detached:<name>": A detached inventory
878 dump2(obj, name="_", dumped={})
879 ^ Return object serialized as a string, handles reference loops
881 ^ Return object serialized as a string
882 string:split(separator)
883 ^ eg. string:split("a,b", ",") == {"a","b"}
885 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
886 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
887 ^ Convert position to a printable string
888 minetest.string_to_pos(string) -> position
889 ^ Same but in reverse
890 minetest.formspec_escape(string) -> string
891 ^ escapes characters like [, ], and \ that can not be used in formspecs
893 minetest namespace reference
894 -----------------------------
895 minetest.get_current_modname() -> string
896 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
897 ^ Useful for loading additional .lua modules or static data from mod
898 minetest.get_modnames() -> list of installed mods
899 ^ Return a list of installed mods, sorted alphabetically
900 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
901 ^ Useful for storing custom data
902 minetest.is_singleplayer()
905 ^ Always printed to stderr and logfile (print() is redirected here)
907 minetest.log(loglevel, line)
908 ^ loglevel one of "error", "action", "info", "verbose"
910 Registration functions: (Call these only at load time)
911 minetest.register_entity(name, prototype table)
912 minetest.register_abm(abm definition)
913 minetest.register_node(name, node definition)
914 minetest.register_tool(name, item definition)
915 minetest.register_craftitem(name, item definition)
916 minetest.register_alias(name, convert_to)
917 minetest.register_craft(recipe)
918 minetest.register_ore(ore definition)
920 Global callback registration functions: (Call these only at load time)
921 minetest.register_globalstep(func(dtime))
922 ^ Called every server step, usually interval of 0.05s
923 minetest.register_on_shutdown(func())
924 ^ Called before server shutdown
925 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
926 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
927 semi-frequent intervals as well as on server shutdown.
928 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
929 ^ Called when a node has been placed
930 ^ If return true no item is taken from itemstack
931 ^ Deprecated: Use on_construct or after_place_node in node definition instead
932 minetest.register_on_dignode(func(pos, oldnode, digger))
933 ^ Called when a node has been dug.
934 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
935 minetest.register_on_punchnode(func(pos, node, puncher))
936 ^ Called when a node is punched
937 minetest.register_on_generated(func(minp, maxp, blockseed))
938 ^ Called after generating a piece of world. Modifying nodes inside the area
939 is a bit faster than usually.
940 minetest.register_on_newplayer(func(ObjectRef))
941 ^ Called after a new player has been created
942 minetest.register_on_dieplayer(func(ObjectRef))
943 ^ Called when a player dies
944 minetest.register_on_respawnplayer(func(ObjectRef))
945 ^ Called when player is to be respawned
946 ^ Called _before_ repositioning of player occurs
947 ^ return true in func to disable regular player placement
948 minetest.register_on_joinplayer(func(ObjectRef))
949 ^ Called when a player joins the game
950 minetest.register_on_leaveplayer(func(ObjectRef))
951 ^ Called when a player leaves the game
952 minetest.register_on_chat_message(func(name, message))
953 ^ Called always when a player says something
954 minetest.register_on_player_receive_fields(func(player, formname, fields))
955 ^ Called when a button is pressed in player's inventory form
956 ^ Newest functions are called first
957 ^ If function returns true, remaining functions are not called
959 Other registration functions:
960 minetest.register_chatcommand(cmd, chatcommand definition)
961 minetest.register_privilege(name, definition)
962 ^ definition: "description text"
964 description = "description text",
965 give_to_singleplayer = boolean, -- default: true
967 minetest.register_authentication_handler(handler)
968 ^ See minetest.builtin_auth_handler in builtin.lua for reference
971 minetest.setting_set(name, value)
972 minetest.setting_get(name) -> string or nil
973 minetest.setting_getbool(name) -> boolean value or nil
974 minetest.setting_get_pos(name) -> position or nil
975 minetest.setting_save() -> nil, save all settings to config file
976 minetest.add_to_creative_inventory(itemstring)
979 minetest.notify_authentication_modified(name)
980 ^ Should be called by the authentication handler if privileges change.
981 ^ To report everybody, set name=nil.
982 minetest.get_password_hash(name, raw_password)
983 ^ Convert a name-password pair to a password hash that minetest can use
984 minetest.string_to_privs(str) -> {priv1=true,...}
985 minetest.privs_to_string(privs) -> "priv1,priv2,..."
986 ^ Convert between two privilege representations
987 minetest.set_player_password(name, password_hash)
988 minetest.set_player_privs(name, {priv1=true,...})
989 minetest.get_player_privs(name) -> {priv1=true,...}
990 minetest.auth_reload()
991 ^ These call the authentication handler
992 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
993 ^ A quickhand for checking privileges
996 minetest.chat_send_all(text)
997 minetest.chat_send_player(name, text)
1000 minetest.get_inventory(location) -> InvRef
1001 ^ location = eg. {type="player", name="celeron55"}
1002 {type="node", pos={x=, y=, z=}}
1003 {type="detached", name="creative"}
1004 minetest.create_detached_inventory(name, callbacks) -> InvRef
1005 ^ callbacks: See "Detached inventory callbacks"
1006 ^ Creates a detached inventory. If it already exists, it is cleared.
1007 minetest.show_formspec(playername, formname, formspec)
1008 ^ playername: name of player to show formspec
1009 ^ formname: name passed to on_player_receive_fields callbacks
1010 ^ should follow "modname:<whatever>" naming convention
1011 ^ formspec: formspec to display
1014 minetest.inventorycube(img1, img2, img3)
1015 ^ Returns a string for making an image of a cube (useful as an item image)
1016 minetest.get_pointed_thing_position(pointed_thing, above)
1017 ^ Get position of a pointed_thing (that you can get from somewhere)
1018 minetest.dir_to_facedir(dir)
1019 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1020 minetest.dir_to_wallmounted(dir)
1021 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1022 minetest.get_node_drops(nodename, toolname)
1023 ^ Returns list of item names.
1024 ^ Note: This will be removed or modified in a future version.
1025 minetest.get_craft_result(input) -> output, decremented_input
1026 ^ input.method = 'normal' or 'cooking' or 'fuel'
1027 ^ input.width = for example 3
1028 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1029 stack 5, stack 6, stack 7, stack 8, stack 9 }
1030 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1031 ^ output.time = number, if unsuccessful: 0
1032 ^ decremented_input = like input
1033 minetest.get_craft_recipe(output) -> input
1034 ^ returns last registered recipe for output item (node)
1035 ^ output is a node or item type such as 'default:torch'
1036 ^ input.method = 'normal' or 'cooking' or 'fuel'
1037 ^ input.width = for example 3
1038 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1039 stack 5, stack 6, stack 7, stack 8, stack 9 }
1040 ^ input.items = nil if no recipe found
1041 minetest.get_all_craft_recipes(query item) -> table or nil
1042 ^ returns indexed table with all registered recipes for query item (node)
1043 or nil if no recipe was found
1046 method = 'normal' or 'cooking' or 'fuel'
1047 width = 0-3, 0 means shapeless recipe
1048 items = indexed [1-9] table with recipe items
1049 output = string with item name and quantity
1051 Example query for default:gold_ingot will return table:
1053 1={type = "cooking", width = 3, output = "default:gold_ingot",
1054 items = {1 = "default:gold_lump"}},
1055 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1056 items = {1 = "default:goldblock"}}
1058 minetest.handle_node_drops(pos, drops, digger)
1059 ^ drops: list of itemstrings
1060 ^ Handles drops from nodes after digging: Default action is to put them into
1062 ^ Can be overridden to get different functionality (eg. dropping items on
1066 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1067 ^ Find who has done something to a node, or near a node
1068 ^ actor: "player:<name>", also "liquid".
1069 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1070 ^ Revert latest actions of someone
1071 ^ actor: "player:<name>", also "liquid".
1073 Defaults for the on_* item definition functions:
1074 (These return the leftover itemstack)
1075 minetest.item_place_node(itemstack, placer, pointed_thing)
1076 ^ Place item as a node
1077 minetest.item_place_object(itemstack, placer, pointed_thing)
1079 minetest.item_place(itemstack, placer, pointed_thing)
1080 ^ Use one of the above based on what the item is.
1081 ^ Calls on_rightclick of pointed_thing.under if defined instead
1082 ^ Note: is not called when wielded item overrides on_place
1083 minetest.item_drop(itemstack, dropper, pos)
1085 minetest.item_eat(hp_change, replace_with_item)
1086 ^ Eat the item. replace_with_item can be nil.
1088 Defaults for the on_punch and on_dig node definition callbacks:
1089 minetest.node_punch(pos, node, puncher)
1090 ^ Calls functions registered by minetest.register_on_punchnode()
1091 minetest.node_dig(pos, node, digger)
1092 ^ Checks if node can be dug, puts item into inventory, removes node
1093 ^ Calls functions registered by minetest.registered_on_dignodes()
1096 minetest.sound_play(spec, parameters) -> handle
1097 ^ spec = SimpleSoundSpec
1098 ^ parameters = sound parameter table
1099 minetest.sound_stop(handle)
1102 minetest.after(time, func, ...)
1103 ^ Call function after time seconds
1104 ^ Optional: Variable number of arguments that are passed to func
1107 minetest.request_shutdown() -> request for server shutdown
1108 minetest.get_server_status() -> server status string
1111 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1112 minetest.get_ban_description(ip_or_name) -> ban description (string)
1113 minetest.ban_player(name) -> ban a player
1114 minetest.unban_player_or_ip(name) -> unban player or IP address
1117 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1118 size, collisiondetection, texture, playername)
1119 ^ Spawn particle at pos with velocity and acceleration
1120 ^ Disappears after expirationtime seconds
1121 ^ collisiondetection: if true collides with physical objects
1122 ^ Uses texture (string)
1123 ^ Playername is optional, if specified spawns particle only on the player's client
1125 minetest.add_particlespawner(amount, time,
1129 minexptime, maxexptime,
1131 collisiondetection, texture, playername)
1132 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1133 ^ The particle's properties are random values in between the boundings:
1134 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1135 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1136 ^ collisiondetection: if true uses collisiondetection
1137 ^ Uses texture (string)
1138 ^ Playername is optional, if specified spawns particle only on the player's client
1139 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1142 minetest.delete_particlespawner(id, player)
1143 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1144 ^ If playername is specified, only deletes on the player's client,
1145 ^ otherwise on all clients
1148 minetest.get_connected_players() -> list of ObjectRefs
1149 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1150 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1151 minetest.get_item_group(name, group) -> rating
1152 ^ Get rating of a group of an item. (0 = not in group)
1153 minetest.get_node_group(name, group) -> rating
1154 ^ Deprecated: An alias for the former.
1155 minetest.serialize(table) -> string
1156 ^ Convert a table containing tables, strings, numbers, booleans and nils
1157 into string form readable by minetest.deserialize
1158 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1159 minetest.deserialize(string) -> table
1160 ^ Convert a string returned by minetest.deserialize into a table
1161 ^ String is loaded in an empty sandbox environment.
1162 ^ Will load functions, but they cannot access the global environment.
1163 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1164 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1165 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1168 minetest.env - EnvRef of the server environment and world.
1169 ^ Using this you can access nodes and entities
1172 minetest.registered_items
1173 ^ List of registered items, indexed by name
1174 minetest.registered_nodes
1175 ^ List of registered node definitions, indexed by name
1176 minetest.registered_craftitems
1177 ^ List of registered craft item definitions, indexed by name
1178 minetest.registered_tools
1179 ^ List of registered tool definitions, indexed by name
1180 minetest.registered_entities
1181 ^ List of registered entity prototypes, indexed by name
1182 minetest.object_refs
1183 ^ List of object references, indexed by active object id
1184 minetest.luaentities
1185 ^ List of lua entities, indexed by active object id
1187 Deprecated but defined for backwards compatibility:
1188 minetest.digprop_constanttime(time)
1189 minetest.digprop_stonelike(toughness)
1190 minetest.digprop_dirtlike(toughness)
1191 minetest.digprop_gravellike(toughness)
1192 minetest.digprop_woodlike(toughness)
1193 minetest.digprop_leaveslike(toughness)
1194 minetest.digprop_glasslike(toughness)
1198 EnvRef: basically ServerEnvironment and ServerMap combined.
1200 - set_node(pos, node)
1201 - add_node(pos, node): alias set_node(pos, node)
1202 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1204 ^ Equivalent to set_node(pos, "air")
1206 ^ Returns {name="ignore", ...} for unloaded area
1207 - get_node_or_nil(pos)
1208 ^ Returns nil for unloaded area
1209 - get_node_light(pos, timeofday) -> 0...15 or nil
1210 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1212 - place_node(pos, node)
1213 ^ Place node with the same effects that a player would cause
1215 ^ Dig node with the same effects that a player would cause
1217 ^ Punch node with the same effects that a player would cause
1219 - get_meta(pos) -- Get a NodeMetaRef at that position
1220 - get_node_timer(pos) -- Get NodeTimerRef
1222 - add_entity(pos, name): Spawn Lua-defined entity at position
1223 ^ Returns ObjectRef, or nil if failed
1224 - add_item(pos, item): Spawn item
1225 ^ Returns ObjectRef, or nil if failed
1226 - get_player_by_name(name) -- Get an ObjectRef to a player
1227 - get_objects_inside_radius(pos, radius)
1228 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1230 - find_node_near(pos, radius, nodenames) -> pos or nil
1231 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1232 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1233 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1234 - get_perlin(seeddiff, octaves, persistence, scale)
1235 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1237 ^ clear all objects in the environments
1238 - line_of_sight(pos1,pos2,stepsize) ->true/false
1239 ^ checkif there is a direct line of sight between pos1 and pos2
1240 ^ pos1 First position
1241 ^ pos2 Second position
1242 ^ stepsize smaller gives more accurate results but requires more computing
1244 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1245 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1246 ^ pos1: start position
1247 ^ pos2: end position
1248 ^ searchdistance: number of blocks to search in each direction
1249 ^ max_jump: maximum height difference to consider walkable
1250 ^ max_drop: maximum height difference to consider droppable
1251 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1252 - spawn_tree (pos, {treedef})
1253 ^ spawns L-System tree at given pos with definition in treedef table
1255 axiom, - string initial tree axiom
1256 rules_a, - string rules set A
1257 rules_b, - string rules set B
1258 rules_c, - string rules set C
1259 rules_d, - string rules set D
1260 trunk, - string trunk node name
1261 leaves, - string leaves node name
1262 leaves2, - string secondary leaves node name
1263 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1264 angle, - num angle in deg
1265 iterations, - num max # of iterations, usually 2 -5
1266 random_level, - num factor to lower nr of iterations, usually 0 - 3
1267 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1268 thin_branches, - boolean true -> use thin (1 node) branches
1269 fruit, - string fruit node name
1270 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1271 seed, - num random seed
1274 Key for Special L-System Symbols used in Axioms
1275 G - move forward one unit with the pen up
1276 F - move forward one unit with the pen down drawing trunks and branches
1277 f - move forward one unit with the pen down drawing leaves (100% chance)
1278 T - move forward one unit with the pen down drawing trunks only
1279 R - move forward one unit with the pen down placing fruit
1280 A - replace with rules set A
1281 B - replace with rules set B
1282 C - replace with rules set C
1283 D - replace with rules set D
1284 a - replace with rules set A, chance 90%
1285 b - replace with rules set B, chance 80%
1286 c - replace with rules set C, chance 70%
1287 d - replace with rules set D, chance 60%
1288 + - yaw the turtle right by angle parameter
1289 - - yaw the turtle left by angle parameter
1290 & - pitch the turtle down by angle parameter
1291 ^ - pitch the turtle up by angle parameter
1292 / - roll the turtle to the right by angle parameter
1293 * - roll the turtle to the left by angle parameter
1294 [ - save in stack current state info
1295 ] - recover from stack state info
1297 Example usage: spawn small apple tree
1300 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1301 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1302 trunk="default:tree",
1303 leaves="default:leaves",
1307 trunk_type="single",
1310 fruit="default:apple"
1312 minetest.env:spawn_tree(pos,apple_tree)
1315 - add_rat(pos): Add C++ rat object (no-op)
1316 - add_firefly(pos): Add C++ firefly object (no-op)
1318 NodeMetaRef: Node metadata - reference extra data and functionality stored
1320 - Can be gotten via minetest.env:get_nodemeta(pos)
1322 - set_string(name, value)
1324 - set_int(name, value)
1326 - set_float(name, value)
1328 - get_inventory() -> InvRef
1329 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1330 - from_table(nil or {})
1331 ^ See "Node Metadata"
1333 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1334 - Can be gotten via minetest.env:get_node_timer(pos)
1336 - set(timeout,elapsed)
1337 ^ set a timer's state
1338 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1339 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1340 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1343 ^ equivelent to set(timeout,0)
1346 - get_timeout() -> current timeout in seconds
1347 ^ if timeout is 0, timer is inactive
1348 - get_elapsed() -> current elapsed time in seconds
1349 ^ the node's on_timer function will be called after timeout-elapsed seconds
1350 - is_started() -> boolean state of timer
1351 ^ returns true if timer is started, otherwise false
1353 ObjectRef: Moving things in the game are generally these
1354 (basically reference to a C++ ServerActiveObject)
1356 - remove(): remove object (after returning from Lua)
1357 - getpos() -> {x=num, y=num, z=num}
1358 - setpos(pos); pos={x=num, y=num, z=num}
1359 - moveto(pos, continuous=false): interpolated move
1360 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1361 ^ puncher = an another ObjectRef,
1362 ^ time_from_last_punch = time since last punch action of the puncher
1363 ^ direction: can be nil
1364 - right_click(clicker); clicker = an another ObjectRef
1365 - get_hp(): returns number of hitpoints (2 * number of hearts)
1366 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1367 - get_inventory() -> InvRef
1368 - get_wield_list(): returns the name of the inventory list the wielded item is in
1369 - get_wield_index(): returns the index of the wielded item
1370 - get_wielded_item() -> ItemStack
1371 - set_wielded_item(item): replaces the wielded item, returns true if successful
1372 - set_armor_groups({group1=rating, group2=rating, ...})
1373 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1374 - set_attach(parent, bone, position, rotation)
1376 ^ position = {x=num, y=num, z=num} (relative)
1377 ^ rotation = {x=num, y=num, z=num}
1379 - set_bone_position(bone, position, rotation)
1381 ^ position = {x=num, y=num, z=num} (relative)
1382 ^ rotation = {x=num, y=num, z=num}
1383 - set_properties(object property table)
1384 LuaEntitySAO-only: (no-op for other objects)
1385 - setvelocity({x=num, y=num, z=num})
1386 - getvelocity() -> {x=num, y=num, z=num}
1387 - setacceleration({x=num, y=num, z=num})
1388 - getacceleration() -> {x=num, y=num, z=num}
1390 - getyaw() -> radians
1391 - settexturemod(mod)
1392 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1393 - select_horiz_by_yawpitch=false)
1394 ^ Select sprite from spritesheet with optional animation and DM-style
1395 texture selection based on yaw relative to camera
1396 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1398 Player-only: (no-op for other objects)
1399 - is_player(): true for players, false for others
1400 - get_player_name(): returns "" if is not a player
1401 - get_look_dir(): get camera direction as a unit vector
1402 - get_look_pitch(): pitch in radians
1403 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1404 - set_look_pitch(radians): sets look pitch
1405 - set_look_yaw(radians): sets look yaw
1406 - set_inventory_formspec(formspec)
1407 ^ Redefine player's inventory form
1408 ^ Should usually be called in on_joinplayer
1409 - get_inventory_formspec() -> formspec string
1410 - get_player_control(): returns table with player pressed keys
1411 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1412 - get_player_control_bits(): returns integer with bit packed player pressed keys
1413 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1414 - set_physics_override(speed, jump, gravity)
1415 modifies per-player walking speed, jump height, and gravity.
1416 Values default to 1 and act as offsets to the physics settings
1417 in minetest.conf. nil will keep the current setting.
1418 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1419 - hud_remove(id): remove the HUD element of the specified id
1420 - hud_change(id, stat, value): change a value of a previously added HUD element
1421 ^ element stat values: position, name, scale, text, number, item, dir
1422 - hud_get(id): gets the HUD element definition structure of the specified ID
1424 InvRef: Reference to an inventory
1426 - is_empty(listname): return true if list is empty
1427 - get_size(listname): get size of a list
1428 - set_size(listname, size): set size of a list
1429 - get_width(listname): get width of a list
1430 - set_width(listname, width): set width of list; currently used for crafting
1431 - get_stack(listname, i): get a copy of stack index i in list
1432 - set_stack(listname, i, stack): copy stack to index i in list
1433 - get_list(listname): return full list
1434 - set_list(listname, list): set full list (size will not change)
1435 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1436 - room_for_item(listname, stack): returns true if the stack of items
1437 can be fully added to the list
1438 - contains_item(listname, stack): returns true if the stack of items
1439 can be fully taken from the list
1440 remove_item(listname, stack): take as many items as specified from the list,
1441 returns the items that were actually removed (as an ItemStack)
1442 - get_location() -> location compatible to minetest.get_inventory(location)
1443 -> {type="undefined"} in case location is not known
1445 ItemStack: A stack of items.
1446 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1448 - is_empty(): return true if stack is empty
1449 - get_name(): returns item name (e.g. "default:stone")
1450 - get_count(): returns number of items on the stack
1451 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1452 - get_metadata(): returns metadata (a string attached to an item stack)
1453 - clear(): removes all items from the stack, making it empty
1454 - replace(item): replace the contents of this stack (item can also
1455 be an itemstring or table)
1456 - to_string(): returns the stack in itemstring form
1457 - to_table(): returns the stack in Lua table form
1458 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1459 - get_free_space(): returns get_stack_max() - get_count()
1460 - is_known(): returns true if the item name refers to a defined item type
1461 - get_definition(): returns the item definition table
1462 - get_tool_capabilities(): returns the digging properties of the item,
1463 ^ or those of the hand if none are defined for this item type
1464 - add_wear(amount): increases wear by amount if the item is a tool
1465 - add_item(item): put some item or stack onto this stack,
1466 ^ returns leftover ItemStack
1467 - item_fits(item): returns true if item or stack can be fully added to this one
1468 - take_item(n): take (and remove) up to n items from this stack
1469 ^ returns taken ItemStack
1470 ^ if n is omitted, n=1 is used
1471 - peek_item(n): copy (don't remove) up to n items from this stack
1472 ^ returns copied ItemStack
1473 ^ if n is omitted, n=1 is used
1475 PseudoRandom: A pseudorandom number generator
1476 - Can be created via PseudoRandom(seed)
1478 - next(): return next integer random number [0...32767]
1479 - next(min, max): return next integer random number [min...max]
1480 (max - min) must be 32767 or <= 6553 due to the simple
1481 implementation making bad distribution otherwise.
1483 PerlinNoise: A perlin noise generator
1484 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1485 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1487 - get2d(pos) -> 2d noise value at pos={x=,y=}
1488 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1491 --------------------
1492 - Functions receive a "luaentity" as self:
1493 - It has the member .name, which is the registered name ("mod:thing")
1494 - It has the member .object, which is an ObjectRef pointing to the object
1495 - The original prototype stuff is visible directly via a metatable
1497 - on_activate(self, staticdata)
1498 ^ Called when the object is instantiated.
1499 - on_step(self, dtime)
1500 ^ Called on every server tick (dtime is usually 0.05 seconds)
1501 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1502 ^ Called when somebody punches the object.
1503 ^ Note that you probably want to handle most punches using the
1504 automatic armor group system.
1505 ^ puncher: ObjectRef (can be nil)
1506 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1507 ^ tool_capabilities: capability table of used tool (can be nil)
1508 ^ dir: unit vector of direction of punch. Always defined. Points from
1509 the puncher to the punched.
1510 - on_rightclick(self, clicker)
1511 - get_staticdata(self)
1512 ^ Should return a string that will be passed to on_activate when
1513 the object is instantiated the next time.
1523 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1524 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1525 visual_size = {x=1, y=1},
1527 textures = {}, -- number of required textures depends on visual
1528 colors = {}, -- number of required colors depends on visual
1529 spritediv = {x=1, y=1},
1530 initial_sprite_basepos = {x=0, y=0},
1532 makes_footstep_sound = false,
1533 automatic_rotate = false,
1536 Entity definition (register_entity)
1538 (Deprecated: Everything in object properties is read directly from here)
1540 initial_properties = <initial object properties>,
1542 on_activate = function(self, staticdata, dtime_s),
1543 on_step = function(self, dtime),
1544 on_punch = function(self, hitter),
1545 on_rightclick = function(self, clicker),
1546 get_staticdata = function(self),
1547 ^ Called sometimes; the string returned is passed to on_activate when
1548 the entity is re-activated from static state
1550 # Also you can define arbitrary member variables here
1551 myvariable = whatever,
1554 ABM (ActiveBlockModifier) definition (register_abm)
1556 -- In the following two fields, also group:groupname will work.
1557 nodenames = {"default:lava_source"},
1558 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1559 ^ If left out or empty, any neighbor will do
1560 interval = 1.0, -- (operation interval)
1561 chance = 1, -- (chance of trigger is 1.0/this)
1562 action = func(pos, node, active_object_count, active_object_count_wider),
1565 Item definition (register_node, register_craftitem, register_tool)
1567 description = "Steel Axe",
1568 groups = {}, -- key=name, value=rating; rating=1..3.
1569 if rating not applicable, use 1.
1570 eg. {wool=1, fluffy=3}
1571 {soil=2, outerspace=1, crumbly=1}
1572 {bendy=2, snappy=1},
1573 {hard=1, metal=1, spikes=1}
1574 inventory_image = "default_tool_steelaxe.png",
1576 wield_scale = {x=1,y=1,z=1},
1578 liquids_pointable = false,
1579 tool_capabilities = {
1580 full_punch_interval = 1.0,
1584 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1585 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1587 damage_groups = {groupname=damage},
1589 node_placement_prediction = nil,
1590 ^ If nil and item is node, prediction is made automatically
1591 ^ If nil and item is not a node, no prediction is made
1592 ^ If "" and item is anything, no prediction is made
1593 ^ Otherwise should be name of node which the client immediately places
1594 on ground when the player places the item. Server will always update
1595 actual result to client in a short moment.
1597 place = <SimpleSoundSpec>,
1600 on_place = func(itemstack, placer, pointed_thing),
1601 ^ Shall place item and return the leftover itemstack
1602 ^ default: minetest.item_place
1603 on_drop = func(itemstack, dropper, pos),
1604 ^ Shall drop item and return the leftover itemstack
1605 ^ default: minetest.item_drop
1606 on_use = func(itemstack, user, pointed_thing),
1608 ^ Function must return either nil if no item shall be removed from
1609 inventory, or an itemstack to replace the original itemstack.
1610 eg. itemstack:take_item(); return itemstack
1611 ^ Otherwise, the function is free to do what it wants.
1612 ^ The default functions handle regular use cases.
1617 - {name="image.png", animation={Tile Animation definition}}
1618 - {name="image.png", backface_culling=bool}
1619 ^ backface culling only supported in special tiles
1620 - deprecated still supported field names:
1623 Tile animation definition:
1624 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1626 Node definition (register_node)
1628 <all fields allowed in item definitions>,
1630 drawtype = "normal", -- See "Node drawtypes"
1632 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1633 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1634 ^ List can be shortened to needed length
1635 special_tiles = {tile definition 1, Tile definition 2},
1636 ^ Special textures of node; used rarely (old field name: special_materials)
1637 ^ List can be shortened to needed length
1639 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1640 paramtype = "none", -- See "Nodes"
1641 paramtype2 = "none", -- See "Nodes"
1642 is_ground_content = false, -- Currently not used for anything
1643 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1644 walkable = true, -- If true, objects collide with node
1645 pointable = true, -- If true, can be pointed at
1646 diggable = true, -- If false, can never be dug
1647 climbable = false, -- If true, can be climbed on (ladder)
1648 buildable_to = false, -- If true, placed nodes can replace this node
1649 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1650 liquidtype = "none", -- "none"/"source"/"flowing"
1651 liquid_alternative_flowing = "", -- Flowing version of source liquid
1652 liquid_alternative_source = "", -- Source version of flowing liquid
1653 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1654 liquid_renewable = true, -- Can new liquid source be created by placing
1655 two or more sources nearly?
1656 light_source = 0, -- Amount of light emitted by node
1657 damage_per_second = 0, -- If player is inside node, this damage is caused
1658 node_box = {type="regular"}, -- See "Node boxes"
1659 selection_box = {type="regular"}, -- See "Node boxes"
1660 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1661 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1662 legacy_wallmounted = false, -- Support maps made in and before January 2012
1664 footstep = <SimpleSoundSpec>,
1665 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1666 dug = <SimpleSoundSpec>,
1667 place = <SimpleSoundSpec>,
1670 on_construct = func(pos),
1671 ^ Node constructor; always called after adding node
1672 ^ Can set up metadata and stuff like that
1674 on_destruct = func(pos),
1675 ^ Node destructor; always called before removing node
1677 after_destruct = func(pos, oldnode),
1678 ^ Node destructor; always called after removing node
1681 after_place_node = func(pos, placer, itemstack),
1682 ^ Called after constructing node when node was placed using
1683 minetest.item_place_node / minetest.env:place_node
1684 ^ If return true no item is taken from itemstack
1686 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1687 ^ oldmetadata is in table format
1688 ^ Called after destructing node when node was dug using
1689 minetest.node_dig / minetest.env:dig_node
1691 can_dig = function(pos,player)
1692 ^ returns true if node can be dug, or false if not
1695 on_punch = func(pos, node, puncher),
1696 ^ default: minetest.node_punch
1697 ^ By default: does nothing
1698 on_rightclick = func(pos, node, clicker, itemstack),
1700 ^ if defined, itemstack will hold clicker's wielded item
1701 Shall return the leftover itemstack
1702 on_dig = func(pos, node, digger),
1703 ^ default: minetest.node_dig
1704 ^ By default: checks privileges, wears out tool and removes node
1706 on_timer = function(pos,elapsed),
1708 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1709 ^ elapsed is the total time passed since the timer was started
1710 ^ return true to run the timer for another cycle with the same timeout value
1712 on_receive_fields = func(pos, formname, fields, sender),
1713 ^ fields = {name1 = value1, name2 = value2, ...}
1714 ^ Called when an UI form (eg. sign text input) returns data
1717 allow_metadata_inventory_move = func(pos, from_list, from_index,
1718 to_list, to_index, count, player),
1719 ^ Called when a player wants to move items inside the inventory
1720 ^ Return value: number of items allowed to move
1722 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1723 ^ Called when a player wants to put something into the inventory
1724 ^ Return value: number of items allowed to put
1725 ^ Return value: -1: Allow and don't modify item count in inventory
1727 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1728 ^ Called when a player wants to take something out of the inventory
1729 ^ Return value: number of items allowed to take
1730 ^ Return value: -1: Allow and don't modify item count in inventory
1732 on_metadata_inventory_move = func(pos, from_list, from_index,
1733 to_list, to_index, count, player),
1734 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1735 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1736 ^ Called after the actual action has happened, according to what was allowed.
1739 on_blast = func(pos, intensity),
1740 ^ intensity: 1.0 = mid range of regular TNT
1741 ^ If defined, called when an explosion touches the node, instead of
1745 Recipe for register_craft: (shaped)
1747 output = 'default:pick_stone',
1749 {'default:cobble', 'default:cobble', 'default:cobble'},
1750 {'', 'default:stick', ''},
1751 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1753 replacements = <optional list of item pairs,
1754 replace one input item with another item on crafting>
1757 Recipe for register_craft (shapeless)
1760 output = 'mushrooms:mushroom_stew',
1763 "mushrooms:mushroom_brown",
1764 "mushrooms:mushroom_red",
1766 replacements = <optional list of item pairs,
1767 replace one input item with another item on crafting>
1770 Recipe for register_craft (tool repair)
1772 type = "toolrepair",
1773 additional_wear = -0.02,
1776 Recipe for register_craft (cooking)
1779 output = "default:glass",
1780 recipe = "default:sand",
1784 Recipe for register_craft (furnace fuel)
1787 recipe = "default:leaves",
1791 Ore definition (register_ore)
1793 ore_type = "scatter" -- See "Ore types"
1794 ore = "default:stone_with_coal",
1795 wherein = "default:stone",
1796 clust_scarcity = 8*8*8,
1797 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1798 ^ This value should be *MUCH* higher than your intuition might tell you!
1800 ^ Number of ores in a cluster
1802 ^ Size of the bounding box of the cluster
1803 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1804 height_min = -31000,
1807 ^ Attributes for this ore generation
1808 noise_threshhold = 0.5,
1809 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1810 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1811 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1812 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1815 Chatcommand definition (register_chatcommand)
1817 params = "<name> <privilege>", -- short parameter description
1818 description = "Remove privilege from player", -- full description
1819 privs = {privs=true}, -- require the "privs" privilege to run
1820 func = function(name, param), -- called when command is run
1823 Detached inventory callbacks
1825 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1826 ^ Called when a player wants to move items inside the inventory
1827 ^ Return value: number of items allowed to move
1829 allow_put = func(inv, listname, index, stack, player),
1830 ^ Called when a player wants to put something into the inventory
1831 ^ Return value: number of items allowed to put
1832 ^ Return value: -1: Allow and don't modify item count in inventory
1834 allow_take = func(inv, listname, index, stack, player),
1835 ^ Called when a player wants to take something out of the inventory
1836 ^ Return value: number of items allowed to take
1837 ^ Return value: -1: Allow and don't modify item count in inventory
1839 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1840 on_put = func(inv, listname, index, stack, player),
1841 on_take = func(inv, listname, index, stack, player),
1842 ^ Called after the actual action has happened, according to what was allowed.
1846 HUD Definition (hud_add, hud_get)
1848 hud_elem_type = "image", -- see HUD element types
1849 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1850 position = {x=0.5, y=0.5},
1851 ^ Left corner position of element
1857 ^ Selected item in inventory. 0 for no item selected.
1859 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top