1 Minetest Lua Modding API Reference 0.4.6
2 ========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
387 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
388 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
389 scale when comparing against the noise threshhold, but scale is used to determine relative height.
390 The height of the blob is randomly scattered, with a maximum height of clust_size.
391 clust_scarcity and clust_num_ores are ignored.
392 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
393 - claylike - NOT YET IMPLEMENTED
394 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
395 neighborhood of clust_size radius.
399 Currently supported flags: absheight
401 Also produce this same ore between the height range of -height_max and -height_min.
402 Useful for having ore in sky realms without having to duplicate ore entries.
406 The position field is used for all element types.
407 To account for differing resolutions, the position coordinates are the percentage of the screen,
408 ranging in value from 0 to 1.
409 The name field is not yet used, but should contain a description of what the HUD element represents.
410 The direction field is the direction in which something is drawn.
411 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
412 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
413 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
415 The offset field specifies a pixel offset from the position. Contrary to position,
416 the offset is not scaled to screen size. This allows for some precisely-positioned
418 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
420 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
423 Displays an image on the HUD.
424 - scale: The scale of the image, with 1 being the original texture size.
425 Only the X coordinate scale is used.
426 - text: The name of the texture that is displayed.
427 - alignment: The alignment of the image.
428 - offset: offset in pixels from position.
430 Displays text on the HUD.
431 - scale: Defines the bounding rectangle of the text.
432 A value such as {x=100, y=100} should work.
433 - text: The text to be displayed in the HUD element.
434 - number: An integer containing the RGB value of the color used to draw the text.
435 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
436 - alignment: The alignment of the text.
437 - offset: offset in pixels from position.
439 Displays a horizontal bar made up of half-images.
440 - text: The name of the texture that is used.
441 - number: The number of half-textures that are displayed.
442 If odd, will end with a vertically center-split texture.
444 - offset: offset in pixels from position.
446 - text: The name of the inventory list to be displayed.
447 - number: Number of items in the inventory to be displayed.
448 - item: Position of item that is selected.
451 Representations of simple things
452 --------------------------------
454 {x=num, y=num, z=num}
455 Currently the API does not provide any helper functions for addition,
456 subtraction and whatever; you can define those that you need yourself.
460 {type="node", under=pos, above=pos}
461 {type="object", ref=ObjectRef}
465 Node (register_node):
466 A node from the world
467 Tool (register_tool):
468 A tool/weapon that can dig and damage things according to tool_capabilities
469 Craftitem (register_craftitem):
472 Items and item stacks can exist in three formats:
474 Serialized; This is called stackstring or itemstring:
476 eg. 'default:pick_wood 21323'
480 eg. {name="default:dirt", count=5, wear=0, metadata=""}
482 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
483 ^ a wooden pick about 1/3 weared out
484 eg. {name="default:apple", count=1, wear=0, metadata=""}
488 C++ native format with many helper methods. Useful for converting between
489 formats. See the Class reference section for details.
491 When an item must be passed to a function, it can usually be in any of
496 In a number of places, there is a group table. Groups define the
497 properties of a thing (item, node, armor of entity, capabilities of
498 tool) in such a way that the engine and other mods can can interact with
499 the thing without actually knowing what the thing is.
502 - Groups are stored in a table, having the group names with keys and the
503 group ratings as values. For example:
504 groups = {crumbly=3, soil=1}
505 ^ Default dirt (soil group actually currently not defined; TODO)
506 groups = {crumbly=2, soil=1, level=2, outerspace=1}
507 ^ A more special dirt-kind of thing
508 - Groups always have a rating associated with them. If there is no
509 useful meaning for a rating for an enabled group, it shall be 1.
510 - When not defined, the rating of a group defaults to 0. Thus when you
511 read groups, you must interpret nil and 0 as the same value, 0.
513 You can read the rating of a group for an item or a node by using
514 minetest.get_item_group(itemname, groupname)
518 Groups of items can define what kind of an item it is (eg. wool).
522 In addition to the general item things, groups are used to define whether
523 a node is destroyable and how long it takes to destroy by a tool.
527 For entities, groups are, as of now, used only for calculating damage.
528 The rating is the percentage of damage caused by tools with this damage group.
529 See "Entity damage mechanism".
531 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
532 object.set_armor_groups({fleshy=30, cracky=80})
536 Groups in tools define which groups of nodes and entities they are
539 Groups in crafting recipes
540 ---------------------------
541 An example: Make meat soup from any meat, any water and any bowl
543 output = 'food:meat_soup_raw',
549 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
551 An another example: Make red wool from white wool and red dye
555 recipe = {'wool:white', 'group:dye,basecolor_red'},
560 - immortal: Disables the group damage system for an entity
561 - level: Can be used to give an additional sense of progression in the game.
562 - A larger level will cause eg. a weapon of a lower level make much less
563 damage, and get weared out much faster, or not be able to get drops
564 from destroyed nodes.
565 - 0 is something that is directly accessible at the start of gameplay
566 - There is no upper limit
567 - dig_immediate: (player can always pick up node without tool wear)
568 - 2: node is removed without tool wear after 0.5 seconds or so
570 - 3: node is removed without tool wear immediately (torch)
571 - disable_jump: Player (and possibly other things) cannot jump from node
572 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
573 - bouncy: value is bounce speed in percent
574 - falling_node: if there is no walkable block under the node it will fall
575 - attached_node: if the node under it is not a walkable block the node will be
576 dropped as an item. If the node is wallmounted the
577 wallmounted direction is checked.
579 Known damage and digging time defining groups
580 ----------------------------------------------
581 - crumbly: dirt, sand
582 - cracky: tough but crackable stuff like stone.
583 - snappy: something that can be cut using fine tools; eg. leaves, small
584 plants, wire, sheets of metal
585 - choppy: something that can be cut using force; eg. trees, wooden planks
586 - fleshy: Living things like animals and the player. This could imply
587 some blood effects when hitting.
588 - explody: Especially prone to explosions
589 - oddly_breakable_by_hand:
590 Can be added to nodes that shouldn't logically be breakable by the
591 hand but are. Somewhat similar to dig_immediate, but times are more
592 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
593 speed of a tool if the tool can dig at a faster speed than this
594 suggests for the hand.
596 Examples of custom groups
597 --------------------------
598 Item groups are often used for defining, well, //groups of items//.
599 - meat: any meat-kind of a thing (rating might define the size or healing
600 ability or be irrelevant - it is not defined as of yet)
601 - eatable: anything that can be eaten. Rating might define HP gain in half
603 - flammable: can be set on fire. Rating might define the intensity of the
604 fire, affecting eg. the speed of the spreading of an open fire.
605 - wool: any wool (any origin, any color)
608 - heavy: anything considerably heavy
610 Digging time calculation specifics
611 -----------------------------------
612 Groups such as **crumbly**, **cracky** and **snappy** are used for this
613 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
616 The **level** group is used to limit the toughness of nodes a tool can dig
617 and to scale the digging times / damage to a greater extent.
619 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
622 Tools define their properties by a list of parameters for groups. They
623 cannot dig other groups; thus it is important to use a standard bunch of
624 groups to enable interaction with tools.
627 * Full punch interval
629 * For an arbitrary list of groups:
630 * Uses (until the tool breaks)
631 * Maximum level (usually 0, 1, 2 or 3)
635 **Full punch interval**:
636 When used as a weapon, the tool will do full damage if this time is spent
637 between punches. If eg. half the time is spent, the tool will do half
640 **Maximum drop level**
641 Suggests the maximum level of node, when dug with the tool, that will drop
642 it's useful item. (eg. iron ore to drop a lump of iron).
643 - This is not automated; it is the responsibility of the node definition
647 Determines how many uses the tool has when it is used for digging a node,
648 of this group, of the maximum level. For lower leveled nodes, the use count
649 is multiplied by 3^leveldiff.
650 - uses=10, leveldiff=0 -> actual uses: 10
651 - uses=10, leveldiff=1 -> actual uses: 30
652 - uses=10, leveldiff=2 -> actual uses: 90
655 Tells what is the maximum level of a node of this group that the tool will
659 List of digging times for different ratings of the group, for nodes of the
661 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
662 result in the tool to be able to dig nodes that have a rating of 2 or 3
663 for this group, and unable to dig the rating 1, which is the toughest.
664 Unless there is a matching group that enables digging otherwise.
667 List of damage for groups of entities. See "Entity damage mechanism".
669 Example definition of the capabilities of a tool
670 -------------------------------------------------
671 tool_capabilities = {
672 full_punch_interval=1.5,
675 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
677 damage_groups = {fleshy=2},
680 This makes the tool be able to dig nodes that fullfill both of these:
681 - Have the **crumbly** group
682 - Have a **level** group less or equal to 2
684 Table of resulting digging times:
685 crumbly 0 1 2 3 4 <- level
691 level diff: 2 1 0 -1 -2
693 Table of resulting tool uses:
700 - At crumbly=0, the node is not diggable.
701 - At crumbly=3, the level difference digging time divider kicks in and makes
702 easy nodes to be quickly breakable.
703 - At level > 2, the node is not diggable, because it's level > maxlevel
705 Entity damage mechanism
706 ------------------------
709 foreach group in cap.damage_groups:
710 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
711 * (object.armor_groups[group] / 100.0)
712 -- Where object.armor_groups[group] is 0 for inexisting values
715 Client predicts damage based on damage groups. Because of this, it is able to
716 give an immediate response when an entity is damaged or dies; the response is
717 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
719 - Currently a smoke puff will appear when an entity dies.
721 The group **immortal** completely disables normal damage.
723 Entities can define a special armor group, which is **punch_operable**. This
724 group disables the regular damage mechanism for players punching it by hand or
725 a non-tool item, so that it can do something else than take damage.
727 On the Lua side, every punch calls ''entity:on_punch(puncher,
728 time_from_last_punch, tool_capabilities, direction)''. This should never be
729 called directly, because damage is usually not handled by the entity itself.
730 * ''puncher'' is the object performing the punch. Can be nil. Should never be
731 accessed unless absolutely required, to encourage interoperability.
732 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
733 * ''tool_capabilities'' can be nil.
734 * ''direction'' is a unit vector, pointing from the source of the punch to
737 To punch an entity/object in Lua, call ''object:punch(puncher,
738 time_from_last_punch, tool_capabilities, direction)''.
739 * Return value is tool wear.
740 * Parameters are equal to the above callback.
741 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
742 automatically filled in based on the location of ''puncher''.
746 The instance of a node in the world normally only contains the three values
747 mentioned in "Nodes". However, it is possible to insert extra data into a
748 node. It is called "node metadata"; See "NodeMetaRef".
750 Metadata contains two things:
754 Some of the values in the key-value store are handled specially:
755 - formspec: Defines a right-click inventory menu. See "Formspec".
756 - infotext: Text shown on the screen when the node is pointed at
760 local meta = minetest.env:get_meta(pos)
761 meta:set_string("formspec",
763 "list[context;main;0,0;8,4;]"..
764 "list[current_player;main;0,5;8,4;]")
765 meta:set_string("infotext", "Chest");
766 local inv = meta:get_inventory()
767 inv:set_size("main", 8*4)
768 print(dump(meta:to_table()))
771 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] = ""}
774 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
781 Formspec defines a menu. Currently not much else than inventories are
782 supported. It is a string, with a somewhat strange format.
784 Spaces and newlines can be inserted between the blocks, as is used in the
790 list[context;main;0,0;8,4;]
791 list[current_player;main;0,5;8,4;]
794 list[context;fuel;2,3;1,1;]
795 list[context;src;2,1;1,1;]
796 list[context;dst;5,1;2,2;]
797 list[current_player;main;0,5;8,4;]
798 - Minecraft-like player inventory
800 image[1,0.6;1,2;player.png]
801 list[current_player;main;0,3.5;8,4;]
802 list[current_player;craft;3,0;3,3;]
803 list[current_player;craftpreview;7,1;1,1;]
808 ^ Define the size of the menu in inventory slots
809 ^ deprecated: invsize[<W>,<H>;]
811 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
812 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
813 ^ Show an inventory list
815 image[<X>,<Y>;<W>,<H>;<texture name>]
817 ^ Position and size units are inventory slots
819 item_image[<X>,<Y>;<W>,<H>;<item name>]
820 ^ Show an inventory image of registered item/node
821 ^ Position and size units are inventory slots
823 background[<X>,<Y>;<W>,<H>;<texture name>]
824 ^ Use a background. Inventory rectangles are not drawn then.
825 ^ Position and size units are inventory slots
826 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
828 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
829 ^ Textual field; will be sent to server when a button is clicked
830 ^ x and y position the field relative to the top left of the menu
831 ^ w and h are the size of the field
832 ^ fields are a set height, but will be vertically centred on h
833 ^ Position and size units are inventory slots
834 ^ name is the name of the field as returned in fields to on_receive_fields
835 ^ label, if not blank, will be text printed on the top left above the field
836 ^ default is the default value of the field
837 ^ default may contain variable references such as '${text}' which
838 will fill the value from the metadata value 'text'
839 ^ Note: no extra text or more than a single variable is supported ATM.
841 field[<name>;<label>;<default>]
842 ^ as above but without position/size units
843 ^ special field for creating simple forms, such as sign text input
844 ^ must be used without a size[] element
845 ^ a 'Proceed' button will be added automatically
847 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
848 ^ same as fields above, but with multi-line input
850 label[<X>,<Y>;<label>]
851 ^ x and y work as per field
852 ^ label is the text on the label
853 ^ Position and size units are inventory slots
855 button[<X>,<Y>;<W>,<H>;<name>;<label>]
856 ^ Clickable button. When clicked, fields will be sent.
857 ^ x, y and name work as per field
858 ^ w and h are the size of the button
859 ^ label is the text on the button
860 ^ Position and size units are inventory slots
862 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
863 ^ x, y, w, h, and name work as per button
864 ^ image is the filename of an image
865 ^ Position and size units are inventory slots
867 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
868 ^ x, y, w, h, name and label work as per button
869 ^ item name is the registered name of an item/node,
870 tooltip will be made out of its descritption
871 ^ Position and size units are inventory slots
873 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
874 ^ When clicked, fields will be sent and the form will quit.
876 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
877 ^ When clicked, fields will be sent and the form will quit.
881 - "context": Selected node metadata (deprecated: "current_name")
882 - "current_player": Player to whom the menu is shown
883 - "player:<name>": Any player
884 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
885 - "detached:<name>": A detached inventory
889 dump2(obj, name="_", dumped={})
890 ^ Return object serialized as a string, handles reference loops
892 ^ Return object serialized as a string
893 string:split(separator)
894 ^ eg. string:split("a,b", ",") == {"a","b"}
896 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
897 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
898 ^ Convert position to a printable string
899 minetest.string_to_pos(string) -> position
900 ^ Same but in reverse
901 minetest.formspec_escape(string) -> string
902 ^ escapes characters like [, ], and \ that can not be used in formspecs
904 minetest namespace reference
905 -----------------------------
906 minetest.get_current_modname() -> string
907 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
908 ^ Useful for loading additional .lua modules or static data from mod
909 minetest.get_modnames() -> list of installed mods
910 ^ Return a list of installed mods, sorted alphabetically
911 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
912 ^ Useful for storing custom data
913 minetest.is_singleplayer()
916 ^ Always printed to stderr and logfile (print() is redirected here)
918 minetest.log(loglevel, line)
919 ^ loglevel one of "error", "action", "info", "verbose"
921 Registration functions: (Call these only at load time)
922 minetest.register_entity(name, prototype table)
923 minetest.register_abm(abm definition)
924 minetest.register_node(name, node definition)
925 minetest.register_tool(name, item definition)
926 minetest.register_craftitem(name, item definition)
927 minetest.register_alias(name, convert_to)
928 minetest.register_craft(recipe)
929 minetest.register_ore(ore definition)
931 Global callback registration functions: (Call these only at load time)
932 minetest.register_globalstep(func(dtime))
933 ^ Called every server step, usually interval of 0.05s
934 minetest.register_on_shutdown(func())
935 ^ Called before server shutdown
936 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
937 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
938 semi-frequent intervals as well as on server shutdown.
939 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
940 ^ Called when a node has been placed
941 ^ If return true no item is taken from itemstack
942 ^ Deprecated: Use on_construct or after_place_node in node definition instead
943 minetest.register_on_dignode(func(pos, oldnode, digger))
944 ^ Called when a node has been dug.
945 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
946 minetest.register_on_punchnode(func(pos, node, puncher))
947 ^ Called when a node is punched
948 minetest.register_on_generated(func(minp, maxp, blockseed))
949 ^ Called after generating a piece of world. Modifying nodes inside the area
950 is a bit faster than usually.
951 minetest.register_on_newplayer(func(ObjectRef))
952 ^ Called after a new player has been created
953 minetest.register_on_dieplayer(func(ObjectRef))
954 ^ Called when a player dies
955 minetest.register_on_respawnplayer(func(ObjectRef))
956 ^ Called when player is to be respawned
957 ^ Called _before_ repositioning of player occurs
958 ^ return true in func to disable regular player placement
959 minetest.register_on_joinplayer(func(ObjectRef))
960 ^ Called when a player joins the game
961 minetest.register_on_leaveplayer(func(ObjectRef))
962 ^ Called when a player leaves the game
963 minetest.register_on_chat_message(func(name, message))
964 ^ Called always when a player says something
965 minetest.register_on_player_receive_fields(func(player, formname, fields))
966 ^ Called when a button is pressed in player's inventory form
967 ^ Newest functions are called first
968 ^ If function returns true, remaining functions are not called
970 Other registration functions:
971 minetest.register_chatcommand(cmd, chatcommand definition)
972 minetest.register_privilege(name, definition)
973 ^ definition: "description text"
975 description = "description text",
976 give_to_singleplayer = boolean, -- default: true
978 minetest.register_authentication_handler(handler)
979 ^ See minetest.builtin_auth_handler in builtin.lua for reference
982 minetest.setting_set(name, value)
983 minetest.setting_get(name) -> string or nil
984 minetest.setting_getbool(name) -> boolean value or nil
985 minetest.setting_get_pos(name) -> position or nil
986 minetest.setting_save() -> nil, save all settings to config file
987 minetest.add_to_creative_inventory(itemstring)
990 minetest.notify_authentication_modified(name)
991 ^ Should be called by the authentication handler if privileges change.
992 ^ To report everybody, set name=nil.
993 minetest.get_password_hash(name, raw_password)
994 ^ Convert a name-password pair to a password hash that minetest can use
995 minetest.string_to_privs(str) -> {priv1=true,...}
996 minetest.privs_to_string(privs) -> "priv1,priv2,..."
997 ^ Convert between two privilege representations
998 minetest.set_player_password(name, password_hash)
999 minetest.set_player_privs(name, {priv1=true,...})
1000 minetest.get_player_privs(name) -> {priv1=true,...}
1001 minetest.auth_reload()
1002 ^ These call the authentication handler
1003 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1004 ^ A quickhand for checking privileges
1005 minetest.get_player_ip(name) -> IP address string
1008 minetest.chat_send_all(text)
1009 minetest.chat_send_player(name, text, prepend)
1010 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1013 minetest.get_inventory(location) -> InvRef
1014 ^ location = eg. {type="player", name="celeron55"}
1015 {type="node", pos={x=, y=, z=}}
1016 {type="detached", name="creative"}
1017 minetest.create_detached_inventory(name, callbacks) -> InvRef
1018 ^ callbacks: See "Detached inventory callbacks"
1019 ^ Creates a detached inventory. If it already exists, it is cleared.
1020 minetest.show_formspec(playername, formname, formspec)
1021 ^ playername: name of player to show formspec
1022 ^ formname: name passed to on_player_receive_fields callbacks
1023 ^ should follow "modname:<whatever>" naming convention
1024 ^ formspec: formspec to display
1027 minetest.inventorycube(img1, img2, img3)
1028 ^ Returns a string for making an image of a cube (useful as an item image)
1029 minetest.get_pointed_thing_position(pointed_thing, above)
1030 ^ Get position of a pointed_thing (that you can get from somewhere)
1031 minetest.dir_to_facedir(dir)
1032 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1033 minetest.dir_to_wallmounted(dir)
1034 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1035 minetest.get_node_drops(nodename, toolname)
1036 ^ Returns list of item names.
1037 ^ Note: This will be removed or modified in a future version.
1038 minetest.get_craft_result(input) -> output, decremented_input
1039 ^ input.method = 'normal' or 'cooking' or 'fuel'
1040 ^ input.width = for example 3
1041 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1042 stack 5, stack 6, stack 7, stack 8, stack 9 }
1043 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1044 ^ output.time = number, if unsuccessful: 0
1045 ^ decremented_input = like input
1046 minetest.get_craft_recipe(output) -> input
1047 ^ returns last registered recipe for output item (node)
1048 ^ output is a node or item type such as 'default:torch'
1049 ^ input.method = 'normal' or 'cooking' or 'fuel'
1050 ^ input.width = for example 3
1051 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1052 stack 5, stack 6, stack 7, stack 8, stack 9 }
1053 ^ input.items = nil if no recipe found
1054 minetest.get_all_craft_recipes(query item) -> table or nil
1055 ^ returns indexed table with all registered recipes for query item (node)
1056 or nil if no recipe was found
1059 method = 'normal' or 'cooking' or 'fuel'
1060 width = 0-3, 0 means shapeless recipe
1061 items = indexed [1-9] table with recipe items
1062 output = string with item name and quantity
1064 Example query for default:gold_ingot will return table:
1066 1={type = "cooking", width = 3, output = "default:gold_ingot",
1067 items = {1 = "default:gold_lump"}},
1068 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1069 items = {1 = "default:goldblock"}}
1071 minetest.handle_node_drops(pos, drops, digger)
1072 ^ drops: list of itemstrings
1073 ^ Handles drops from nodes after digging: Default action is to put them into
1075 ^ Can be overridden to get different functionality (eg. dropping items on
1079 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1080 ^ Find who has done something to a node, or near a node
1081 ^ actor: "player:<name>", also "liquid".
1082 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1083 ^ Revert latest actions of someone
1084 ^ actor: "player:<name>", also "liquid".
1086 Defaults for the on_* item definition functions:
1087 (These return the leftover itemstack)
1088 minetest.item_place_node(itemstack, placer, pointed_thing)
1089 ^ Place item as a node
1090 minetest.item_place_object(itemstack, placer, pointed_thing)
1092 minetest.item_place(itemstack, placer, pointed_thing)
1093 ^ Use one of the above based on what the item is.
1094 ^ Calls on_rightclick of pointed_thing.under if defined instead
1095 ^ Note: is not called when wielded item overrides on_place
1096 minetest.item_drop(itemstack, dropper, pos)
1098 minetest.item_eat(hp_change, replace_with_item)
1099 ^ Eat the item. replace_with_item can be nil.
1101 Defaults for the on_punch and on_dig node definition callbacks:
1102 minetest.node_punch(pos, node, puncher)
1103 ^ Calls functions registered by minetest.register_on_punchnode()
1104 minetest.node_dig(pos, node, digger)
1105 ^ Checks if node can be dug, puts item into inventory, removes node
1106 ^ Calls functions registered by minetest.registered_on_dignodes()
1109 minetest.sound_play(spec, parameters) -> handle
1110 ^ spec = SimpleSoundSpec
1111 ^ parameters = sound parameter table
1112 minetest.sound_stop(handle)
1115 minetest.after(time, func, ...)
1116 ^ Call function after time seconds
1117 ^ Optional: Variable number of arguments that are passed to func
1120 minetest.request_shutdown() -> request for server shutdown
1121 minetest.get_server_status() -> server status string
1124 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1125 minetest.get_ban_description(ip_or_name) -> ban description (string)
1126 minetest.ban_player(name) -> ban a player
1127 minetest.unban_player_or_ip(name) -> unban player or IP address
1130 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1131 size, collisiondetection, texture, playername)
1132 ^ Spawn particle at pos with velocity and acceleration
1133 ^ Disappears after expirationtime seconds
1134 ^ collisiondetection: if true collides with physical objects
1135 ^ Uses texture (string)
1136 ^ Playername is optional, if specified spawns particle only on the player's client
1138 minetest.add_particlespawner(amount, time,
1142 minexptime, maxexptime,
1144 collisiondetection, texture, playername)
1145 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1146 ^ The particle's properties are random values in between the boundings:
1147 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1148 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1149 ^ collisiondetection: if true uses collisiondetection
1150 ^ Uses texture (string)
1151 ^ Playername is optional, if specified spawns particle only on the player's client
1152 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1155 minetest.delete_particlespawner(id, player)
1156 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1157 ^ If playername is specified, only deletes on the player's client,
1158 ^ otherwise on all clients
1161 minetest.get_connected_players() -> list of ObjectRefs
1162 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1163 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1164 minetest.get_item_group(name, group) -> rating
1165 ^ Get rating of a group of an item. (0 = not in group)
1166 minetest.get_node_group(name, group) -> rating
1167 ^ Deprecated: An alias for the former.
1168 minetest.serialize(table) -> string
1169 ^ Convert a table containing tables, strings, numbers, booleans and nils
1170 into string form readable by minetest.deserialize
1171 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1172 minetest.deserialize(string) -> table
1173 ^ Convert a string returned by minetest.deserialize into a table
1174 ^ String is loaded in an empty sandbox environment.
1175 ^ Will load functions, but they cannot access the global environment.
1176 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1177 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1178 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1181 minetest.env - EnvRef of the server environment and world.
1182 ^ Using this you can access nodes and entities
1185 minetest.registered_items
1186 ^ List of registered items, indexed by name
1187 minetest.registered_nodes
1188 ^ List of registered node definitions, indexed by name
1189 minetest.registered_craftitems
1190 ^ List of registered craft item definitions, indexed by name
1191 minetest.registered_tools
1192 ^ List of registered tool definitions, indexed by name
1193 minetest.registered_entities
1194 ^ List of registered entity prototypes, indexed by name
1195 minetest.object_refs
1196 ^ List of object references, indexed by active object id
1197 minetest.luaentities
1198 ^ List of lua entities, indexed by active object id
1200 Deprecated but defined for backwards compatibility:
1201 minetest.digprop_constanttime(time)
1202 minetest.digprop_stonelike(toughness)
1203 minetest.digprop_dirtlike(toughness)
1204 minetest.digprop_gravellike(toughness)
1205 minetest.digprop_woodlike(toughness)
1206 minetest.digprop_leaveslike(toughness)
1207 minetest.digprop_glasslike(toughness)
1211 EnvRef: basically ServerEnvironment and ServerMap combined.
1213 - set_node(pos, node)
1214 - add_node(pos, node): alias set_node(pos, node)
1215 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1217 ^ Equivalent to set_node(pos, "air")
1219 ^ Returns {name="ignore", ...} for unloaded area
1220 - get_node_or_nil(pos)
1221 ^ Returns nil for unloaded area
1222 - get_node_light(pos, timeofday) -> 0...15 or nil
1223 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1225 - place_node(pos, node)
1226 ^ Place node with the same effects that a player would cause
1228 ^ Dig node with the same effects that a player would cause
1230 ^ Punch node with the same effects that a player would cause
1232 - get_meta(pos) -- Get a NodeMetaRef at that position
1233 - get_node_timer(pos) -- Get NodeTimerRef
1235 - add_entity(pos, name): Spawn Lua-defined entity at position
1236 ^ Returns ObjectRef, or nil if failed
1237 - add_item(pos, item): Spawn item
1238 ^ Returns ObjectRef, or nil if failed
1239 - get_player_by_name(name) -- Get an ObjectRef to a player
1240 - get_objects_inside_radius(pos, radius)
1241 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1243 - find_node_near(pos, radius, nodenames) -> pos or nil
1244 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1245 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1246 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1247 - get_perlin(seeddiff, octaves, persistence, scale)
1248 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1250 ^ clear all objects in the environments
1251 - line_of_sight(pos1,pos2,stepsize) ->true/false
1252 ^ checkif there is a direct line of sight between pos1 and pos2
1253 ^ pos1 First position
1254 ^ pos2 Second position
1255 ^ stepsize smaller gives more accurate results but requires more computing
1257 -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path
1258 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1259 ^ pos1: start position
1260 ^ pos2: end position
1261 ^ searchdistance: number of blocks to search in each direction
1262 ^ max_jump: maximum height difference to consider walkable
1263 ^ max_drop: maximum height difference to consider droppable
1264 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1265 - spawn_tree (pos, {treedef})
1266 ^ spawns L-System tree at given pos with definition in treedef table
1268 axiom, - string initial tree axiom
1269 rules_a, - string rules set A
1270 rules_b, - string rules set B
1271 rules_c, - string rules set C
1272 rules_d, - string rules set D
1273 trunk, - string trunk node name
1274 leaves, - string leaves node name
1275 leaves2, - string secondary leaves node name
1276 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1277 angle, - num angle in deg
1278 iterations, - num max # of iterations, usually 2 -5
1279 random_level, - num factor to lower nr of iterations, usually 0 - 3
1280 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1281 thin_branches, - boolean true -> use thin (1 node) branches
1282 fruit, - string fruit node name
1283 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1284 seed, - num random seed
1287 Key for Special L-System Symbols used in Axioms
1288 G - move forward one unit with the pen up
1289 F - move forward one unit with the pen down drawing trunks and branches
1290 f - move forward one unit with the pen down drawing leaves (100% chance)
1291 T - move forward one unit with the pen down drawing trunks only
1292 R - move forward one unit with the pen down placing fruit
1293 A - replace with rules set A
1294 B - replace with rules set B
1295 C - replace with rules set C
1296 D - replace with rules set D
1297 a - replace with rules set A, chance 90%
1298 b - replace with rules set B, chance 80%
1299 c - replace with rules set C, chance 70%
1300 d - replace with rules set D, chance 60%
1301 + - yaw the turtle right by angle parameter
1302 - - yaw the turtle left by angle parameter
1303 & - pitch the turtle down by angle parameter
1304 ^ - pitch the turtle up by angle parameter
1305 / - roll the turtle to the right by angle parameter
1306 * - roll the turtle to the left by angle parameter
1307 [ - save in stack current state info
1308 ] - recover from stack state info
1310 Example usage: spawn small apple tree
1313 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1314 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1315 trunk="default:tree",
1316 leaves="default:leaves",
1320 trunk_type="single",
1323 fruit="default:apple"
1325 minetest.env:spawn_tree(pos,apple_tree)
1328 - add_rat(pos): Add C++ rat object (no-op)
1329 - add_firefly(pos): Add C++ firefly object (no-op)
1331 NodeMetaRef: Node metadata - reference extra data and functionality stored
1333 - Can be gotten via minetest.env:get_nodemeta(pos)
1335 - set_string(name, value)
1337 - set_int(name, value)
1339 - set_float(name, value)
1341 - get_inventory() -> InvRef
1342 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1343 - from_table(nil or {})
1344 ^ See "Node Metadata"
1346 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1347 - Can be gotten via minetest.env:get_node_timer(pos)
1349 - set(timeout,elapsed)
1350 ^ set a timer's state
1351 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1352 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1353 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1356 ^ equivelent to set(timeout,0)
1359 - get_timeout() -> current timeout in seconds
1360 ^ if timeout is 0, timer is inactive
1361 - get_elapsed() -> current elapsed time in seconds
1362 ^ the node's on_timer function will be called after timeout-elapsed seconds
1363 - is_started() -> boolean state of timer
1364 ^ returns true if timer is started, otherwise false
1366 ObjectRef: Moving things in the game are generally these
1367 (basically reference to a C++ ServerActiveObject)
1369 - remove(): remove object (after returning from Lua)
1370 - getpos() -> {x=num, y=num, z=num}
1371 - setpos(pos); pos={x=num, y=num, z=num}
1372 - moveto(pos, continuous=false): interpolated move
1373 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1374 ^ puncher = an another ObjectRef,
1375 ^ time_from_last_punch = time since last punch action of the puncher
1376 ^ direction: can be nil
1377 - right_click(clicker); clicker = an another ObjectRef
1378 - get_hp(): returns number of hitpoints (2 * number of hearts)
1379 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1380 - get_inventory() -> InvRef
1381 - get_wield_list(): returns the name of the inventory list the wielded item is in
1382 - get_wield_index(): returns the index of the wielded item
1383 - get_wielded_item() -> ItemStack
1384 - set_wielded_item(item): replaces the wielded item, returns true if successful
1385 - set_armor_groups({group1=rating, group2=rating, ...})
1386 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1387 - set_attach(parent, bone, position, rotation)
1389 ^ position = {x=num, y=num, z=num} (relative)
1390 ^ rotation = {x=num, y=num, z=num}
1392 - set_bone_position(bone, position, rotation)
1394 ^ position = {x=num, y=num, z=num} (relative)
1395 ^ rotation = {x=num, y=num, z=num}
1396 - set_properties(object property table)
1397 LuaEntitySAO-only: (no-op for other objects)
1398 - setvelocity({x=num, y=num, z=num})
1399 - getvelocity() -> {x=num, y=num, z=num}
1400 - setacceleration({x=num, y=num, z=num})
1401 - getacceleration() -> {x=num, y=num, z=num}
1403 - getyaw() -> radians
1404 - settexturemod(mod)
1405 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1406 - select_horiz_by_yawpitch=false)
1407 ^ Select sprite from spritesheet with optional animation and DM-style
1408 texture selection based on yaw relative to camera
1409 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1411 Player-only: (no-op for other objects)
1412 - is_player(): true for players, false for others
1413 - get_player_name(): returns "" if is not a player
1414 - get_look_dir(): get camera direction as a unit vector
1415 - get_look_pitch(): pitch in radians
1416 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1417 - set_look_pitch(radians): sets look pitch
1418 - set_look_yaw(radians): sets look yaw
1419 - set_inventory_formspec(formspec)
1420 ^ Redefine player's inventory form
1421 ^ Should usually be called in on_joinplayer
1422 - get_inventory_formspec() -> formspec string
1423 - get_player_control(): returns table with player pressed keys
1424 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1425 - get_player_control_bits(): returns integer with bit packed player pressed keys
1426 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1427 - set_physics_override(speed, jump, gravity)
1428 modifies per-player walking speed, jump height, and gravity.
1429 Values default to 1 and act as offsets to the physics settings
1430 in minetest.conf. nil will keep the current setting.
1431 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1432 - hud_remove(id): remove the HUD element of the specified id
1433 - hud_change(id, stat, value): change a value of a previously added HUD element
1434 ^ element stat values: position, name, scale, text, number, item, dir
1435 - hud_get(id): gets the HUD element definition structure of the specified ID
1437 InvRef: Reference to an inventory
1439 - is_empty(listname): return true if list is empty
1440 - get_size(listname): get size of a list
1441 - set_size(listname, size): set size of a list
1442 - get_width(listname): get width of a list
1443 - set_width(listname, width): set width of list; currently used for crafting
1444 - get_stack(listname, i): get a copy of stack index i in list
1445 - set_stack(listname, i, stack): copy stack to index i in list
1446 - get_list(listname): return full list
1447 - set_list(listname, list): set full list (size will not change)
1448 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1449 - room_for_item(listname, stack): returns true if the stack of items
1450 can be fully added to the list
1451 - contains_item(listname, stack): returns true if the stack of items
1452 can be fully taken from the list
1453 remove_item(listname, stack): take as many items as specified from the list,
1454 returns the items that were actually removed (as an ItemStack)
1455 - get_location() -> location compatible to minetest.get_inventory(location)
1456 -> {type="undefined"} in case location is not known
1458 ItemStack: A stack of items.
1459 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1461 - is_empty(): return true if stack is empty
1462 - get_name(): returns item name (e.g. "default:stone")
1463 - get_count(): returns number of items on the stack
1464 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1465 - get_metadata(): returns metadata (a string attached to an item stack)
1466 - clear(): removes all items from the stack, making it empty
1467 - replace(item): replace the contents of this stack (item can also
1468 be an itemstring or table)
1469 - to_string(): returns the stack in itemstring form
1470 - to_table(): returns the stack in Lua table form
1471 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1472 - get_free_space(): returns get_stack_max() - get_count()
1473 - is_known(): returns true if the item name refers to a defined item type
1474 - get_definition(): returns the item definition table
1475 - get_tool_capabilities(): returns the digging properties of the item,
1476 ^ or those of the hand if none are defined for this item type
1477 - add_wear(amount): increases wear by amount if the item is a tool
1478 - add_item(item): put some item or stack onto this stack,
1479 ^ returns leftover ItemStack
1480 - item_fits(item): returns true if item or stack can be fully added to this one
1481 - take_item(n): take (and remove) up to n items from this stack
1482 ^ returns taken ItemStack
1483 ^ if n is omitted, n=1 is used
1484 - peek_item(n): copy (don't remove) up to n items from this stack
1485 ^ returns copied ItemStack
1486 ^ if n is omitted, n=1 is used
1488 PseudoRandom: A pseudorandom number generator
1489 - Can be created via PseudoRandom(seed)
1491 - next(): return next integer random number [0...32767]
1492 - next(min, max): return next integer random number [min...max]
1493 (max - min) must be 32767 or <= 6553 due to the simple
1494 implementation making bad distribution otherwise.
1496 PerlinNoise: A perlin noise generator
1497 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1498 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1500 - get2d(pos) -> 2d noise value at pos={x=,y=}
1501 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1504 --------------------
1505 - Functions receive a "luaentity" as self:
1506 - It has the member .name, which is the registered name ("mod:thing")
1507 - It has the member .object, which is an ObjectRef pointing to the object
1508 - The original prototype stuff is visible directly via a metatable
1510 - on_activate(self, staticdata)
1511 ^ Called when the object is instantiated.
1512 - on_step(self, dtime)
1513 ^ Called on every server tick (dtime is usually 0.05 seconds)
1514 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1515 ^ Called when somebody punches the object.
1516 ^ Note that you probably want to handle most punches using the
1517 automatic armor group system.
1518 ^ puncher: ObjectRef (can be nil)
1519 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1520 ^ tool_capabilities: capability table of used tool (can be nil)
1521 ^ dir: unit vector of direction of punch. Always defined. Points from
1522 the puncher to the punched.
1523 - on_rightclick(self, clicker)
1524 - get_staticdata(self)
1525 ^ Should return a string that will be passed to on_activate when
1526 the object is instantiated the next time.
1536 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1537 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1538 visual_size = {x=1, y=1},
1540 textures = {}, -- number of required textures depends on visual
1541 colors = {}, -- number of required colors depends on visual
1542 spritediv = {x=1, y=1},
1543 initial_sprite_basepos = {x=0, y=0},
1545 makes_footstep_sound = false,
1546 automatic_rotate = false,
1549 Entity definition (register_entity)
1551 (Deprecated: Everything in object properties is read directly from here)
1553 initial_properties = <initial object properties>,
1555 on_activate = function(self, staticdata, dtime_s),
1556 on_step = function(self, dtime),
1557 on_punch = function(self, hitter),
1558 on_rightclick = function(self, clicker),
1559 get_staticdata = function(self),
1560 ^ Called sometimes; the string returned is passed to on_activate when
1561 the entity is re-activated from static state
1563 # Also you can define arbitrary member variables here
1564 myvariable = whatever,
1567 ABM (ActiveBlockModifier) definition (register_abm)
1569 -- In the following two fields, also group:groupname will work.
1570 nodenames = {"default:lava_source"},
1571 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1572 ^ If left out or empty, any neighbor will do
1573 interval = 1.0, -- (operation interval)
1574 chance = 1, -- (chance of trigger is 1.0/this)
1575 action = func(pos, node, active_object_count, active_object_count_wider),
1578 Item definition (register_node, register_craftitem, register_tool)
1580 description = "Steel Axe",
1581 groups = {}, -- key=name, value=rating; rating=1..3.
1582 if rating not applicable, use 1.
1583 eg. {wool=1, fluffy=3}
1584 {soil=2, outerspace=1, crumbly=1}
1585 {bendy=2, snappy=1},
1586 {hard=1, metal=1, spikes=1}
1587 inventory_image = "default_tool_steelaxe.png",
1589 wield_scale = {x=1,y=1,z=1},
1591 liquids_pointable = false,
1592 tool_capabilities = {
1593 full_punch_interval = 1.0,
1597 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1598 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1600 damage_groups = {groupname=damage},
1602 node_placement_prediction = nil,
1603 ^ If nil and item is node, prediction is made automatically
1604 ^ If nil and item is not a node, no prediction is made
1605 ^ If "" and item is anything, no prediction is made
1606 ^ Otherwise should be name of node which the client immediately places
1607 on ground when the player places the item. Server will always update
1608 actual result to client in a short moment.
1610 place = <SimpleSoundSpec>,
1613 on_place = func(itemstack, placer, pointed_thing),
1614 ^ Shall place item and return the leftover itemstack
1615 ^ default: minetest.item_place
1616 on_drop = func(itemstack, dropper, pos),
1617 ^ Shall drop item and return the leftover itemstack
1618 ^ default: minetest.item_drop
1619 on_use = func(itemstack, user, pointed_thing),
1621 ^ Function must return either nil if no item shall be removed from
1622 inventory, or an itemstack to replace the original itemstack.
1623 eg. itemstack:take_item(); return itemstack
1624 ^ Otherwise, the function is free to do what it wants.
1625 ^ The default functions handle regular use cases.
1630 - {name="image.png", animation={Tile Animation definition}}
1631 - {name="image.png", backface_culling=bool}
1632 ^ backface culling only supported in special tiles
1633 - deprecated still supported field names:
1636 Tile animation definition:
1637 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1639 Node definition (register_node)
1641 <all fields allowed in item definitions>,
1643 drawtype = "normal", -- See "Node drawtypes"
1645 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1646 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1647 ^ List can be shortened to needed length
1648 special_tiles = {tile definition 1, Tile definition 2},
1649 ^ Special textures of node; used rarely (old field name: special_materials)
1650 ^ List can be shortened to needed length
1652 use_texture_alpha = false, -- Use texture's alpha channel
1653 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1654 paramtype = "none", -- See "Nodes"
1655 paramtype2 = "none", -- See "Nodes"
1656 is_ground_content = false, -- Currently not used for anything
1657 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1658 walkable = true, -- If true, objects collide with node
1659 pointable = true, -- If true, can be pointed at
1660 diggable = true, -- If false, can never be dug
1661 climbable = false, -- If true, can be climbed on (ladder)
1662 buildable_to = false, -- If true, placed nodes can replace this node
1663 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1664 liquidtype = "none", -- "none"/"source"/"flowing"
1665 liquid_alternative_flowing = "", -- Flowing version of source liquid
1666 liquid_alternative_source = "", -- Source version of flowing liquid
1667 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1668 liquid_renewable = true, -- Can new liquid source be created by placing
1669 two or more sources nearly?
1670 light_source = 0, -- Amount of light emitted by node
1671 damage_per_second = 0, -- If player is inside node, this damage is caused
1672 node_box = {type="regular"}, -- See "Node boxes"
1673 selection_box = {type="regular"}, -- See "Node boxes"
1674 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1675 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1676 legacy_wallmounted = false, -- Support maps made in and before January 2012
1678 footstep = <SimpleSoundSpec>,
1679 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1680 dug = <SimpleSoundSpec>,
1681 place = <SimpleSoundSpec>,
1684 on_construct = func(pos),
1685 ^ Node constructor; always called after adding node
1686 ^ Can set up metadata and stuff like that
1688 on_destruct = func(pos),
1689 ^ Node destructor; always called before removing node
1691 after_destruct = func(pos, oldnode),
1692 ^ Node destructor; always called after removing node
1695 after_place_node = func(pos, placer, itemstack),
1696 ^ Called after constructing node when node was placed using
1697 minetest.item_place_node / minetest.env:place_node
1698 ^ If return true no item is taken from itemstack
1700 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1701 ^ oldmetadata is in table format
1702 ^ Called after destructing node when node was dug using
1703 minetest.node_dig / minetest.env:dig_node
1705 can_dig = function(pos,player)
1706 ^ returns true if node can be dug, or false if not
1709 on_punch = func(pos, node, puncher),
1710 ^ default: minetest.node_punch
1711 ^ By default: does nothing
1712 on_rightclick = func(pos, node, clicker, itemstack),
1714 ^ if defined, itemstack will hold clicker's wielded item
1715 Shall return the leftover itemstack
1716 on_dig = func(pos, node, digger),
1717 ^ default: minetest.node_dig
1718 ^ By default: checks privileges, wears out tool and removes node
1720 on_timer = function(pos,elapsed),
1722 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1723 ^ elapsed is the total time passed since the timer was started
1724 ^ return true to run the timer for another cycle with the same timeout value
1726 on_receive_fields = func(pos, formname, fields, sender),
1727 ^ fields = {name1 = value1, name2 = value2, ...}
1728 ^ Called when an UI form (eg. sign text input) returns data
1731 allow_metadata_inventory_move = func(pos, from_list, from_index,
1732 to_list, to_index, count, player),
1733 ^ Called when a player wants to move items inside the inventory
1734 ^ Return value: number of items allowed to move
1736 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1737 ^ Called when a player wants to put something into the inventory
1738 ^ Return value: number of items allowed to put
1739 ^ Return value: -1: Allow and don't modify item count in inventory
1741 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1742 ^ Called when a player wants to take something out of the inventory
1743 ^ Return value: number of items allowed to take
1744 ^ Return value: -1: Allow and don't modify item count in inventory
1746 on_metadata_inventory_move = func(pos, from_list, from_index,
1747 to_list, to_index, count, player),
1748 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1749 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1750 ^ Called after the actual action has happened, according to what was allowed.
1753 on_blast = func(pos, intensity),
1754 ^ intensity: 1.0 = mid range of regular TNT
1755 ^ If defined, called when an explosion touches the node, instead of
1759 Recipe for register_craft: (shaped)
1761 output = 'default:pick_stone',
1763 {'default:cobble', 'default:cobble', 'default:cobble'},
1764 {'', 'default:stick', ''},
1765 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1767 replacements = <optional list of item pairs,
1768 replace one input item with another item on crafting>
1771 Recipe for register_craft (shapeless)
1774 output = 'mushrooms:mushroom_stew',
1777 "mushrooms:mushroom_brown",
1778 "mushrooms:mushroom_red",
1780 replacements = <optional list of item pairs,
1781 replace one input item with another item on crafting>
1784 Recipe for register_craft (tool repair)
1786 type = "toolrepair",
1787 additional_wear = -0.02,
1790 Recipe for register_craft (cooking)
1793 output = "default:glass",
1794 recipe = "default:sand",
1798 Recipe for register_craft (furnace fuel)
1801 recipe = "default:leaves",
1805 Ore definition (register_ore)
1807 ore_type = "scatter" -- See "Ore types"
1808 ore = "default:stone_with_coal",
1809 wherein = "default:stone",
1810 clust_scarcity = 8*8*8,
1811 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1812 ^ This value should be *MUCH* higher than your intuition might tell you!
1814 ^ Number of ores in a cluster
1816 ^ Size of the bounding box of the cluster
1817 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1818 height_min = -31000,
1821 ^ Attributes for this ore generation
1822 noise_threshhold = 0.5,
1823 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1824 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1825 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1826 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1829 Chatcommand definition (register_chatcommand)
1831 params = "<name> <privilege>", -- short parameter description
1832 description = "Remove privilege from player", -- full description
1833 privs = {privs=true}, -- require the "privs" privilege to run
1834 func = function(name, param), -- called when command is run
1837 Detached inventory callbacks
1839 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1840 ^ Called when a player wants to move items inside the inventory
1841 ^ Return value: number of items allowed to move
1843 allow_put = func(inv, listname, index, stack, player),
1844 ^ Called when a player wants to put something into the inventory
1845 ^ Return value: number of items allowed to put
1846 ^ Return value: -1: Allow and don't modify item count in inventory
1848 allow_take = func(inv, listname, index, stack, player),
1849 ^ Called when a player wants to take something out of the inventory
1850 ^ Return value: number of items allowed to take
1851 ^ Return value: -1: Allow and don't modify item count in inventory
1853 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1854 on_put = func(inv, listname, index, stack, player),
1855 on_take = func(inv, listname, index, stack, player),
1856 ^ Called after the actual action has happened, according to what was allowed.
1860 HUD Definition (hud_add, hud_get)
1862 hud_elem_type = "image", -- see HUD element types
1863 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1864 position = {x=0.5, y=0.5},
1865 ^ Left corner position of element
1871 ^ Selected item in inventory. 0 for no item selected.
1873 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1874 alignment = {x=0, y=0},
1875 ^ See "HUD Element Types"
1876 offset = {x=0, y=0},
1877 ^ See "HUD Element Types"