1 Minetest Lua Modding API Reference 0.4.10
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on Linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for e.g. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing description to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, e.g. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, e.g. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 e.g. foomod_foothing.png
191 There are various texture modifiers that can be used
192 to generate textures on-the-fly.
195 Textures can be overlaid by putting a ^ between them.
196 Example: default_dirt.png^default_grass_side.png
197 default_grass_side.png is overlayed over default_dirt.png
200 Textures can be grouped together by enclosing them in ( and ).
201 Example: cobble.png^(thing1.png^thing2.png)
202 A texture for 'thing1.png^thing2.png' is created and the resulting
203 texture is overlaid over cobble.png.
205 Advanced texture modifiers:
207 n = animation frame count, p = current animation frame
208 Draw a step of the crack animation on the texture.
209 Example: default_cobble.png^[crack:10:1
211 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
212 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
213 file1/file2 = texture to combine
214 Create a textue of size <w> x <h> and blit <file1> to (<x1>,<y1>)
215 and blit <file2> to (<x2>,<y2>).
216 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
219 Brightens the texture.
220 Example: tnt_tnt_side.png^[brighten
223 Makes the texture completly opaque.
224 Example: default_leaves.png^[noalpha
226 [makealpha:<r>,<g>,<b>
227 Convert one color to transparency.
228 Example: default_cobble.png^[makealpha:128,128,128
231 t = transformation(s) to apply
232 Rotates and/or flips the image.
233 <t> can be a number (between 0 and 7) or a transform name.
234 Rotations are counter-clockwise.
236 1 R90 rotate by 90 degrees
237 2 R180 rotate by 180 degrees
238 3 R270 rotate by 270 degrees
240 5 FXR90 flip X then rotate by 90 degrees
242 7 FYR90 flip Y then rotate by 90 degrees
243 Example: default_stone.png^[transformFXR90
245 [inventorycube{<top>{<left>{<right>
246 '^' is replaced by '&' in texture names
247 Create an inventory cube texture using the side textures.
248 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
249 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
250 'dirt.png^grass_side.png' textures
252 [lowpart:<percent>:<file>
253 Blit the lower <percent>% part of <file> on the texture:
254 Example: base.png^[lowpart:25:overlay.png
256 [verticalframe:<t>:<n>
257 t = animation frame count, n = current animation frame
258 Crops the texture to a frame of a vertical animation.
259 Example: default_torch_animated.png^[verticalframe:16:8
263 Only OGG Vorbis files are supported.
265 For positional playing of sounds, only single-channel (mono) files are
266 supported. Otherwise OpenAL will play them non-positionally.
268 Mods should generally prefix their sounds with modname_, e.g. given
269 the mod name "foomod", a sound could be called
270 "foomod_foosound.ogg"
272 Sounds are referred to by their name with a dot, a single digit and the
273 file extension stripped out. When a sound is played, the actual sound file
274 is chosen randomly from the matching sounds.
276 When playing the sound "foomod_foosound", the sound is chosen randomly
277 from the available ones of the following files:
279 foomod_foosound.0.ogg
280 foomod_foosound.1.ogg
282 foomod_foosound.9.ogg
284 Examples of sound parameter tables:
285 -- Play location-less on all clients
287 gain = 1.0, -- default
289 -- Play location-less to a player
292 gain = 1.0, -- default
294 -- Play in a location
297 gain = 1.0, -- default
298 max_hear_distance = 32, -- default
300 -- Play connected to an object, looped
302 object = <an ObjectRef>,
303 gain = 1.0, -- default
304 max_hear_distance = 32, -- default
305 loop = true, -- only sounds connected to objects can be looped
310 e.g. "default_place_node"
312 e.g. {name="default_place_node"}
313 e.g. {name="default_place_node", gain=1.0}
315 Registered definitions of stuff
316 --------------------------------
317 Anything added using certain minetest.register_* functions get added to
318 the global minetest.registered_* tables.
320 minetest.register_entity(name, prototype table)
321 -> minetest.registered_entities[name]
323 minetest.register_node(name, node definition)
324 -> minetest.registered_items[name]
325 -> minetest.registered_nodes[name]
327 minetest.register_tool(name, item definition)
328 -> minetest.registered_items[name]
330 minetest.register_craftitem(name, item definition)
331 -> minetest.registered_items[name]
333 Note that in some cases you will stumble upon things that are not contained
334 in these tables (e.g. when a mod has been removed). Always check for
335 existence before trying to access the fields.
337 Example: If you want to check the drawtype of a node, you could do:
339 local function get_nodedef_field(nodename, fieldname)
340 if not minetest.registered_nodes[nodename] then
343 return minetest.registered_nodes[nodename][fieldname]
345 local drawtype = get_nodedef_field(nodename, "drawtype")
347 Example: minetest.get_item_group(name, group) has been implemented as:
349 function minetest.get_item_group(name, group)
350 if not minetest.registered_items[name] or not
351 minetest.registered_items[name].groups[group] then
354 return minetest.registered_items[name].groups[group]
359 Nodes are the bulk data of the world: cubes and other things that take the
360 space of a cube. Huge amounts of them are handled efficiently, but they
363 The definition of a node is stored and can be accessed by name in
364 minetest.registered_nodes[node.name]
365 See "Registered definitions of stuff".
367 Nodes are passed by value between Lua and the engine.
368 They are represented by a table:
369 {name="name", param1=num, param2=num}
371 param1 and param2 are 8 bit integers. The engine uses them for certain
372 automated functions. If you don't use these functions, you can use them to
373 store arbitrary values.
375 The functions of param1 and param2 are determined by certain fields in the
377 param1 is reserved for the engine when paramtype != "none":
379 ^ The value stores light with and without sun in it's
380 upper and lower 4 bits.
381 param2 is reserved for the engine when any of these are used:
382 liquidtype == "flowing"
383 ^ The level and some flags of the liquid is stored in param2
384 drawtype == "flowingliquid"
385 ^ The drawn liquid level is read from param2
386 drawtype == "torchlike"
387 drawtype == "signlike"
388 paramtype2 == "wallmounted"
389 ^ The rotation of the node is stored in param2. You can make this value
390 by using minetest.dir_to_wallmounted().
391 paramtype2 == "facedir"
392 ^ The rotation of the node is stored in param2. Furnaces and chests are
393 rotated this way. Can be made by using minetest.dir_to_facedir().
395 facedir modulo 4 = axisdir
396 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
397 facedir's two less significant bits are rotation around the axis
398 paramtype2 == "leveled"
399 ^ The drawn node level is read from param2, like flowingliquid
401 Nodes can also contain extra data. See "Node Metadata".
405 There are a bunch of different looking node types. These are mostly just
406 copied from Minetest 0.3; more may be made in the future.
408 Look for examples in games/minimal or games/minetest_game.
423 - nodebox -- See below. EXPERIMENTAL
427 Node selection boxes are defined using "node boxes"
429 The "nodebox" node drawtype allows defining visual of nodes consisting of
430 arbitrary number of boxes. It allows defining stuff like stairs. Only the
431 "fixed" and "leveled" box type is supported for these.
432 ^ Please note that this is still experimental, and may be incompatibly
433 changed in the future.
435 A nodebox is defined as any of:
437 -- A normal cube; the default in most things
441 -- A fixed box (facedir param2 is used, if applicable)
443 fixed = box OR {box1, box2, ...}
446 -- A box like the selection box for torches
447 -- (wallmounted param2 is used, if applicable)
448 type = "wallmounted",
455 {x1, y1, z1, x2, y2, z2}
456 A box of a regular node would look like:
457 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
459 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
463 These tell in what manner the ore is generated.
464 All default ores are of the uniformly-distributed scatter type.
467 Randomly chooses a location and generates a cluster of ore.
468 If noise_params is specified, the ore will be placed if the 3d perlin noise at
469 that point is greater than the noise_threshhold, giving the ability to create a non-equal
472 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
473 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
474 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
475 scale when comparing against the noise threshhold, but scale is used to determine relative height.
476 The height of the blob is randomly scattered, with a maximum height of clust_size.
477 clust_scarcity and clust_num_ores are ignored.
478 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
479 - claylike - NOT YET IMPLEMENTED
480 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
481 neighborhood of clust_size radius.
485 See section Flag Specifier Format.
486 Currently supported flags: absheight
488 Also produce this same ore between the height range of -height_max and -height_min.
489 Useful for having ore in sky realms without having to duplicate ore entries.
493 The varying types of decorations that can be placed.
494 The default value is simple, and is currently the only type supported.
497 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
498 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
499 for example. Can also generate a decoration of random height between a specified lower and
500 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
503 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
504 probability of a node randomly appearing when placed. This decoration type is intended to be used
505 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
509 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
510 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
511 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
512 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
513 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
515 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
516 probability of that node appearing in the structure.
517 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
518 - A probability value of 0 means that node will never appear (0% chance).
519 - A probability value of 255 means the node will always appear (100% chance).
520 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
521 will appear when the schematic is placed on the map.
523 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
526 ---------------------
527 See section Flag Specifier Format.
528 Currently supported flags: place_center_x, place_center_y, place_center_z
530 Placement of this decoration is centered along the X axis.
532 Placement of this decoration is centered along the Y axis.
534 Placement of this decoration is centered along the Z axis.
538 The position field is used for all element types.
539 To account for differing resolutions, the position coordinates are the percentage of the screen,
540 ranging in value from 0 to 1.
541 The name field is not yet used, but should contain a description of what the HUD element represents.
542 The direction field is the direction in which something is drawn.
543 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.
544 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
545 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
547 The offset field specifies a pixel offset from the position. Contrary to position,
548 the offset is not scaled to screen size. This allows for some precisely-positioned
550 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
551 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
553 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
556 Displays an image on the HUD.
557 - scale: The scale of the image, with 1 being the original texture size.
558 Only the X coordinate scale is used (positive values)
559 Negative values represent that percentage of the screen it
560 should take; e.g. x=-100 means 100% (width)
561 - text: The name of the texture that is displayed.
562 - alignment: The alignment of the image.
563 - offset: offset in pixels from position.
565 Displays text on the HUD.
566 - scale: Defines the bounding rectangle of the text.
567 A value such as {x=100, y=100} should work.
568 - text: The text to be displayed in the HUD element.
569 - number: An integer containing the RGB value of the color used to draw the text.
570 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
571 - alignment: The alignment of the text.
572 - offset: offset in pixels from position.
574 Displays a horizontal bar made up of half-images.
575 - text: The name of the texture that is used.
576 - number: The number of half-textures that are displayed.
577 If odd, will end with a vertically center-split texture.
579 - offset: offset in pixels from position.
580 - size: If used will force full-image size to this value (override texture pack image size)
582 - text: The name of the inventory list to be displayed.
583 - number: Number of items in the inventory to be displayed.
584 - item: Position of item that is selected.
587 Displays distance to selected world position.
588 - name: The name of the waypoint.
589 - text: Distance suffix. Can be blank.
590 - number: An integer containing the RGB value of the color used to draw the text.
591 - world_pos: World position of the waypoint.
593 Representations of simple things
594 --------------------------------
596 {x=num, y=num, z=num}
597 For helper functions see "Vector helpers".
601 {type="node", under=pos, above=pos}
602 {type="object", ref=ObjectRef}
604 Flag Specifier Format
605 -----------------------
606 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
607 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
608 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
609 clears the flag from whatever the default may be.
610 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
611 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
612 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
614 e.g. A flag field of value
615 {place_center_x = true, place_center_y=false, place_center_z=true}
617 {place_center_x = true, noplace_center_y=true, place_center_z=true}
618 which is equivalent to
619 "place_center_x, noplace_center_y, place_center_z"
621 "place_center_x, place_center_z"
622 since, by default, no schematic attributes are set.
626 Node (register_node):
627 A node from the world
628 Tool (register_tool):
629 A tool/weapon that can dig and damage things according to tool_capabilities
630 Craftitem (register_craftitem):
633 Items and item stacks can exist in three formats:
635 Serialized; This is called stackstring or itemstring:
636 e.g. 'default:dirt 5'
637 e.g. 'default:pick_wood 21323'
641 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
643 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
644 ^ a wooden pick about 1/3 worn out
645 e.g. {name="default:apple", count=1, wear=0, metadata=""}
649 C++ native format with many helper methods. Useful for converting between
650 formats. See the Class reference section for details.
652 When an item must be passed to a function, it can usually be in any of
657 In a number of places, there is a group table. Groups define the
658 properties of a thing (item, node, armor of entity, capabilities of
659 tool) in such a way that the engine and other mods can can interact with
660 the thing without actually knowing what the thing is.
663 - Groups are stored in a table, having the group names with keys and the
664 group ratings as values. For example:
665 groups = {crumbly=3, soil=1}
667 groups = {crumbly=2, soil=1, level=2, outerspace=1}
668 ^ A more special dirt-kind of thing
669 - Groups always have a rating associated with them. If there is no
670 useful meaning for a rating for an enabled group, it shall be 1.
671 - When not defined, the rating of a group defaults to 0. Thus when you
672 read groups, you must interpret nil and 0 as the same value, 0.
674 You can read the rating of a group for an item or a node by using
675 minetest.get_item_group(itemname, groupname)
679 Groups of items can define what kind of an item it is (e.g. wool).
683 In addition to the general item things, groups are used to define whether
684 a node is destroyable and how long it takes to destroy by a tool.
688 For entities, groups are, as of now, used only for calculating damage.
689 The rating is the percentage of damage caused by tools with this damage group.
690 See "Entity damage mechanism".
692 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
693 object.set_armor_groups({fleshy=30, cracky=80})
697 Groups in tools define which groups of nodes and entities they are
700 Groups in crafting recipes
701 ---------------------------
702 An example: Make meat soup from any meat, any water and any bowl
704 output = 'food:meat_soup_raw',
710 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
712 An another example: Make red wool from white wool and red dye
716 recipe = {'wool:white', 'group:dye,basecolor_red'},
721 - immortal: Disables the group damage system for an entity
722 - level: Can be used to give an additional sense of progression in the game.
723 - A larger level will cause e.g. a weapon of a lower level make much less
724 damage, and get worn out much faster, or not be able to get drops
725 from destroyed nodes.
726 - 0 is something that is directly accessible at the start of gameplay
727 - There is no upper limit
728 - dig_immediate: (player can always pick up node without tool wear)
729 - 2: node is removed without tool wear after 0.5 seconds or so
731 - 3: node is removed without tool wear immediately (torch)
732 - disable_jump: Player (and possibly other things) cannot jump from node
733 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
734 - bouncy: value is bounce speed in percent
735 - falling_node: if there is no walkable block under the node it will fall
736 - attached_node: if the node under it is not a walkable block the node will be
737 dropped as an item. If the node is wallmounted the
738 wallmounted direction is checked.
739 - soil: saplings will grow on nodes in this group
740 - connect_to_raillike: makes nodes of raillike drawtype connect to
741 other group members with same drawtype
743 Known damage and digging time defining groups
744 ----------------------------------------------
745 - crumbly: dirt, sand
746 - cracky: tough but crackable stuff like stone.
747 - snappy: something that can be cut using fine tools; e.g. leaves, small
748 plants, wire, sheets of metal
749 - choppy: something that can be cut using force; e.g. trees, wooden planks
750 - fleshy: Living things like animals and the player. This could imply
751 some blood effects when hitting.
752 - explody: Especially prone to explosions
753 - oddly_breakable_by_hand:
754 Can be added to nodes that shouldn't logically be breakable by the
755 hand but are. Somewhat similar to dig_immediate, but times are more
756 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
757 speed of a tool if the tool can dig at a faster speed than this
758 suggests for the hand.
760 Examples of custom groups
761 --------------------------
762 Item groups are often used for defining, well, //groups of items//.
763 - meat: any meat-kind of a thing (rating might define the size or healing
764 ability or be irrelevant - it is not defined as of yet)
765 - eatable: anything that can be eaten. Rating might define HP gain in half
767 - flammable: can be set on fire. Rating might define the intensity of the
768 fire, affecting e.g. the speed of the spreading of an open fire.
769 - wool: any wool (any origin, any color)
772 - heavy: anything considerably heavy
774 Digging time calculation specifics
775 -----------------------------------
776 Groups such as **crumbly**, **cracky** and **snappy** are used for this
777 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
780 The **level** group is used to limit the toughness of nodes a tool can dig
781 and to scale the digging times / damage to a greater extent.
783 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
786 Tools define their properties by a list of parameters for groups. They
787 cannot dig other groups; thus it is important to use a standard bunch of
788 groups to enable interaction with tools.
791 * Full punch interval
793 * For an arbitrary list of groups:
794 * Uses (until the tool breaks)
795 * Maximum level (usually 0, 1, 2 or 3)
799 **Full punch interval**:
800 When used as a weapon, the tool will do full damage if this time is spent
801 between punches. If e.g. half the time is spent, the tool will do half
804 **Maximum drop level**
805 Suggests the maximum level of node, when dug with the tool, that will drop
806 it's useful item. (e.g. iron ore to drop a lump of iron).
807 - This is not automated; it is the responsibility of the node definition
811 Determines how many uses the tool has when it is used for digging a node,
812 of this group, of the maximum level. For lower leveled nodes, the use count
813 is multiplied by 3^leveldiff.
814 - uses=10, leveldiff=0 -> actual uses: 10
815 - uses=10, leveldiff=1 -> actual uses: 30
816 - uses=10, leveldiff=2 -> actual uses: 90
819 Tells what is the maximum level of a node of this group that the tool will
823 List of digging times for different ratings of the group, for nodes of the
825 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
826 result in the tool to be able to dig nodes that have a rating of 2 or 3
827 for this group, and unable to dig the rating 1, which is the toughest.
828 Unless there is a matching group that enables digging otherwise.
831 List of damage for groups of entities. See "Entity damage mechanism".
833 Example definition of the capabilities of a tool
834 -------------------------------------------------
835 tool_capabilities = {
836 full_punch_interval=1.5,
839 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
841 damage_groups = {fleshy=2},
844 This makes the tool be able to dig nodes that fulfill both of these:
845 - Have the **crumbly** group
846 - Have a **level** group less or equal to 2
848 Table of resulting digging times:
849 crumbly 0 1 2 3 4 <- level
855 level diff: 2 1 0 -1 -2
857 Table of resulting tool uses:
864 - At crumbly=0, the node is not diggable.
865 - At crumbly=3, the level difference digging time divider kicks in and makes
866 easy nodes to be quickly breakable.
867 - At level > 2, the node is not diggable, because it's level > maxlevel
869 Entity damage mechanism
870 ------------------------
873 foreach group in cap.damage_groups:
874 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
875 * (object.armor_groups[group] / 100.0)
876 -- Where object.armor_groups[group] is 0 for inexistent values
879 Client predicts damage based on damage groups. Because of this, it is able to
880 give an immediate response when an entity is damaged or dies; the response is
881 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
883 - Currently a smoke puff will appear when an entity dies.
885 The group **immortal** completely disables normal damage.
887 Entities can define a special armor group, which is **punch_operable**. This
888 group disables the regular damage mechanism for players punching it by hand or
889 a non-tool item, so that it can do something else than take damage.
891 On the Lua side, every punch calls ''entity:on_punch(puncher,
892 time_from_last_punch, tool_capabilities, direction)''. This should never be
893 called directly, because damage is usually not handled by the entity itself.
894 * ''puncher'' is the object performing the punch. Can be nil. Should never be
895 accessed unless absolutely required, to encourage interoperability.
896 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
897 * ''tool_capabilities'' can be nil.
898 * ''direction'' is a unit vector, pointing from the source of the punch to
901 To punch an entity/object in Lua, call ''object:punch(puncher,
902 time_from_last_punch, tool_capabilities, direction)''.
903 * Return value is tool wear.
904 * Parameters are equal to the above callback.
905 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
906 automatically filled in based on the location of ''puncher''.
910 The instance of a node in the world normally only contains the three values
911 mentioned in "Nodes". However, it is possible to insert extra data into a
912 node. It is called "node metadata"; See "NodeMetaRef".
914 Metadata contains two things:
918 Some of the values in the key-value store are handled specially:
919 - formspec: Defines a right-click inventory menu. See "Formspec".
920 - infotext: Text shown on the screen when the node is pointed at
924 local meta = minetest.get_meta(pos)
925 meta:set_string("formspec",
927 "list[context;main;0,0;8,4;]"..
928 "list[current_player;main;0,5;8,4;]")
929 meta:set_string("infotext", "Chest");
930 local inv = meta:get_inventory()
931 inv:set_size("main", 8*4)
932 print(dump(meta:to_table()))
935 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] = ""}
938 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
945 Formspec defines a menu. Currently not much else than inventories are
946 supported. It is a string, with a somewhat strange format.
948 Spaces and newlines can be inserted between the blocks, as is used in the
954 list[context;main;0,0;8,4;]
955 list[current_player;main;0,5;8,4;]
958 list[context;fuel;2,3;1,1;]
959 list[context;src;2,1;1,1;]
960 list[context;dst;5,1;2,2;]
961 list[current_player;main;0,5;8,4;]
962 - Minecraft-like player inventory
964 image[1,0.6;1,2;player.png]
965 list[current_player;main;0,3.5;8,4;]
966 list[current_player;craft;3,0;3,3;]
967 list[current_player;craftpreview;7,1;1,1;]
971 size[<W>,<H>,<fixed_size>]
972 ^ Define the size of the menu in inventory slots
973 ^ fixed_size true/false (optional)
974 ^ deprecated: invsize[<W>,<H>;]
976 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
977 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
978 ^ Show an inventory list
980 listcolors[<slot_bg_normal>;<slot_bg_hover>]
981 ^ Sets background color of slots in HEX-Color format
982 ^ Sets background color of slots on mouse hovering
984 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
985 ^ Sets background color of slots in HEX-Color format
986 ^ Sets background color of slots on mouse hovering
987 ^ Sets color of slots border
989 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
990 ^ Sets background color of slots in HEX-Color format
991 ^ Sets background color of slots on mouse hovering
992 ^ Sets color of slots border
993 ^ Sets default background color of tooltips
994 ^ Sets default font color of tooltips
996 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
997 ^ Adds tooltip for an element
998 ^ <bgcolor> tooltip background color in HEX-Color format (optional)
999 ^ <fontcolor> tooltip font color in HEX-Color format (optional)
1002 image[<X>,<Y>;<W>,<H>;<texture name>]
1004 ^ Position and size units are inventory slots
1006 item_image[<X>,<Y>;<W>,<H>;<item name>]
1007 ^ Show an inventory image of registered item/node
1008 ^ Position and size units are inventory slots
1010 bgcolor[<color>;<fullscreen>]
1011 ^ Sets background color of formspec in HEX-Color format
1012 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1014 background[<X>,<Y>;<W>,<H>;<texture name>]
1015 ^ Use a background. Inventory rectangles are not drawn then.
1016 ^ Position and size units are inventory slots
1017 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1019 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1020 ^ Use a background. Inventory rectangles are not drawn then.
1021 ^ Position and size units are inventory slots
1022 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1023 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1025 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1026 ^ Textual password style field; will be sent to server when a button is clicked
1027 ^ x and y position the field relative to the top left of the menu
1028 ^ w and h are the size of the field
1029 ^ fields are a set height, but will be vertically centred on h
1030 ^ Position and size units are inventory slots
1031 ^ name is the name of the field as returned in fields to on_receive_fields
1032 ^ label, if not blank, will be text printed on the top left above the field
1034 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1035 ^ Textual field; will be sent to server when a button is clicked
1036 ^ x and y position the field relative to the top left of the menu
1037 ^ w and h are the size of the field
1038 ^ fields are a set height, but will be vertically centred on h
1039 ^ Position and size units are inventory slots
1040 ^ name is the name of the field as returned in fields to on_receive_fields
1041 ^ label, if not blank, will be text printed on the top left above the field
1042 ^ default is the default value of the field
1043 ^ default may contain variable references such as '${text}' which
1044 will fill the value from the metadata value 'text'
1045 ^ Note: no extra text or more than a single variable is supported ATM.
1047 field[<name>;<label>;<default>]
1048 ^ as above but without position/size units
1049 ^ special field for creating simple forms, such as sign text input
1050 ^ must be used without a size[] element
1051 ^ a 'Proceed' button will be added automatically
1053 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1054 ^ same as fields above, but with multi-line input
1056 label[<X>,<Y>;<label>]
1057 ^ x and y work as per field
1058 ^ label is the text on the label
1059 ^ Position and size units are inventory slots
1061 vertlabel[<X>,<Y>;<label>]
1062 ^ Textual label drawn vertically
1063 ^ x and y work as per field
1064 ^ label is the text on the label
1065 ^ Position and size units are inventory slots
1067 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1068 ^ Clickable button. When clicked, fields will be sent.
1069 ^ x, y and name work as per field
1070 ^ w and h are the size of the button
1071 ^ label is the text on the button
1072 ^ Position and size units are inventory slots
1074 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1075 ^ x, y, w, h, and name work as per button
1076 ^ texture name is the filename of an image
1077 ^ Position and size units are inventory slots
1079 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1080 ^ x, y, w, h, and name work as per button
1081 ^ texture name is the filename of an image
1082 ^ Position and size units are inventory slots
1083 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1084 ^ drawborder draw button border or not
1085 ^ pressed texture name is the filename of an image on pressed state
1087 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1088 ^ x, y, w, h, name and label work as per button
1089 ^ item name is the registered name of an item/node,
1090 tooltip will be made out of its description
1091 to override it use tooltip element
1092 ^ Position and size units are inventory slots
1094 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1095 ^ When clicked, fields will be sent and the form will quit.
1097 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1098 ^ When clicked, fields will be sent and the form will quit.
1100 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1101 ^ Scrollable item list showing arbitrary text elements
1102 ^ x and y position the itemlist relative to the top left of the menu
1103 ^ w and h are the size of the itemlist
1104 ^ name fieldname sent to server on doubleclick value is current selected element
1105 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1106 ^ if you want a listelement to start with # write ##
1108 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1109 ^ Scrollable itemlist showing arbitrary text elements
1110 ^ x and y position the itemlist relative to the top left of the menu
1111 ^ w and h are the size of the itemlist
1112 ^ name fieldname sent to server on doubleclick value is current selected element
1113 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1114 ^ if you want a listelement to start with # write ##
1115 ^ index to be selected within textlist
1116 ^ true/false draw transparent background
1117 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1119 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1120 ^ show a tabHEADER at specific position (ignores formsize)
1121 ^ x and y position the itemlist relative to the top left of the menu
1122 ^ name fieldname data is transfered to Lua
1123 ^ caption 1... name shown on top of tab
1124 ^ current_tab index of selected tab 1...
1125 ^ transparent (optional) show transparent
1126 ^ draw_border (optional) draw border
1128 box[<X>,<Y>;<W>,<H>;<color>]
1129 ^ simple colored semitransparent box
1130 ^ x and y position the box relative to the top left of the menu
1131 ^ w and h are the size of box
1132 ^ color in HEX-Color format
1134 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1135 ^ show a dropdown field
1136 ^ IMPORTANT NOTE: There are two different operation modes:
1137 ^ 1) handle directly on change (only changed dropdown is submitted)
1138 ^ 2) read the value on pressing a button (all dropdown values are available)
1139 ^ x and y position of dropdown
1141 ^ fieldname data is transfered to Lua
1142 ^ items to be shown in dropdown
1143 ^ index of currently selected dropdown item
1145 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1147 ^ x and y position of checkbox
1148 ^ name fieldname data is transfered to Lua
1149 ^ label to be shown left of checkbox
1150 ^ selected (optional) true/false
1151 ^ tooltip (optional)
1153 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1155 ^ there are two ways to use it:
1156 ^ 1) handle the changed event (only changed scrollbar is available)
1157 ^ 2) read the value on pressing a button (all scrollbars are available)
1158 ^ x and y position of trackbar
1160 ^ orientation vertical/horizontal
1161 ^ fieldname data is transfered to lua
1162 ^ value this trackbar is set to (0-1000)
1163 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1165 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1166 ^ show scrollable table using options defined by the previous tableoptions[]
1167 ^ displays cells as defined by the previous tablecolumns[]
1168 ^ x and y position the itemlist relative to the top left of the menu
1169 ^ w and h are the size of the itemlist
1170 ^ name fieldname sent to server on row select or doubleclick
1171 ^ cell 1...n cell contents given in row-major order
1172 ^ selected idx: index of row to be selected within table (first row = 1)
1173 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1175 tableoptions[<opt 1>;<opt 2>;...]
1176 ^ sets options for table[]:
1178 ^^ default text color (HEX-Color), defaults to #FFFFFF
1179 ^ background=#RRGGBB
1180 ^^ table background color (HEX-Color), defaults to #000000
1181 ^ border=<true/false>
1182 ^^ should the table be drawn with a border? (default true)
1184 ^^ highlight background color (HEX-Color), defaults to #466432
1185 ^ highlight_text=#RRGGBB
1186 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1188 ^^ all subtrees up to depth < value are open (default value = 0)
1189 ^^ only useful when there is a column of type "tree"
1191 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1192 ^ sets columns for table[]:
1193 ^ types: text, image, color, indent, tree
1194 ^^ text: show cell contents as text
1195 ^^ image: cell contents are an image index, use column options to define images
1196 ^^ color: cell contents are a HEX-Color and define color of following cell
1197 ^^ indent: cell contents are a number and define indentation of following cell
1198 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1200 ^^ align=<value> for "text" and "image": content alignment within cells
1201 ^^ available values: left (default), center, right, inline
1202 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1203 ^^ for "indent" and "tree": indent width in em (default 1.5)
1204 ^^ padding=<value> padding left of the column, in em (default 0.5)
1205 ^^ exception: defaults to 0 for indent columns
1206 ^^ tooltip=<value> tooltip text (default empty)
1207 ^ "image" column options:
1208 ^^ 0=<value> sets image for image index 0
1209 ^^ 1=<value> sets image for image index 1
1210 ^^ 2=<value> sets image for image index 2
1211 ^^ and so on; defined indices need not be contiguous
1212 ^^ empty or non-numeric cells are treated as 0
1213 ^ "color" column options:
1214 ^^ span=<value> number of following columns to affect (default infinite)
1216 Note: do NOT use a element name starting with "key_" those names are reserved to
1217 pass key press events to formspec!
1221 - "context": Selected node metadata (deprecated: "current_name")
1222 - "current_player": Player to whom the menu is shown
1223 - "player:<name>": Any player
1224 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1225 - "detached:<name>": A detached inventory
1230 ^ defines a color in hexadecimal format
1232 ^ defines a color in hexadecimal format and alpha channel
1234 ^ defines a color in hexadecimal format
1236 ^ defines a color in hexadecimal format and alpha channel
1240 vector.new([x[, y, z]]) -> vector
1241 ^ x is a table or the x position.
1242 vector.direction(p1, p2) -> vector
1243 vector.distance(p1, p2) -> number
1244 vector.length(v) -> number
1245 vector.normalize(v) -> vector
1246 vector.round(v) -> vector
1247 vector.equals(v1, v2) -> bool
1248 For the following functions x can be either a vector or a number.
1249 vector.add(v, x) -> vector
1250 vector.subtract(v, x) -> vector
1251 vector.multiply(v, x) -> vector
1252 vector.divide(v, x) -> vector
1256 dump2(obj, name="_", dumped={})
1257 ^ Return object serialized as a string, handles reference loops
1258 dump(obj, dumped={})
1259 ^ Return object serialized as a string
1261 ^ Get the hypotenuse of a triangle with legs x and y.
1262 Useful for distance calculation.
1263 string:split(separator)
1264 ^ e.g. string:split("a,b", ",") == {"a","b"}
1266 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1267 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1268 ^ Convert position to a printable string
1269 minetest.string_to_pos(string) -> position
1270 ^ Same but in reverse
1271 minetest.formspec_escape(string) -> string
1272 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1273 minetest.is_yes(arg)
1274 ^ returns whether arg can be interpreted as yes
1276 minetest namespace reference
1277 -----------------------------
1279 minetest.get_current_modname() -> string
1280 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1281 ^ Useful for loading additional .lua modules or static data from mod
1282 minetest.get_modnames() -> list of installed mods
1283 ^ Return a list of installed mods, sorted alphabetically
1284 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1285 ^ Useful for storing custom data
1286 minetest.is_singleplayer()
1288 ^ table containing API feature flags: {foo=true, bar=true}
1289 minetest.has_feature(arg) -> bool, missing_features
1290 ^ arg: string or table in format {foo=true, bar=true}
1291 ^ missing_features: {foo=true, bar=true}
1292 minetest.get_player_information(playername)
1293 ^ table containing information about player peer:
1295 address = "127.0.0.1", -- IP address of client
1296 ip_version = 4, -- IPv4 / IPv6
1297 min_rtt = 0.01, -- minimum round trip time
1298 max_rtt = 0.2, -- maximum round trip time
1299 avg_rtt = 0.02, -- average round trip time
1300 min_jitter = 0.01, -- minimum packet time jitter
1301 max_jitter = 0.5, -- maximum packet time jitter
1302 avg_jitter = 0.03, -- average packet time jitter
1303 connection_uptime = 200, -- seconds since client connected
1305 -- following information is available on debug build only!!!
1306 -- DO NOT USE IN MODS
1307 --ser_vers = 26, -- serialization version used by client
1308 --prot_vers = 23, -- protocol version used by client
1309 --major = 0, -- major version number
1310 --minor = 4, -- minor version number
1311 --patch = 10, -- patch version number
1312 --vers_string = "0.4.9-git", -- full version string
1313 --state = "Active" -- current client state
1317 minetest.debug(line)
1318 ^ Always printed to stderr and logfile (print() is redirected here)
1320 minetest.log(loglevel, line)
1321 ^ loglevel one of "error", "action", "info", "verbose"
1323 Registration functions: (Call these only at load time)
1324 minetest.register_entity(name, prototype table)
1325 minetest.register_abm(abm definition)
1326 minetest.register_node(name, node definition)
1327 minetest.register_tool(name, item definition)
1328 minetest.register_craftitem(name, item definition)
1329 minetest.register_alias(name, convert_to)
1330 minetest.register_craft(recipe)
1331 minetest.register_ore(ore definition)
1332 minetest.register_decoration(decoration definition)
1333 minetest.override_item(name, redefinition)
1334 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1335 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1336 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1338 Global callback registration functions: (Call these only at load time)
1339 minetest.register_globalstep(func(dtime))
1340 ^ Called every server step, usually interval of 0.1s
1341 minetest.register_on_shutdown(func())
1342 ^ Called before server shutdown
1343 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1344 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1345 semi-frequent intervals as well as on server shutdown.
1346 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1347 ^ Called when a node has been placed
1348 ^ If return true no item is taken from itemstack
1349 ^ Not recommended; use on_construct or after_place_node in node definition
1351 minetest.register_on_dignode(func(pos, oldnode, digger))
1352 ^ Called when a node has been dug.
1353 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1355 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1356 ^ Called when a node is punched
1357 minetest.register_on_generated(func(minp, maxp, blockseed))
1358 ^ Called after generating a piece of world. Modifying nodes inside the area
1359 is a bit faster than usually.
1360 minetest.register_on_newplayer(func(ObjectRef))
1361 ^ Called after a new player has been created
1362 minetest.register_on_dieplayer(func(ObjectRef))
1363 ^ Called when a player dies
1364 minetest.register_on_respawnplayer(func(ObjectRef))
1365 ^ Called when player is to be respawned
1366 ^ Called _before_ repositioning of player occurs
1367 ^ return true in func to disable regular player placement
1368 minetest.register_on_prejoinplayer(func(name, ip))
1369 ^ Called before a player joins the game
1370 ^ If it returns a string, the player is disconnected with that string as reason
1371 minetest.register_on_joinplayer(func(ObjectRef))
1372 ^ Called when a player joins the game
1373 minetest.register_on_leaveplayer(func(ObjectRef))
1374 ^ Called when a player leaves the game
1375 minetest.register_on_cheat(func(ObjectRef, cheat))
1376 ^ Called when a player cheats
1377 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1378 minetest.register_on_chat_message(func(name, message))
1379 ^ Called always when a player says something
1380 minetest.register_on_player_receive_fields(func(player, formname, fields))
1381 ^ Called when a button is pressed in player's inventory form
1382 ^ Newest functions are called first
1383 ^ If function returns true, remaining functions are not called
1384 minetest.register_on_mapgen_init(func(MapgenParams))
1385 ^ Called just before the map generator is initialized but before the environment is initialized
1386 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1387 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1388 ^ Called when player crafts something
1389 ^ itemstack is the output
1390 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1391 ^ craft_inv is the inventory with the crafting grid
1392 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1393 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1394 ^ The same as before, except that it is called before the player crafts, to make
1395 ^ craft prediction, and it should not change anything.
1396 minetest.register_on_protection_violation(func(pos, name))
1397 ^ Called by builtin and mods when a player violates protection at a position
1398 (eg, digs a node or punches a protected entity).
1399 ^ The registered functions can be called using minetest.record_protection_violation
1400 ^ The provided function should check that the position is protected by the mod
1401 calling this function before it prints a message, if it does, to allow for
1402 multiple protection mods.
1403 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1404 ^ Called when an item is eaten, by minetest.item_eat
1405 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1407 Other registration functions:
1408 minetest.register_chatcommand(cmd, chatcommand definition)
1409 minetest.register_privilege(name, definition)
1410 ^ definition: "description text"
1412 description = "description text",
1413 give_to_singleplayer = boolean, -- default: true
1415 minetest.register_authentication_handler(handler)
1416 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1419 minetest.setting_set(name, value)
1420 minetest.setting_get(name) -> string or nil
1421 minetest.setting_setbool(name, value)
1422 minetest.setting_getbool(name) -> boolean value or nil
1423 minetest.setting_get_pos(name) -> position or nil
1424 minetest.setting_save() -> nil, save all settings to config file
1427 minetest.notify_authentication_modified(name)
1428 ^ Should be called by the authentication handler if privileges change.
1429 ^ To report everybody, set name=nil.
1430 minetest.get_password_hash(name, raw_password)
1431 ^ Convert a name-password pair to a password hash that minetest can use
1432 minetest.string_to_privs(str) -> {priv1=true,...}
1433 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1434 ^ Convert between two privilege representations
1435 minetest.set_player_password(name, password_hash)
1436 minetest.set_player_privs(name, {priv1=true,...})
1437 minetest.get_player_privs(name) -> {priv1=true,...}
1438 minetest.auth_reload()
1439 ^ These call the authentication handler
1440 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1441 ^ A quickhand for checking privileges
1442 minetest.get_player_ip(name) -> IP address string
1445 minetest.chat_send_all(text)
1446 minetest.chat_send_player(name, text)
1450 minetest.set_node(pos, node)
1451 minetest.add_node(pos, node): alias set_node(pos, node)
1452 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1453 minetest.swap_node(pos, node)
1454 ^ Set node at position, but don't remove metadata
1455 minetest.remove_node(pos)
1456 ^ Equivalent to set_node(pos, "air")
1457 minetest.get_node(pos)
1458 ^ Returns {name="ignore", ...} for unloaded area
1459 minetest.get_node_or_nil(pos)
1460 ^ Returns nil for unloaded area
1461 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1462 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1464 minetest.place_node(pos, node)
1465 ^ Place node with the same effects that a player would cause
1466 minetest.dig_node(pos)
1467 ^ Dig node with the same effects that a player would cause
1468 minetest.punch_node(pos)
1469 ^ Punch node with the same effects that a player would cause
1471 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1472 minetest.get_node_timer(pos) -- Get NodeTimerRef
1474 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1475 ^ Returns ObjectRef, or nil if failed
1476 minetest.add_item(pos, item): Spawn item
1477 ^ Returns ObjectRef, or nil if failed
1478 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1479 minetest.get_objects_inside_radius(pos, radius)
1480 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1481 minetest.get_timeofday()
1482 minetest.get_gametime(): returns the time, in seconds, since the world was created
1483 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1484 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1485 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1486 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1487 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1488 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1489 minetest.get_voxel_manip()
1490 ^ Return voxel manipulator object
1491 minetest.set_gen_notify(flags)
1492 ^ Set the types of on-generate notifications that should be collected
1493 ^ flags is a comma-delimited combination of:
1494 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1495 minetest.get_mapgen_object(objectname)
1496 ^ Return requested mapgen object if available (see Mapgen objects)
1497 minetest.set_mapgen_params(MapgenParams)
1498 ^ Set map generation parameters
1499 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1500 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1501 ^ Leave field unset to leave that parameter unchanged
1502 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1503 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1504 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1505 ^ Sets the default value of a noiseparam setting
1506 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1507 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1508 minetest.clear_objects()
1509 ^ clear all objects in the environments
1510 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1511 ^ Check if there is a direct line of sight between pos1 and pos2
1512 ^ Returns the position of the blocking node when false
1513 ^ pos1 First position
1514 ^ pos2 Second position
1515 ^ stepsize smaller gives more accurate results but requires more computing
1517 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1518 ^ -> table containing path
1519 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1520 ^ pos1: start position
1521 ^ pos2: end position
1522 ^ searchdistance: number of blocks to search in each direction
1523 ^ max_jump: maximum height difference to consider walkable
1524 ^ max_drop: maximum height difference to consider droppable
1525 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1526 minetest.spawn_tree (pos, {treedef})
1527 ^ spawns L-System tree at given pos with definition in treedef table
1528 minetest.transforming_liquid_add(pos)
1529 ^ add node to liquid update queue
1530 minetest.get_node_max_level(pos)
1531 ^ get max available level for leveled node
1532 minetest.get_node_level(pos)
1533 ^ get level of leveled node (water, snow)
1534 minetest.set_node_level(pos, level)
1535 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1536 minetest.add_node_level(pos, level)
1537 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1540 minetest.get_inventory(location) -> InvRef
1541 ^ location = e.g. {type="player", name="celeron55"}
1542 {type="node", pos={x=, y=, z=}}
1543 {type="detached", name="creative"}
1544 minetest.create_detached_inventory(name, callbacks) -> InvRef
1545 ^ callbacks: See "Detached inventory callbacks"
1546 ^ Creates a detached inventory. If it already exists, it is cleared.
1549 minetest.show_formspec(playername, formname, formspec)
1550 ^ playername: name of player to show formspec
1551 ^ formname: name passed to on_player_receive_fields callbacks
1552 ^ should follow "modname:<whatever>" naming convention
1553 ^ formspec: formspec to display
1554 minetest.formspec_escape(string) -> string
1555 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1556 minetest.explode_table_event(string) -> table
1557 ^ returns e.g. {type="CHG", row=1, column=2}
1558 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1559 minetest.explode_textlist_event(string) -> table
1560 ^ returns e.g. {type="CHG", index=1}
1561 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1562 minetest.explode_scrollbar_event(string) -> table
1563 ^ returns e.g. {type="CHG", value=500}
1564 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1567 minetest.inventorycube(img1, img2, img3)
1568 ^ Returns a string for making an image of a cube (useful as an item image)
1569 minetest.get_pointed_thing_position(pointed_thing, above)
1570 ^ Get position of a pointed_thing (that you can get from somewhere)
1571 minetest.dir_to_facedir(dir, is6d)
1572 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1573 minetest.facedir_to_dir(facedir)
1574 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1575 minetest.dir_to_wallmounted(dir)
1576 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1577 minetest.get_node_drops(nodename, toolname)
1578 ^ Returns list of item names.
1579 ^ Note: This will be removed or modified in a future version.
1580 minetest.get_craft_result(input) -> output, decremented_input
1581 ^ input.method = 'normal' or 'cooking' or 'fuel'
1582 ^ input.width = for example 3
1583 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1584 stack 5, stack 6, stack 7, stack 8, stack 9 }
1585 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1586 ^ output.time = number, if unsuccessful: 0
1587 ^ decremented_input = like input
1588 minetest.get_craft_recipe(output) -> input
1589 ^ returns last registered recipe for output item (node)
1590 ^ output is a node or item type such as 'default:torch'
1591 ^ input.method = 'normal' or 'cooking' or 'fuel'
1592 ^ input.width = for example 3
1593 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1594 stack 5, stack 6, stack 7, stack 8, stack 9 }
1595 ^ input.items = nil if no recipe found
1596 minetest.get_all_craft_recipes(query item) -> table or nil
1597 ^ returns indexed table with all registered recipes for query item (node)
1598 or nil if no recipe was found
1601 method = 'normal' or 'cooking' or 'fuel'
1602 width = 0-3, 0 means shapeless recipe
1603 items = indexed [1-9] table with recipe items
1604 output = string with item name and quantity
1606 Example query for default:gold_ingot will return table:
1608 1={type = "cooking", width = 3, output = "default:gold_ingot",
1609 items = {1 = "default:gold_lump"}},
1610 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1611 items = {1 = "default:goldblock"}}
1613 minetest.handle_node_drops(pos, drops, digger)
1614 ^ drops: list of itemstrings
1615 ^ Handles drops from nodes after digging: Default action is to put them into
1617 ^ Can be overridden to get different functionality (e.g. dropping items on
1621 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1622 ^ Find who has done something to a node, or near a node
1623 ^ actor: "player:<name>", also "liquid".
1624 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1625 ^ Revert latest actions of someone
1626 ^ actor: "player:<name>", also "liquid".
1628 Defaults for the on_* item definition functions:
1629 (These return the leftover itemstack)
1630 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1631 ^ Place item as a node
1632 ^ param2 overrides facedir and wallmounted param2
1633 ^ returns itemstack, success
1634 minetest.item_place_object(itemstack, placer, pointed_thing)
1636 minetest.item_place(itemstack, placer, pointed_thing, param2)
1637 ^ Use one of the above based on what the item is.
1638 ^ Calls on_rightclick of pointed_thing.under if defined instead
1639 ^ Note: is not called when wielded item overrides on_place
1640 ^ param2 overrides facedir and wallmounted param2
1641 ^ returns itemstack, success
1642 minetest.item_drop(itemstack, dropper, pos)
1644 minetest.item_eat(hp_change, replace_with_item)
1645 ^ Eat the item. replace_with_item can be nil.
1647 Defaults for the on_punch and on_dig node definition callbacks:
1648 minetest.node_punch(pos, node, puncher, pointed_thing)
1649 ^ Calls functions registered by minetest.register_on_punchnode()
1650 minetest.node_dig(pos, node, digger)
1651 ^ Checks if node can be dug, puts item into inventory, removes node
1652 ^ Calls functions registered by minetest.registered_on_dignodes()
1655 minetest.sound_play(spec, parameters) -> handle
1656 ^ spec = SimpleSoundSpec
1657 ^ parameters = sound parameter table
1658 minetest.sound_stop(handle)
1661 minetest.after(time, func, ...)
1662 ^ Call function after time seconds
1663 ^ Optional: Variable number of arguments that are passed to func
1666 minetest.request_shutdown() -> request for server shutdown
1667 minetest.get_server_status() -> server status string
1670 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1671 minetest.get_ban_description(ip_or_name) -> ban description (string)
1672 minetest.ban_player(name) -> ban a player
1673 minetest.unban_player_or_ip(name) -> unban player or IP address
1674 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1677 minetest.add_particle(particle definition)
1678 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1679 size, collisiondetection, texture, playername)
1681 minetest.add_particlespawner(particlespawner definition)
1682 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1684 ^ Deprecated: minetest.add_particlespawner(amount, time,
1688 minexptime, maxexptime,
1690 collisiondetection, texture, playername)
1692 minetest.delete_particlespawner(id, player)
1693 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1694 ^ If playername is specified, only deletes on the player's client,
1695 ^ otherwise on all clients
1698 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1699 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1700 ^ Apply the specified probability values to the specified nodes in probability_list.
1701 ^ probability_list is an array of tables containing two fields, pos and prob.
1702 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1703 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1704 ^ If there are two or more entries with the same pos value, the last entry is used.
1705 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1706 ^ If probability_list is nil, no probabilities are applied.
1707 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1708 ^ the y position of the slice with a probability applied.
1709 ^ If slice probability list is nil, no slice probabilities are applied.
1710 ^ Saves schematic in the Minetest Schematic format to filename.
1712 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1713 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1714 ^ Rotation can be "0", "90", "180", "270", or "random".
1715 ^ If the rotation parameter is omitted, the schematic is not rotated.
1716 ^ replacements = {{"oldname", "convert_to"}, ...}
1717 ^ force_placement is a boolean indicating whether nodes other than air and
1718 ^ ignore are replaced by the schematic
1721 minetest.get_connected_players() -> list of ObjectRefs
1722 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1723 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1724 minetest.get_position_from_hash(hash) -> position
1725 ^ Inverse transform of minetest.hash_node_position
1726 minetest.get_item_group(name, group) -> rating
1727 ^ Get rating of a group of an item. (0 = not in group)
1728 minetest.get_node_group(name, group) -> rating
1729 ^ Deprecated: An alias for the former.
1730 minetest.get_content_id(name) -> integer
1731 ^ Gets the internal content ID of name
1732 minetest.get_name_from_content_id(content_id) -> string
1733 ^ Gets the name of the content with that content ID
1734 minetest.parse_json(string[, nullvalue]) -> something
1735 ^ Convert a string containing JSON data into the Lua equivalent
1736 ^ nullvalue: returned in place of the JSON null; defaults to nil
1737 ^ On success returns a table, a string, a number, a boolean or nullvalue
1738 ^ On failure outputs an error message and returns nil
1739 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1740 minetest.write_json(data[, styled]) -> string or nil and error message
1741 ^ Convert a Lua table into a JSON string
1742 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1743 ^ Un-serializable things like functions and userdata are saved as null.
1744 ^ Warning: JSON is more strict than the Lua table format.
1745 1. You can only use strings and positive integers of at least one as keys.
1746 2. You can not mix string and integer keys.
1747 This is due to the fact that JSON has two distinct array and object values.
1748 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1749 minetest.serialize(table) -> string
1750 ^ Convert a table containing tables, strings, numbers, booleans and nils
1751 into string form readable by minetest.deserialize
1752 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1753 minetest.deserialize(string) -> table
1754 ^ Convert a string returned by minetest.deserialize into a table
1755 ^ String is loaded in an empty sandbox environment.
1756 ^ Will load functions, but they cannot access the global environment.
1757 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1758 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1759 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1760 minetest.is_protected(pos, name) -> bool
1761 ^ This function should be overridden by protection mods and should be used to
1762 check if a player can interact at a position.
1763 ^ This function should call the old version of itself if the position is not
1764 protected by the mod.
1766 local old_is_protected = minetest.is_protected
1767 function minetest.is_protected(pos, name)
1768 if mymod:position_protected_from(pos, name) then
1771 return old_is_protected(pos, name)
1773 minetest.record_protection_violation(pos, name)
1774 ^ This function calls functions registered with
1775 minetest.register_on_protection_violation.
1776 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1777 ^ Attempt to predict the desired orientation of the facedir-capable node
1778 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1779 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1780 field is false or omitted (else, the itemstack is not changed). orient_flags
1781 is an optional table containing extra tweaks to the placement code:
1782 invert_wall: if true, place wall-orientation on the ground and ground-
1783 orientation on the wall.
1784 force_wall: if true, always place the node in wall orientation.
1785 force_ceiling: if true, always place on the ceiling.
1786 force_floor: if true, always place the node on the floor.
1788 The above four options are mutually-exclusive; the last in the list takes
1789 precedence over the first.
1791 force_facedir: if true, forcefully reset the facedir to north when placing on
1792 the floor or ceiling
1794 minetest.rotate_node(itemstack, placer, pointed_thing)
1795 ^ calls rotate_and_place() with infinitestacks set according to the state of
1796 the creative mode setting, and checks for "sneak" to set the invert_wall
1799 minetest.forceload_block(pos)
1800 ^ forceloads the position pos.
1801 ^ returns true if area could be forceloaded
1803 minetest.forceload_free_block(pos)
1804 ^ stops forceloading the position pos.
1806 Please note that forceloaded areas are saved when the server restarts.
1809 minetest.env - EnvRef of the server environment and world.
1810 ^ Any function in the minetest namespace can be called using the syntax
1811 minetest.env:somefunction(somearguments)
1813 minetest.somefunction(somearguments)
1814 ^ Deprecated, but support is not to be dropped soon
1817 minetest.registered_items
1818 ^ List of registered items, indexed by name
1819 minetest.registered_nodes
1820 ^ List of registered node definitions, indexed by name
1821 minetest.registered_craftitems
1822 ^ List of registered craft item definitions, indexed by name
1823 minetest.registered_tools
1824 ^ List of registered tool definitions, indexed by name
1825 minetest.registered_entities
1826 ^ List of registered entity prototypes, indexed by name
1827 minetest.object_refs
1828 ^ List of object references, indexed by active object id
1829 minetest.luaentities
1830 ^ List of Lua entities, indexed by active object id
1834 NodeMetaRef: Node metadata - reference extra data and functionality stored
1836 - Can be gotten via minetest.get_nodemeta(pos)
1838 - set_string(name, value)
1840 - set_int(name, value)
1842 - set_float(name, value)
1844 - get_inventory() -> InvRef
1845 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1846 - from_table(nil or {})
1847 ^ See "Node Metadata"
1849 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1850 - Can be gotten via minetest.get_node_timer(pos)
1852 - set(timeout,elapsed)
1853 ^ set a timer's state
1854 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1855 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1856 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1859 ^ equivalent to set(timeout,0)
1862 - get_timeout() -> current timeout in seconds
1863 ^ if timeout is 0, timer is inactive
1864 - get_elapsed() -> current elapsed time in seconds
1865 ^ the node's on_timer function will be called after timeout-elapsed seconds
1866 - is_started() -> boolean state of timer
1867 ^ returns true if timer is started, otherwise false
1869 ObjectRef: Moving things in the game are generally these
1870 (basically reference to a C++ ServerActiveObject)
1872 - remove(): remove object (after returning from Lua)
1873 - getpos() -> {x=num, y=num, z=num}
1874 - setpos(pos); pos={x=num, y=num, z=num}
1875 - moveto(pos, continuous=false): interpolated move
1876 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1877 ^ puncher = an another ObjectRef,
1878 ^ time_from_last_punch = time since last punch action of the puncher
1879 ^ direction: can be nil
1880 - right_click(clicker); clicker = an another ObjectRef
1881 - get_hp(): returns number of hitpoints (2 * number of hearts)
1882 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1883 - get_inventory() -> InvRef
1884 - get_wield_list(): returns the name of the inventory list the wielded item is in
1885 - get_wield_index(): returns the index of the wielded item
1886 - get_wielded_item() -> ItemStack
1887 - set_wielded_item(item): replaces the wielded item, returns true if successful
1888 - set_armor_groups({group1=rating, group2=rating, ...})
1889 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1890 - set_attach(parent, bone, position, rotation)
1892 ^ position = {x=num, y=num, z=num} (relative)
1893 ^ rotation = {x=num, y=num, z=num}
1895 - set_bone_position(bone, position, rotation)
1897 ^ position = {x=num, y=num, z=num} (relative)
1898 ^ rotation = {x=num, y=num, z=num}
1899 - set_properties(object property table)
1900 LuaEntitySAO-only: (no-op for other objects)
1901 - setvelocity({x=num, y=num, z=num})
1902 - getvelocity() -> {x=num, y=num, z=num}
1903 - setacceleration({x=num, y=num, z=num})
1904 - getacceleration() -> {x=num, y=num, z=num}
1906 - getyaw() -> radians
1907 - settexturemod(mod)
1908 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1909 - select_horiz_by_yawpitch=false)
1910 ^ Select sprite from spritesheet with optional animation and DM-style
1911 texture selection based on yaw relative to camera
1912 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1914 Player-only: (no-op for other objects)
1915 - is_player(): true for players, false for others
1916 - get_player_name(): returns "" if is not a player
1917 - get_look_dir(): get camera direction as a unit vector
1918 - get_look_pitch(): pitch in radians
1919 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1920 - set_look_pitch(radians): sets look pitch
1921 - set_look_yaw(radians): sets look yaw
1922 - get_breath() : returns players breath
1923 - set_breath(value) : sets players breath
1924 values: 0 player is drowning,
1925 1-10 number of bubbles remain,
1926 11 bubbles bar is not shown
1927 - set_inventory_formspec(formspec)
1928 ^ Redefine player's inventory form
1929 ^ Should usually be called in on_joinplayer
1930 - get_inventory_formspec() -> formspec string
1931 - get_player_control(): returns table with player pressed keys
1932 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1933 - get_player_control_bits(): returns integer with bit packed player pressed keys
1934 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1935 - set_physics_override({
1936 speed = 1.0, -- multiplier to default value
1937 jump = 1.0, -- multiplier to default value
1938 gravity = 1.0, -- multiplier to default value
1939 sneak = true, -- whether player can sneak
1940 sneak_glitch = true, -- whether player can use the sneak glitch
1942 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1943 - hud_remove(id): remove the HUD element of the specified id
1944 - hud_change(id, stat, value): change a value of a previously added HUD element
1945 ^ element stat values: position, name, scale, text, number, item, dir
1946 - hud_get(id): gets the HUD element definition structure of the specified ID
1947 - hud_set_flags(flags): sets specified HUD flags to true/false
1948 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1949 ^ pass a table containing a true/false value of each flag to be set or unset
1950 ^ if a flag is nil, the flag is not modified
1951 - hud_get_flags(): returns a table containing status of hud flags
1952 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1953 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1954 ^ count: number of items, must be between 1 and 23
1955 - hud_set_hotbar_image(texturename)
1956 ^ sets background image for hotbar
1957 - hud_set_hotbar_selected_image(texturename)
1958 ^ sets image for selected item of hotbar
1959 - hud_replace_builtin(name, hud definition)
1960 ^ replace definition of a builtin hud element
1961 ^ name: "breath" or "health"
1962 ^ hud definition: definition to replace builtin definition
1963 - set_sky(bgcolor, type, {texture names})
1964 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1966 - "regular": Uses 0 textures, bgcolor ignored
1967 - "skybox": Uses 6 textures, bgcolor used
1968 - "plain": Uses 0 textures, bgcolor used
1969 ^ Note: currently does not work directly in on_joinplayer; use
1970 minetest.after(0) in there.
1971 - override_day_night_ratio(ratio or nil)
1972 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1973 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1974 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
1975 ^ stand/idle animation key frames
1976 ^ walk animation key frames
1977 ^ dig animation key frames
1978 ^ walk+dig animation key frames
1979 ^ animation frame speed
1980 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
1981 ^ in first person view
1982 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
1984 InvRef: Reference to an inventory
1986 - is_empty(listname): return true if list is empty
1987 - get_size(listname): get size of a list
1988 - set_size(listname, size): set size of a list
1989 ^ returns false on error (e.g. invalid listname or listsize)
1990 - get_width(listname): get width of a list
1991 - set_width(listname, width): set width of list; currently used for crafting
1992 - get_stack(listname, i): get a copy of stack index i in list
1993 - set_stack(listname, i, stack): copy stack to index i in list
1994 - get_list(listname): return full list
1995 - set_list(listname, list): set full list (size will not change)
1996 - get_lists(): returns list of inventory lists
1997 - set_lists(lists): sets inventory lists (size will not change)
1998 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1999 - room_for_item(listname, stack): returns true if the stack of items
2000 can be fully added to the list
2001 - contains_item(listname, stack): returns true if the stack of items
2002 can be fully taken from the list
2003 remove_item(listname, stack): take as many items as specified from the list,
2004 returns the items that were actually removed (as an ItemStack)
2005 - get_location() -> location compatible to minetest.get_inventory(location)
2006 -> {type="undefined"} in case location is not known
2008 ItemStack: A stack of items.
2009 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2011 - is_empty(): return true if stack is empty
2012 - get_name(): returns item name (e.g. "default:stone")
2013 - set_name(itemname)
2014 - get_count(): returns number of items on the stack
2016 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2018 - get_metadata(): returns metadata (a string attached to an item stack)
2019 - set_metadata(metadata)
2020 - clear(): removes all items from the stack, making it empty
2021 - replace(item): replace the contents of this stack (item can also
2022 be an itemstring or table)
2023 - to_string(): returns the stack in itemstring form
2024 - to_table(): returns the stack in Lua table form
2025 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2026 - get_free_space(): returns get_stack_max() - get_count()
2027 - is_known(): returns true if the item name refers to a defined item type
2028 - get_definition(): returns the item definition table
2029 - get_tool_capabilities(): returns the digging properties of the item,
2030 ^ or those of the hand if none are defined for this item type
2031 - add_wear(amount): increases wear by amount if the item is a tool
2032 - add_item(item): put some item or stack onto this stack,
2033 ^ returns leftover ItemStack
2034 - item_fits(item): returns true if item or stack can be fully added to this one
2035 - take_item(n): take (and remove) up to n items from this stack
2036 ^ returns taken ItemStack
2037 ^ if n is omitted, n=1 is used
2038 - peek_item(n): copy (don't remove) up to n items from this stack
2039 ^ returns copied ItemStack
2040 ^ if n is omitted, n=1 is used
2042 PseudoRandom: A pseudorandom number generator
2043 - Can be created via PseudoRandom(seed)
2045 - next(): return next integer random number [0...32767]
2046 - next(min, max): return next integer random number [min...max]
2047 (max - min) must be 32767 or <= 6553 due to the simple
2048 implementation making bad distribution otherwise.
2050 PerlinNoise: A perlin noise generator
2051 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
2052 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
2054 - get2d(pos) -> 2d noise value at pos={x=,y=}
2055 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2057 PerlinNoiseMap: A fast, bulk perlin noise generator
2058 - Can be created via PerlinNoiseMap(noiseparams, size)
2059 - Also minetest.get_perlin_map(noiseparams, size)
2061 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2062 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2063 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2064 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2066 VoxelManip: An interface to the MapVoxelManipulator for Lua
2067 - Can be created via VoxelManip()
2068 - Also minetest.get_voxel_manip()
2070 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2071 ^ returns actual emerged pmin, actual emerged pmax
2072 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2073 ^ important: data must be set using VoxelManip:set_data before calling this
2074 - get_data(): Gets the data read into the VoxelManip object
2075 ^ returns raw node data is in the form of an array of node content ids
2076 - set_data(data): Sets the data contents of the VoxelManip object
2077 - update_map(): Update map after writing chunk back to map.
2078 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2079 ^ retrieved from minetest.get_mapgen_object
2080 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2081 ^ light is a table, {day=<0...15>, night=<0...15>}
2082 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2083 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2084 - get_light_data(): Gets the light data read into the VoxelManip object
2085 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
2086 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2087 ^ light = day + (night * 16)
2088 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2089 ^ expects lighting data in the same format that get_light_data() returns
2090 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2091 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2092 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2093 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2094 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2095 - update_liquids(): Update liquid flow
2097 VoxelArea: A helper class for voxel areas
2098 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2099 - Coordinates are *inclusive*, like most other things in Minetest
2101 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2102 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2103 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2104 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2105 - indexp(p): same as above, except takes a vector
2106 - position(i): returns the absolute position vector corresponding to index i
2107 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2108 - containsp(p): same as above, except takes a vector
2109 - containsi(i): same as above, except takes an index
2110 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2111 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2112 - iterp(minp, maxp): same as above, except takes a vector
2114 Settings: An interface to read config files in the format of minetest.conf
2115 - Can be created via Settings(filename)
2118 - get_bool(key) -> boolean
2120 - remove(key) -> success
2121 - get_names() -> {key1,...}
2122 - write() -> success
2123 ^ write changes to file
2124 - to_table() -> {[key1]=value1,...}
2128 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2129 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2130 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2131 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2133 The following Mapgen objects are currently available:
2136 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2137 order. All mapgens support this object.
2140 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2141 generated chunk by the current mapgen.
2144 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2148 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2152 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2156 Returns a table mapping requested generation notification types to arrays of positions at which the
2157 corresponding generated structures are located at within the current chunk. To set the capture of positions
2158 of interest to be recorded on generate, use minetest.set_gen_notify().
2159 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2162 --------------------
2163 - Functions receive a "luaentity" as self:
2164 - It has the member .name, which is the registered name ("mod:thing")
2165 - It has the member .object, which is an ObjectRef pointing to the object
2166 - The original prototype stuff is visible directly via a metatable
2168 - on_activate(self, staticdata)
2169 ^ Called when the object is instantiated.
2170 - on_step(self, dtime)
2171 ^ Called on every server tick (dtime is usually 0.1 seconds)
2172 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2173 ^ Called when somebody punches the object.
2174 ^ Note that you probably want to handle most punches using the
2175 automatic armor group system.
2176 ^ puncher: ObjectRef (can be nil)
2177 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2178 ^ tool_capabilities: capability table of used tool (can be nil)
2179 ^ dir: unit vector of direction of punch. Always defined. Points from
2180 the puncher to the punched.
2181 - on_rightclick(self, clicker)
2182 - get_staticdata(self)
2183 ^ Should return a string that will be passed to on_activate when
2184 the object is instantiated the next time.
2189 axiom, - string initial tree axiom
2190 rules_a, - string rules set A
2191 rules_b, - string rules set B
2192 rules_c, - string rules set C
2193 rules_d, - string rules set D
2194 trunk, - string trunk node name
2195 leaves, - string leaves node name
2196 leaves2, - string secondary leaves node name
2197 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2198 angle, - num angle in deg
2199 iterations, - num max # of iterations, usually 2 -5
2200 random_level, - num factor to lower nr of iterations, usually 0 - 3
2201 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2202 thin_branches, - boolean true -> use thin (1 node) branches
2203 fruit, - string fruit node name
2204 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2205 seed, - num random seed
2208 Key for Special L-System Symbols used in Axioms
2209 G - move forward one unit with the pen up
2210 F - move forward one unit with the pen down drawing trunks and branches
2211 f - move forward one unit with the pen down drawing leaves (100% chance)
2212 T - move forward one unit with the pen down drawing trunks only
2213 R - move forward one unit with the pen down placing fruit
2214 A - replace with rules set A
2215 B - replace with rules set B
2216 C - replace with rules set C
2217 D - replace with rules set D
2218 a - replace with rules set A, chance 90%
2219 b - replace with rules set B, chance 80%
2220 c - replace with rules set C, chance 70%
2221 d - replace with rules set D, chance 60%
2222 + - yaw the turtle right by angle parameter
2223 - - yaw the turtle left by angle parameter
2224 & - pitch the turtle down by angle parameter
2225 ^ - pitch the turtle up by angle parameter
2226 / - roll the turtle to the right by angle parameter
2227 * - roll the turtle to the left by angle parameter
2228 [ - save in stack current state info
2229 ] - recover from stack state info
2231 Example usage: spawn small apple tree
2234 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2235 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2236 trunk="default:tree",
2237 leaves="default:leaves",
2241 trunk_type="single",
2244 fruit="default:apple"
2246 minetest.spawn_tree(pos,apple_tree)
2255 collide_with_objects = true, -- collide with other objects if physical=true
2257 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2258 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2259 visual_size = {x=1, y=1},
2261 textures = {}, -- number of required textures depends on visual
2262 colors = {}, -- number of required colors depends on visual
2263 spritediv = {x=1, y=1},
2264 initial_sprite_basepos = {x=0, y=0},
2266 makes_footstep_sound = false,
2267 automatic_rotate = false,
2269 automatic_face_movement_dir = 0.0,
2270 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2273 Entity definition (register_entity)
2275 (Deprecated: Everything in object properties is read directly from here)
2277 initial_properties = <initial object properties>,
2279 on_activate = function(self, staticdata, dtime_s),
2280 on_step = function(self, dtime),
2281 on_punch = function(self, hitter),
2282 on_rightclick = function(self, clicker),
2283 get_staticdata = function(self),
2284 ^ Called sometimes; the string returned is passed to on_activate when
2285 the entity is re-activated from static state
2287 # Also you can define arbitrary member variables here
2288 myvariable = whatever,
2291 ABM (ActiveBlockModifier) definition (register_abm)
2293 -- In the following two fields, also group:groupname will work.
2294 nodenames = {"default:lava_source"},
2295 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2296 ^ If left out or empty, any neighbor will do
2297 interval = 1.0, -- (operation interval)
2298 chance = 1, -- (chance of trigger is 1.0/this)
2299 action = func(pos, node, active_object_count, active_object_count_wider),
2302 Item definition (register_node, register_craftitem, register_tool)
2304 description = "Steel Axe",
2305 groups = {}, -- key=name, value=rating; rating=1..3.
2306 if rating not applicable, use 1.
2307 e.g. {wool=1, fluffy=3}
2308 {soil=2, outerspace=1, crumbly=1}
2309 {bendy=2, snappy=1},
2310 {hard=1, metal=1, spikes=1}
2311 inventory_image = "default_tool_steelaxe.png",
2313 wield_scale = {x=1,y=1,z=1},
2316 liquids_pointable = false,
2317 tool_capabilities = {
2318 full_punch_interval = 1.0,
2322 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2323 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2325 damage_groups = {groupname=damage},
2327 node_placement_prediction = nil,
2328 ^ If nil and item is node, prediction is made automatically
2329 ^ If nil and item is not a node, no prediction is made
2330 ^ If "" and item is anything, no prediction is made
2331 ^ Otherwise should be name of node which the client immediately places
2332 on ground when the player places the item. Server will always update
2333 actual result to client in a short moment.
2335 place = <SimpleSoundSpec>,
2338 on_place = func(itemstack, placer, pointed_thing),
2339 ^ Shall place item and return the leftover itemstack
2340 ^ default: minetest.item_place
2341 on_drop = func(itemstack, dropper, pos),
2342 ^ Shall drop item and return the leftover itemstack
2343 ^ default: minetest.item_drop
2344 on_use = func(itemstack, user, pointed_thing),
2346 ^ Function must return either nil if no item shall be removed from
2347 inventory, or an itemstack to replace the original itemstack.
2348 e.g. itemstack:take_item(); return itemstack
2349 ^ Otherwise, the function is free to do what it wants.
2350 ^ The default functions handle regular use cases.
2351 after_use = func(itemstack, user, node, digparams),
2353 ^ If defined, should return an itemstack and will be called instead of
2354 wearing out the tool. If returns nil, does nothing.
2355 If after_use doesn't exist, it is the same as:
2356 function(itemstack, user, node, digparams)
2357 itemstack:add_wear(digparams.wear)
2364 - {name="image.png", animation={Tile Animation definition}}
2365 - {name="image.png", backface_culling=bool}
2366 ^ backface culling only supported in special tiles
2367 - deprecated still supported field names:
2370 Tile animation definition:
2371 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2373 Node definition (register_node)
2375 <all fields allowed in item definitions>,
2377 drawtype = "normal", -- See "Node drawtypes"
2379 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2380 ^ For plantlike, the image will start at the bottom of the node; for the
2381 ^ other drawtypes, the image will be centered on the node.
2382 ^ Note that positioning for "torchlike" may still change.
2383 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2384 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2385 ^ List can be shortened to needed length
2386 special_tiles = {tile definition 1, Tile definition 2},
2387 ^ Special textures of node; used rarely (old field name: special_materials)
2388 ^ List can be shortened to needed length
2390 use_texture_alpha = false, -- Use texture's alpha channel
2391 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2392 paramtype = "none", -- See "Nodes"
2393 paramtype2 = "none", -- See "Nodes"
2394 is_ground_content = true, -- If false, the cave generator will not carve through this
2395 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2396 walkable = true, -- If true, objects collide with node
2397 pointable = true, -- If true, can be pointed at
2398 diggable = true, -- If false, can never be dug
2399 climbable = false, -- If true, can be climbed on (ladder)
2400 buildable_to = false, -- If true, placed nodes can replace this node
2401 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2402 liquidtype = "none", -- "none"/"source"/"flowing"
2403 liquid_alternative_flowing = "", -- Flowing version of source liquid
2404 liquid_alternative_source = "", -- Source version of flowing liquid
2405 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2406 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2407 freezemelt = "", -- water for snow/ice, ice/snow for water
2408 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2409 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2410 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2411 light_source = 0, -- Amount of light emitted by node
2412 damage_per_second = 0, -- If player is inside node, this damage is caused
2413 node_box = {type="regular"}, -- See "Node boxes"
2414 selection_box = {type="regular"}, -- See "Node boxes"
2415 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2416 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2417 legacy_wallmounted = false, -- Support maps made in and before January 2012
2419 footstep = <SimpleSoundSpec>,
2420 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2421 dug = <SimpleSoundSpec>,
2422 place = <SimpleSoundSpec>,
2425 on_construct = func(pos),
2426 ^ Node constructor; always called after adding node
2427 ^ Can set up metadata and stuff like that
2429 on_destruct = func(pos),
2430 ^ Node destructor; always called before removing node
2432 after_destruct = func(pos, oldnode),
2433 ^ Node destructor; always called after removing node
2436 after_place_node = func(pos, placer, itemstack, pointed_thing),
2437 ^ Called after constructing node when node was placed using
2438 minetest.item_place_node / minetest.place_node
2439 ^ If return true no item is taken from itemstack
2441 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2442 ^ oldmetadata is in table format
2443 ^ Called after destructing node when node was dug using
2444 minetest.node_dig / minetest.dig_node
2446 can_dig = function(pos,player)
2447 ^ returns true if node can be dug, or false if not
2450 on_punch = func(pos, node, puncher, pointed_thing),
2451 ^ default: minetest.node_punch
2452 ^ By default: Calls minetest.register_on_punchnode callbacks
2453 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2455 ^ if defined, itemstack will hold clicker's wielded item
2456 ^ Shall return the leftover itemstack
2457 ^ Note: pointed_thing can be nil, if a mod calls this function
2459 on_dig = func(pos, node, digger),
2460 ^ default: minetest.node_dig
2461 ^ By default: checks privileges, wears out tool and removes node
2463 on_timer = function(pos,elapsed),
2465 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2466 ^ elapsed is the total time passed since the timer was started
2467 ^ return true to run the timer for another cycle with the same timeout value
2469 on_receive_fields = func(pos, formname, fields, sender),
2470 ^ fields = {name1 = value1, name2 = value2, ...}
2471 ^ Called when an UI form (e.g. sign text input) returns data
2474 allow_metadata_inventory_move = func(pos, from_list, from_index,
2475 to_list, to_index, count, player),
2476 ^ Called when a player wants to move items inside the inventory
2477 ^ Return value: number of items allowed to move
2479 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2480 ^ Called when a player wants to put something into the inventory
2481 ^ Return value: number of items allowed to put
2482 ^ Return value: -1: Allow and don't modify item count in inventory
2484 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2485 ^ Called when a player wants to take something out of the inventory
2486 ^ Return value: number of items allowed to take
2487 ^ Return value: -1: Allow and don't modify item count in inventory
2489 on_metadata_inventory_move = func(pos, from_list, from_index,
2490 to_list, to_index, count, player),
2491 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2492 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2493 ^ Called after the actual action has happened, according to what was allowed.
2496 on_blast = func(pos, intensity),
2497 ^ intensity: 1.0 = mid range of regular TNT
2498 ^ If defined, called when an explosion touches the node, instead of
2502 Recipe for register_craft: (shaped)
2504 output = 'default:pick_stone',
2506 {'default:cobble', 'default:cobble', 'default:cobble'},
2507 {'', 'default:stick', ''},
2508 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2510 replacements = <optional list of item pairs,
2511 replace one input item with another item on crafting>
2514 Recipe for register_craft (shapeless)
2517 output = 'mushrooms:mushroom_stew',
2520 "mushrooms:mushroom_brown",
2521 "mushrooms:mushroom_red",
2523 replacements = <optional list of item pairs,
2524 replace one input item with another item on crafting>
2527 Recipe for register_craft (tool repair)
2529 type = "toolrepair",
2530 additional_wear = -0.02,
2533 Recipe for register_craft (cooking)
2536 output = "default:glass",
2537 recipe = "default:sand",
2541 Recipe for register_craft (furnace fuel)
2544 recipe = "default:leaves",
2548 Ore definition (register_ore)
2550 ore_type = "scatter", -- See "Ore types"
2551 ore = "default:stone_with_coal",
2552 wherein = "default:stone",
2553 ^ a list of nodenames is supported too
2554 clust_scarcity = 8*8*8,
2555 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2556 ^ This value should be *MUCH* higher than your intuition might tell you!
2558 ^ Number of ores in a cluster
2560 ^ Size of the bounding box of the cluster
2561 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2562 height_min = -31000,
2565 ^ Attributes for this ore generation
2566 noise_threshhold = 0.5,
2567 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2568 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2569 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2570 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2573 Decoration definition (register_decoration)
2575 deco_type = "simple", -- See "Decoration types"
2576 place_on = "default:dirt_with_grass",
2577 ^ Node that decoration can be placed on
2579 ^ Size of divisions made in the chunk being generated.
2580 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2582 ^ Ratio of the area to be uniformly filled by the decoration.
2583 ^ Used only if noise_params is not specified.
2584 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2585 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2586 ^ The result of this is multiplied by the 2d area of the division being decorated.
2587 biomes = {"Oceanside", "Hills", "Plains"},
2588 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2589 ^ and ignored if the Mapgen being used does not support biomes.
2591 ----- Simple-type parameters
2592 decoration = "default:grass",
2593 ^ The node name used as the decoration.
2594 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2596 ^ Number of nodes high the decoration is made.
2597 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2599 ^ Number of nodes the decoration can be at maximum.
2600 ^ If absent, the parameter 'height' is used as a constant.
2601 spawn_by = "default:water",
2602 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2604 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2605 ^ If absent or -1, decorations occur next to any nodes.
2607 ----- Schematic-type parameters
2608 schematic = "foobar.mts",
2609 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2610 ^ specified Minetest schematic file.
2611 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2612 ^ and an optional table yslice_prob:
2614 size = {x=4, y=6, z=4},
2616 {name="cobble", param1=255, param2=0},
2617 {name="dirt_with_grass", param1=255, param2=0},
2626 ^ See 'Schematic specifier' for details.
2627 replacements = {{"oldname", "convert_to"}, ...},
2628 flags = "place_center_x, place_center_z",
2629 ^ Flags for schematic decorations. See 'Schematic attributes'.
2630 rotation = "90" -- rotate schematic 90 degrees on placement
2631 ^ Rotation can be "0", "90", "180", "270", or "random".
2634 Chatcommand definition (register_chatcommand)
2636 params = "<name> <privilege>", -- Short parameter description
2637 description = "Remove privilege from player", -- Full description
2638 privs = {privs=true}, -- Require the "privs" privilege to run
2639 func = function(name, param), -- Called when command is run.
2640 -- Returns boolean success and text output.
2643 Detached inventory callbacks
2645 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2646 ^ Called when a player wants to move items inside the inventory
2647 ^ Return value: number of items allowed to move
2649 allow_put = func(inv, listname, index, stack, player),
2650 ^ Called when a player wants to put something into the inventory
2651 ^ Return value: number of items allowed to put
2652 ^ Return value: -1: Allow and don't modify item count in inventory
2654 allow_take = func(inv, listname, index, stack, player),
2655 ^ Called when a player wants to take something out of the inventory
2656 ^ Return value: number of items allowed to take
2657 ^ Return value: -1: Allow and don't modify item count in inventory
2659 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2660 on_put = func(inv, listname, index, stack, player),
2661 on_take = func(inv, listname, index, stack, player),
2662 ^ Called after the actual action has happened, according to what was allowed.
2666 HUD Definition (hud_add, hud_get)
2668 hud_elem_type = "image", -- see HUD element types
2669 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2670 position = {x=0.5, y=0.5},
2671 ^ Left corner position of element
2677 ^ Selected item in inventory. 0 for no item selected.
2679 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2680 alignment = {x=0, y=0},
2681 ^ See "HUD Element Types"
2682 offset = {x=0, y=0},
2683 ^ See "HUD Element Types"
2684 size = { x=100, y=100 },
2685 ^ Size of element in pixels
2688 Particle definition (add_particle)
2690 pos = {x=0, y=0, z=0},
2691 velocity = {x=0, y=0, z=0},
2692 acceleration = {x=0, y=0, z=0},
2693 ^ Spawn particle at pos with velocity and acceleration
2695 ^ Disappears after expirationtime seconds
2697 collisiondetection = false,
2698 ^ collisiondetection: if true collides with physical objects
2700 ^ vertical: if true faces player using y axis only
2701 texture = "image.png",
2702 ^ Uses texture (string)
2703 playername = "singleplayer"
2704 ^ optional, if specified spawns particle only on the player's client
2707 ParticleSpawner definition (add_particlespawner)
2711 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2712 minpos = {x=0, y=0, z=0},
2713 maxpos = {x=0, y=0, z=0},
2714 minvel = {x=0, y=0, z=0},
2715 maxvel = {x=0, y=0, z=0},
2716 minacc = {x=0, y=0, z=0},
2717 maxacc = {x=0, y=0, z=0},
2722 ^ The particle's properties are random values in between the bounds:
2723 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2724 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2725 collisiondetection = false,
2726 ^ collisiondetection: if true uses collision detection
2728 ^ vertical: if true faces player using y axis only
2729 texture = "image.png",
2730 ^ Uses texture (string)
2731 playername = "singleplayer"
2732 ^ Playername is optional, if specified spawns particle only on the player's client