1 Minetest Lua Modding API Reference 0.4.9
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 (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- 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/gameid/ <-- 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 eg. 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 desctiption 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, eg. 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_, eg. 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 eg. foomod_foothing.png
191 Only OGG files are supported.
193 For positional playing of sounds, only single-channel (mono) files are
194 supported. Otherwise OpenAL will play them non-positionally.
196 Mods should generally prefix their sounds with modname_, eg. given
197 the mod name "foomod", a sound could be called
198 "foomod_foosound.ogg"
200 Sounds are referred to by their name with a dot, a single digit and the
201 file extension stripped out. When a sound is played, the actual sound file
202 is chosen randomly from the matching sounds.
204 When playing the sound "foomod_foosound", the sound is chosen randomly
205 from the available ones of the following files:
207 foomod_foosound.0.ogg
208 foomod_foosound.1.ogg
210 foomod_foosound.9.ogg
212 Examples of sound parameter tables:
213 -- Play locationless on all clients
215 gain = 1.0, -- default
217 -- Play locationless to a player
220 gain = 1.0, -- default
222 -- Play in a location
225 gain = 1.0, -- default
226 max_hear_distance = 32, -- default
228 -- Play connected to an object, looped
230 object = <an ObjectRef>,
231 gain = 1.0, -- default
232 max_hear_distance = 32, -- default
233 loop = true, -- only sounds connected to objects can be looped
238 eg. "default_place_node"
240 eg. {name="default_place_node"}
241 eg. {name="default_place_node", gain=1.0}
243 Registered definitions of stuff
244 --------------------------------
245 Anything added using certain minetest.register_* functions get added to
246 the global minetest.registered_* tables.
248 minetest.register_entity(name, prototype table)
249 -> minetest.registered_entities[name]
251 minetest.register_node(name, node definition)
252 -> minetest.registered_items[name]
253 -> minetest.registered_nodes[name]
255 minetest.register_tool(name, item definition)
256 -> minetest.registered_items[name]
258 minetest.register_craftitem(name, item definition)
259 -> minetest.registered_items[name]
261 Note that in some cases you will stumble upon things that are not contained
262 in these tables (eg. when a mod has been removed). Always check for
263 existence before trying to access the fields.
265 Example: If you want to check the drawtype of a node, you could do:
267 local function get_nodedef_field(nodename, fieldname)
268 if not minetest.registered_nodes[nodename] then
271 return minetest.registered_nodes[nodename][fieldname]
273 local drawtype = get_nodedef_field(nodename, "drawtype")
275 Example: minetest.get_item_group(name, group) has been implemented as:
277 function minetest.get_item_group(name, group)
278 if not minetest.registered_items[name] or not
279 minetest.registered_items[name].groups[group] then
282 return minetest.registered_items[name].groups[group]
287 Nodes are the bulk data of the world: cubes and other things that take the
288 space of a cube. Huge amounts of them are handled efficiently, but they
291 The definition of a node is stored and can be accessed by name in
292 minetest.registered_nodes[node.name]
293 See "Registered definitions of stuff".
295 Nodes are passed by value between Lua and the engine.
296 They are represented by a table:
297 {name="name", param1=num, param2=num}
299 param1 and param2 are 8 bit integers. The engine uses them for certain
300 automated functions. If you don't use these functions, you can use them to
301 store arbitrary values.
303 The functions of param1 and param2 are determined by certain fields in the
305 param1 is reserved for the engine when paramtype != "none":
307 ^ The value stores light with and without sun in it's
308 upper and lower 4 bits.
309 param2 is reserved for the engine when any of these are used:
310 liquidtype == "flowing"
311 ^ The level and some flags of the liquid is stored in param2
312 drawtype == "flowingliquid"
313 ^ The drawn liquid level is read from param2
314 drawtype == "torchlike"
315 drawtype == "signlike"
316 paramtype2 == "wallmounted"
317 ^ The rotation of the node is stored in param2. You can make this value
318 by using minetest.dir_to_wallmounted().
319 paramtype2 == "facedir"
320 ^ The rotation of the node is stored in param2. Furnaces and chests are
321 rotated this way. Can be made by using minetest.dir_to_facedir().
323 facedir modulo 4 = axisdir
324 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
325 facedir's two less significant bits are rotation around the axis
326 paramtype2 == "leveled"
327 ^ The drawn node level is read from param2, like flowingliquid
329 Nodes can also contain extra data. See "Node Metadata".
333 There are a bunch of different looking node types. These are mostly just
334 copied from Minetest 0.3; more may be made in the future.
336 Look for examples in games/minimal or games/minetest_game.
351 - nodebox -- See below. EXPERIMENTAL
355 Node selection boxes are defined using "node boxes"
357 The "nodebox" node drawtype allows defining visual of nodes consisting of
358 arbitrary number of boxes. It allows defining stuff like stairs. Only the
359 "fixed" and "leveled" box type is supported for these.
360 ^ Please note that this is still experimental, and may be incompatibly
361 changed in the future.
363 A nodebox is defined as any of:
365 -- A normal cube; the default in most things
369 -- A fixed box (facedir param2 is used, if applicable)
371 fixed = box OR {box1, box2, ...}
374 -- A box like the selection box for torches
375 -- (wallmounted param2 is used, if applicable)
376 type = "wallmounted",
383 {x1, y1, z1, x2, y2, z2}
384 A box of a regular node would look like:
385 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
387 type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2
391 These tell in what manner the ore is generated.
392 All default ores are of the uniformly-distributed scatter type.
395 Randomly chooses a location and generates a cluster of ore.
396 If noise_params is specified, the ore will be placed if the 3d perlin noise at
397 that point is greater than the noise_threshhold, giving the ability to create a non-equal
400 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
401 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
402 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
403 scale when comparing against the noise threshhold, but scale is used to determine relative height.
404 The height of the blob is randomly scattered, with a maximum height of clust_size.
405 clust_scarcity and clust_num_ores are ignored.
406 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
407 - claylike - NOT YET IMPLEMENTED
408 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
409 neighborhood of clust_size radius.
413 Currently supported flags: absheight
415 Also produce this same ore between the height range of -height_max and -height_min.
416 Useful for having ore in sky realms without having to duplicate ore entries.
420 The varying types of decorations that can be placed.
421 The default value is simple, and is currently the only type supported.
424 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
425 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
426 for example. Can also generate a decoration of random height between a specified lower and
427 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
430 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
431 probability of a node randomly appearing when placed. This decoration type is intended to be used
432 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
436 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
437 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
438 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
439 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
440 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
442 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
443 probability of that node appearing in the structure.
444 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
445 - A probability value of 0 means that node will never appear (0% chance).
446 - A probability value of 255 means the node will always appear (100% chance).
447 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
448 will appear when the schematic is placed on the map.
450 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
453 ---------------------
454 Currently supported flags: place_center_x, place_center_y, place_center_z
456 Placement of this decoration is centered along the X axis.
458 Placement of this decoration is centered along the Y axis.
460 Placement of this decoration is centered along the Z axis.
464 The position field is used for all element types.
465 To account for differing resolutions, the position coordinates are the percentage of the screen,
466 ranging in value from 0 to 1.
467 The name field is not yet used, but should contain a description of what the HUD element represents.
468 The direction field is the direction in which something is drawn.
469 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.
470 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
471 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
473 The offset field specifies a pixel offset from the position. Contrary to position,
474 the offset is not scaled to screen size. This allows for some precisely-positioned
476 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
478 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
481 Displays an image on the HUD.
482 - scale: The scale of the image, with 1 being the original texture size.
483 Only the X coordinate scale is used (positive values)
484 Negative values represent that percentage of the screen it
485 should take; e.g. x=-100 means 100% (width)
486 - text: The name of the texture that is displayed.
487 - alignment: The alignment of the image.
488 - offset: offset in pixels from position.
490 Displays text on the HUD.
491 - scale: Defines the bounding rectangle of the text.
492 A value such as {x=100, y=100} should work.
493 - text: The text to be displayed in the HUD element.
494 - number: An integer containing the RGB value of the color used to draw the text.
495 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
496 - alignment: The alignment of the text.
497 - offset: offset in pixels from position.
499 Displays a horizontal bar made up of half-images.
500 - text: The name of the texture that is used.
501 - number: The number of half-textures that are displayed.
502 If odd, will end with a vertically center-split texture.
504 - offset: offset in pixels from position.
506 - text: The name of the inventory list to be displayed.
507 - number: Number of items in the inventory to be displayed.
508 - item: Position of item that is selected.
511 Displays distance to selected world position.
512 - name: The name of the waypoint.
513 - text: Distance suffix. Can be blank.
514 - number: An integer containing the RGB value of the color used to draw the text.
515 - world_pos: World position of the waypoint.
517 Representations of simple things
518 --------------------------------
520 {x=num, y=num, z=num}
521 For helper functions see "Vector helpers".
525 {type="node", under=pos, above=pos}
526 {type="object", ref=ObjectRef}
530 Node (register_node):
531 A node from the world
532 Tool (register_tool):
533 A tool/weapon that can dig and damage things according to tool_capabilities
534 Craftitem (register_craftitem):
537 Items and item stacks can exist in three formats:
539 Serialized; This is called stackstring or itemstring:
541 eg. 'default:pick_wood 21323'
545 eg. {name="default:dirt", count=5, wear=0, metadata=""}
547 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
548 ^ a wooden pick about 1/3 weared out
549 eg. {name="default:apple", count=1, wear=0, metadata=""}
553 C++ native format with many helper methods. Useful for converting between
554 formats. See the Class reference section for details.
556 When an item must be passed to a function, it can usually be in any of
561 In a number of places, there is a group table. Groups define the
562 properties of a thing (item, node, armor of entity, capabilities of
563 tool) in such a way that the engine and other mods can can interact with
564 the thing without actually knowing what the thing is.
567 - Groups are stored in a table, having the group names with keys and the
568 group ratings as values. For example:
569 groups = {crumbly=3, soil=1}
571 groups = {crumbly=2, soil=1, level=2, outerspace=1}
572 ^ A more special dirt-kind of thing
573 - Groups always have a rating associated with them. If there is no
574 useful meaning for a rating for an enabled group, it shall be 1.
575 - When not defined, the rating of a group defaults to 0. Thus when you
576 read groups, you must interpret nil and 0 as the same value, 0.
578 You can read the rating of a group for an item or a node by using
579 minetest.get_item_group(itemname, groupname)
583 Groups of items can define what kind of an item it is (eg. wool).
587 In addition to the general item things, groups are used to define whether
588 a node is destroyable and how long it takes to destroy by a tool.
592 For entities, groups are, as of now, used only for calculating damage.
593 The rating is the percentage of damage caused by tools with this damage group.
594 See "Entity damage mechanism".
596 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
597 object.set_armor_groups({fleshy=30, cracky=80})
601 Groups in tools define which groups of nodes and entities they are
604 Groups in crafting recipes
605 ---------------------------
606 An example: Make meat soup from any meat, any water and any bowl
608 output = 'food:meat_soup_raw',
614 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
616 An another example: Make red wool from white wool and red dye
620 recipe = {'wool:white', 'group:dye,basecolor_red'},
625 - immortal: Disables the group damage system for an entity
626 - level: Can be used to give an additional sense of progression in the game.
627 - A larger level will cause eg. a weapon of a lower level make much less
628 damage, and get weared out much faster, or not be able to get drops
629 from destroyed nodes.
630 - 0 is something that is directly accessible at the start of gameplay
631 - There is no upper limit
632 - dig_immediate: (player can always pick up node without tool wear)
633 - 2: node is removed without tool wear after 0.5 seconds or so
635 - 3: node is removed without tool wear immediately (torch)
636 - disable_jump: Player (and possibly other things) cannot jump from node
637 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
638 - bouncy: value is bounce speed in percent
639 - falling_node: if there is no walkable block under the node it will fall
640 - attached_node: if the node under it is not a walkable block the node will be
641 dropped as an item. If the node is wallmounted the
642 wallmounted direction is checked.
643 - soil: saplings will grow on nodes in this group
644 - connect_to_raillike: makes nodes of raillike drawtype connect to
645 other group members with same drawtype
647 Known damage and digging time defining groups
648 ----------------------------------------------
649 - crumbly: dirt, sand
650 - cracky: tough but crackable stuff like stone.
651 - snappy: something that can be cut using fine tools; eg. leaves, small
652 plants, wire, sheets of metal
653 - choppy: something that can be cut using force; eg. trees, wooden planks
654 - fleshy: Living things like animals and the player. This could imply
655 some blood effects when hitting.
656 - explody: Especially prone to explosions
657 - oddly_breakable_by_hand:
658 Can be added to nodes that shouldn't logically be breakable by the
659 hand but are. Somewhat similar to dig_immediate, but times are more
660 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
661 speed of a tool if the tool can dig at a faster speed than this
662 suggests for the hand.
664 Examples of custom groups
665 --------------------------
666 Item groups are often used for defining, well, //groups of items//.
667 - meat: any meat-kind of a thing (rating might define the size or healing
668 ability or be irrelevant - it is not defined as of yet)
669 - eatable: anything that can be eaten. Rating might define HP gain in half
671 - flammable: can be set on fire. Rating might define the intensity of the
672 fire, affecting eg. the speed of the spreading of an open fire.
673 - wool: any wool (any origin, any color)
676 - heavy: anything considerably heavy
678 Digging time calculation specifics
679 -----------------------------------
680 Groups such as **crumbly**, **cracky** and **snappy** are used for this
681 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
684 The **level** group is used to limit the toughness of nodes a tool can dig
685 and to scale the digging times / damage to a greater extent.
687 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
690 Tools define their properties by a list of parameters for groups. They
691 cannot dig other groups; thus it is important to use a standard bunch of
692 groups to enable interaction with tools.
695 * Full punch interval
697 * For an arbitrary list of groups:
698 * Uses (until the tool breaks)
699 * Maximum level (usually 0, 1, 2 or 3)
703 **Full punch interval**:
704 When used as a weapon, the tool will do full damage if this time is spent
705 between punches. If eg. half the time is spent, the tool will do half
708 **Maximum drop level**
709 Suggests the maximum level of node, when dug with the tool, that will drop
710 it's useful item. (eg. iron ore to drop a lump of iron).
711 - This is not automated; it is the responsibility of the node definition
715 Determines how many uses the tool has when it is used for digging a node,
716 of this group, of the maximum level. For lower leveled nodes, the use count
717 is multiplied by 3^leveldiff.
718 - uses=10, leveldiff=0 -> actual uses: 10
719 - uses=10, leveldiff=1 -> actual uses: 30
720 - uses=10, leveldiff=2 -> actual uses: 90
723 Tells what is the maximum level of a node of this group that the tool will
727 List of digging times for different ratings of the group, for nodes of the
729 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
730 result in the tool to be able to dig nodes that have a rating of 2 or 3
731 for this group, and unable to dig the rating 1, which is the toughest.
732 Unless there is a matching group that enables digging otherwise.
735 List of damage for groups of entities. See "Entity damage mechanism".
737 Example definition of the capabilities of a tool
738 -------------------------------------------------
739 tool_capabilities = {
740 full_punch_interval=1.5,
743 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
745 damage_groups = {fleshy=2},
748 This makes the tool be able to dig nodes that fullfill both of these:
749 - Have the **crumbly** group
750 - Have a **level** group less or equal to 2
752 Table of resulting digging times:
753 crumbly 0 1 2 3 4 <- level
759 level diff: 2 1 0 -1 -2
761 Table of resulting tool uses:
768 - At crumbly=0, the node is not diggable.
769 - At crumbly=3, the level difference digging time divider kicks in and makes
770 easy nodes to be quickly breakable.
771 - At level > 2, the node is not diggable, because it's level > maxlevel
773 Entity damage mechanism
774 ------------------------
777 foreach group in cap.damage_groups:
778 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
779 * (object.armor_groups[group] / 100.0)
780 -- Where object.armor_groups[group] is 0 for inexisting values
783 Client predicts damage based on damage groups. Because of this, it is able to
784 give an immediate response when an entity is damaged or dies; the response is
785 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
787 - Currently a smoke puff will appear when an entity dies.
789 The group **immortal** completely disables normal damage.
791 Entities can define a special armor group, which is **punch_operable**. This
792 group disables the regular damage mechanism for players punching it by hand or
793 a non-tool item, so that it can do something else than take damage.
795 On the Lua side, every punch calls ''entity:on_punch(puncher,
796 time_from_last_punch, tool_capabilities, direction)''. This should never be
797 called directly, because damage is usually not handled by the entity itself.
798 * ''puncher'' is the object performing the punch. Can be nil. Should never be
799 accessed unless absolutely required, to encourage interoperability.
800 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
801 * ''tool_capabilities'' can be nil.
802 * ''direction'' is a unit vector, pointing from the source of the punch to
805 To punch an entity/object in Lua, call ''object:punch(puncher,
806 time_from_last_punch, tool_capabilities, direction)''.
807 * Return value is tool wear.
808 * Parameters are equal to the above callback.
809 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
810 automatically filled in based on the location of ''puncher''.
814 The instance of a node in the world normally only contains the three values
815 mentioned in "Nodes". However, it is possible to insert extra data into a
816 node. It is called "node metadata"; See "NodeMetaRef".
818 Metadata contains two things:
822 Some of the values in the key-value store are handled specially:
823 - formspec: Defines a right-click inventory menu. See "Formspec".
824 - infotext: Text shown on the screen when the node is pointed at
828 local meta = minetest.get_meta(pos)
829 meta:set_string("formspec",
831 "list[context;main;0,0;8,4;]"..
832 "list[current_player;main;0,5;8,4;]")
833 meta:set_string("infotext", "Chest");
834 local inv = meta:get_inventory()
835 inv:set_size("main", 8*4)
836 print(dump(meta:to_table()))
839 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] = ""}
842 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
849 Formspec defines a menu. Currently not much else than inventories are
850 supported. It is a string, with a somewhat strange format.
852 Spaces and newlines can be inserted between the blocks, as is used in the
858 list[context;main;0,0;8,4;]
859 list[current_player;main;0,5;8,4;]
862 list[context;fuel;2,3;1,1;]
863 list[context;src;2,1;1,1;]
864 list[context;dst;5,1;2,2;]
865 list[current_player;main;0,5;8,4;]
866 - Minecraft-like player inventory
868 image[1,0.6;1,2;player.png]
869 list[current_player;main;0,3.5;8,4;]
870 list[current_player;craft;3,0;3,3;]
871 list[current_player;craftpreview;7,1;1,1;]
876 ^ Define the size of the menu in inventory slots
877 ^ deprecated: invsize[<W>,<H>;]
879 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
880 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
881 ^ Show an inventory list
883 listcolors[<slot_bg_normal>;<slot_bg_hover>]
884 ^ Sets background color of slots in HEX-Color format
885 ^ Sets background color of slots on mouse hovering
887 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
888 ^ Sets background color of slots in HEX-Color format
889 ^ Sets background color of slots on mouse hovering
890 ^ Sets color of slots border
892 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
893 ^ Sets background color of slots in HEX-Color format
894 ^ Sets background color of slots on mouse hovering
895 ^ Sets color of slots border
896 ^ Sets background color of tooltips
897 ^ Sets font color of tooltips
899 image[<X>,<Y>;<W>,<H>;<texture name>]
901 ^ Position and size units are inventory slots
903 item_image[<X>,<Y>;<W>,<H>;<item name>]
904 ^ Show an inventory image of registered item/node
905 ^ Position and size units are inventory slots
907 bgcolor[<color>;<fullscreen>]
908 ^ Sets background color of formspec in HEX-Color format
909 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
911 background[<X>,<Y>;<W>,<H>;<texture name>]
912 ^ Use a background. Inventory rectangles are not drawn then.
913 ^ Position and size units are inventory slots
914 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
916 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
917 ^ Use a background. Inventory rectangles are not drawn then.
918 ^ Position and size units are inventory slots
919 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
920 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
922 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
923 ^ Textual password style field; will be sent to server when a button is clicked
924 ^ x and y position the field relative to the top left of the menu
925 ^ w and h are the size of the field
926 ^ fields are a set height, but will be vertically centred on h
927 ^ Position and size units are inventory slots
928 ^ name is the name of the field as returned in fields to on_receive_fields
929 ^ label, if not blank, will be text printed on the top left above the field
931 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
932 ^ Textual field; will be sent to server when a button is clicked
933 ^ x and y position the field relative to the top left of the menu
934 ^ w and h are the size of the field
935 ^ fields are a set height, but will be vertically centred on h
936 ^ Position and size units are inventory slots
937 ^ name is the name of the field as returned in fields to on_receive_fields
938 ^ label, if not blank, will be text printed on the top left above the field
939 ^ default is the default value of the field
940 ^ default may contain variable references such as '${text}' which
941 will fill the value from the metadata value 'text'
942 ^ Note: no extra text or more than a single variable is supported ATM.
944 field[<name>;<label>;<default>]
945 ^ as above but without position/size units
946 ^ special field for creating simple forms, such as sign text input
947 ^ must be used without a size[] element
948 ^ a 'Proceed' button will be added automatically
950 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
951 ^ same as fields above, but with multi-line input
953 label[<X>,<Y>;<label>]
954 ^ x and y work as per field
955 ^ label is the text on the label
956 ^ Position and size units are inventory slots
958 vertlabel[<X>,<Y>;<label>]
959 ^ Textual label drawn verticaly
960 ^ x and y work as per field
961 ^ label is the text on the label
962 ^ Position and size units are inventory slots
964 button[<X>,<Y>;<W>,<H>;<name>;<label>]
965 ^ Clickable button. When clicked, fields will be sent.
966 ^ x, y and name work as per field
967 ^ w and h are the size of the button
968 ^ label is the text on the button
969 ^ Position and size units are inventory slots
971 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
972 ^ x, y, w, h, and name work as per button
973 ^ texture name is the filename of an image
974 ^ Position and size units are inventory slots
976 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
977 ^ x, y, w, h, and name work as per button
978 ^ texture name is the filename of an image
979 ^ Position and size units are inventory slots
980 ^ noclip true meand imagebutton doesn't need to be within specified formsize
981 ^ drawborder draw button bodrer or not
983 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
984 ^ x, y, w, h, and name work as per button
985 ^ texture name is the filename of an image
986 ^ Position and size units are inventory slots
987 ^ noclip true meand imagebutton doesn't need to be within specified formsize
988 ^ drawborder draw button bodrer or not
989 ^ pressed texture name is the filename of an image on pressed state
991 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
992 ^ x, y, w, h, name and label work as per button
993 ^ item name is the registered name of an item/node,
994 tooltip will be made out of its descritption
995 ^ Position and size units are inventory slots
997 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
998 ^ When clicked, fields will be sent and the form will quit.
1000 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1001 ^ When clicked, fields will be sent and the form will quit.
1003 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1004 ^Scrollabel itemlist showing arbitrary text elements
1005 ^ x and y position the itemlist relative to the top left of the menu
1006 ^ w and h are the size of the itemlist
1007 ^ name fieldname sent to server on doubleclick value is current selected element
1008 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1009 ^ if you want a listelement to start with # write ##
1011 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1012 ^Scrollabel itemlist showing arbitrary text elements
1013 ^ x and y position the itemlist relative to the top left of the menu
1014 ^ w and h are the size of the itemlist
1015 ^ name fieldname sent to server on doubleclick value is current selected element
1016 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1017 ^ if you want a listelement to start with # write ##
1018 ^ index to be selected within textlist
1019 ^ true/false draw transparent background
1020 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1022 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1023 ^ show a tabHEADER at specific position (ignores formsize)
1024 ^ x and y position the itemlist relative to the top left of the menu
1025 ^ name fieldname data is transfered to lua
1026 ^ caption 1... name shown on top of tab
1027 ^ current_tab index of selected tab 1...
1028 ^ transparent (optional) show transparent
1029 ^ draw_border (optional) draw border
1031 box[<X>,<Y>;<W>,<H>;<color>]
1032 ^ simple colored semitransparent box
1033 ^ x and y position the box relative to the top left of the menu
1034 ^ w and h are the size of box
1035 ^ color in HEX-Color format
1037 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1038 ^ show a dropdown field
1039 ^ x and y position of dropdown
1041 ^ fieldname data is transfered to lua
1042 ^ items to be shown in dropdown
1043 ^ index of currently selected dropdown item
1044 ^ color in hexadecimal format RRGGBB (only)
1046 checkbox[<X>,<Y>;<name>;<label>;<selected>]
1048 ^ x and y position of checkbox
1049 ^ name fieldname data is transfered to lua
1050 ^ label to be shown left of checkbox
1051 ^ selected (optional) true/false
1053 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1054 ^ show scrollable table using options defined by the previous tableoptions[]
1055 ^ displays cells as defined by the previous tablecolumns[]
1056 ^ x and y position the itemlist relative to the top left of the menu
1057 ^ w and h are the size of the itemlist
1058 ^ name fieldname sent to server on row select or doubleclick
1059 ^ cell 1...n cell contents given in row-major order
1060 ^ selected idx: index of row to be selected within table (first row = 1)
1061 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1063 tableoptions[<opt 1>;<opt 2>;...]
1064 ^ sets options for table[]:
1066 ^^ default text color (HEX-Color), defaults to #FFFFFF
1067 ^ background=#RRGGBB
1068 ^^ table background color (HEX-Color), defaults to #000000
1069 ^ border=<true/false>
1070 ^^ should the table be drawn with a border? (default true)
1072 ^^ highlight background color (HEX-Color), defaults to #466432
1073 ^ highlight_text=#RRGGBB
1074 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1076 ^^ all subtrees up to depth < value are open (default value = 0)
1077 ^^ only useful when there is a column of type "tree"
1079 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1080 ^ sets columns for table[]:
1081 ^ types: text, image, color, indent, tree
1082 ^^ text: show cell contents as text
1083 ^^ image: cell contents are an image index, use column options to define images
1084 ^^ color: cell contents are a HEX-Color and define color of following cell
1085 ^^ indent: cell contents are a number and define indentation of following cell
1086 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1088 ^^ align=<value> for "text" and "image": content alignment within cells
1089 ^^ available values: left (default), center, right, inline
1090 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1091 ^^ for "indent" and "tree": indent width in em (default 1.5)
1092 ^^ padding=<value> padding left of the column, in em (default 0.5)
1093 ^^ exception: defaults to 0 for indent columns
1094 ^^ tooltip=<value> tooltip text (default empty)
1095 ^ "image" column options:
1096 ^^ 0=<value> sets image for image index 0
1097 ^^ 1=<value> sets image for image index 1
1098 ^^ 2=<value> sets image for image index 2
1099 ^^ and so on; defined indices need not be contiguous
1100 ^^ empty or non-numeric cells are treated as 0
1101 ^ "color" column options:
1102 ^^ span=<value> number of following columns to affect (default infinite)
1104 Note: do NOT use a element name starting with "key_" those names are reserved to
1105 pass key press events to formspec!
1109 - "context": Selected node metadata (deprecated: "current_name")
1110 - "current_player": Player to whom the menu is shown
1111 - "player:<name>": Any player
1112 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1113 - "detached:<name>": A detached inventory
1118 ^ defines a color in hexadecimal format
1120 ^ defines a color in hexadecimal format and alpha channel
1122 ^ defines a color in hexadecimal format
1124 ^ defines a color in hexadecimal format and alpha channel
1128 vector.new([x[, y, z]]) -> vector
1129 ^ x is a table or the x position.
1130 vector.direction(p1, p2) -> vector
1131 vector.distance(p1, p2) -> number
1132 vector.length(v) -> number
1133 vector.normalize(v) -> vector
1134 vector.round(v) -> vector
1135 vector.equals(v1, v2) -> bool
1136 For the folowing x can be either a vector or a number.
1137 vector.add(v, x) -> vector
1138 vector.subtract(v, x) -> vector
1139 vector.multiply(v, x) -> vector
1140 vector.divide(v, x) -> vector
1144 dump2(obj, name="_", dumped={})
1145 ^ Return object serialized as a string, handles reference loops
1146 dump(obj, dumped={})
1147 ^ Return object serialized as a string
1149 ^ Get the hypotenuse of a triangle with legs x and y.
1150 Usefull for distance calculation.
1151 string:split(separator)
1152 ^ eg. string:split("a,b", ",") == {"a","b"}
1154 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1155 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1156 ^ Convert position to a printable string
1157 minetest.string_to_pos(string) -> position
1158 ^ Same but in reverse
1159 minetest.formspec_escape(string) -> string
1160 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1161 minetest.is_yes(arg)
1162 ^ returns whether arg can be interpreted as yes
1164 minetest namespace reference
1165 -----------------------------
1167 minetest.get_current_modname() -> string
1168 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1169 ^ Useful for loading additional .lua modules or static data from mod
1170 minetest.get_modnames() -> list of installed mods
1171 ^ Return a list of installed mods, sorted alphabetically
1172 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1173 ^ Useful for storing custom data
1174 minetest.is_singleplayer()
1176 ^ table containing API feature flags: {foo=true, bar=true}
1177 minetest.has_feature(arg) -> bool, missing_features
1178 ^ arg: string or table in format {foo=true, bar=true}
1179 ^ missing_features: {foo=true, bar=true}
1182 minetest.debug(line)
1183 ^ Always printed to stderr and logfile (print() is redirected here)
1185 minetest.log(loglevel, line)
1186 ^ loglevel one of "error", "action", "info", "verbose"
1188 Registration functions: (Call these only at load time)
1189 minetest.register_entity(name, prototype table)
1190 minetest.register_abm(abm definition)
1191 minetest.register_node(name, node definition)
1192 minetest.register_tool(name, item definition)
1193 minetest.register_craftitem(name, item definition)
1194 minetest.register_alias(name, convert_to)
1195 minetest.register_craft(recipe)
1196 minetest.register_ore(ore definition)
1197 minetest.register_decoration(decoration definition)
1198 minetest.override_item(name, redefinition)
1199 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1200 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1201 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1203 Global callback registration functions: (Call these only at load time)
1204 minetest.register_globalstep(func(dtime))
1205 ^ Called every server step, usually interval of 0.1s
1206 minetest.register_on_shutdown(func())
1207 ^ Called before server shutdown
1208 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1209 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1210 semi-frequent intervals as well as on server shutdown.
1211 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1212 ^ Called when a node has been placed
1213 ^ If return true no item is taken from itemstack
1214 ^ Not recommended; use on_construct or after_place_node in node definition
1216 minetest.register_on_dignode(func(pos, oldnode, digger))
1217 ^ Called when a node has been dug.
1218 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1220 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1221 ^ Called when a node is punched
1222 minetest.register_on_generated(func(minp, maxp, blockseed))
1223 ^ Called after generating a piece of world. Modifying nodes inside the area
1224 is a bit faster than usually.
1225 minetest.register_on_newplayer(func(ObjectRef))
1226 ^ Called after a new player has been created
1227 minetest.register_on_dieplayer(func(ObjectRef))
1228 ^ Called when a player dies
1229 minetest.register_on_respawnplayer(func(ObjectRef))
1230 ^ Called when player is to be respawned
1231 ^ Called _before_ repositioning of player occurs
1232 ^ return true in func to disable regular player placement
1233 minetest.register_on_prejoinplayer(func(name, ip))
1234 ^ Called before a player joins the game
1235 ^ If it returns a string, the player is disconnected with that string as reason
1236 minetest.register_on_joinplayer(func(ObjectRef))
1237 ^ Called when a player joins the game
1238 minetest.register_on_leaveplayer(func(ObjectRef))
1239 ^ Called when a player leaves the game
1240 minetest.register_on_cheat(func(ObjectRef, cheat))
1241 ^ Called when a player cheats
1242 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1243 minetest.register_on_chat_message(func(name, message))
1244 ^ Called always when a player says something
1245 minetest.register_on_player_receive_fields(func(player, formname, fields))
1246 ^ Called when a button is pressed in player's inventory form
1247 ^ Newest functions are called first
1248 ^ If function returns true, remaining functions are not called
1249 minetest.register_on_mapgen_init(func(MapgenParams))
1250 ^ Called just before the map generator is initialized but before the environment is initialized
1251 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1252 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1253 ^ Called when player crafts something
1254 ^ itemstack is the output
1255 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1256 ^ craft_inv is the inventory with the crafting grid
1257 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1258 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1259 ^ The same as before, except that it is called before the player crafts, to make
1260 ^ craft prediction, and it should not change anything.
1261 minetest.register_on_protection_violation(func(pos, name))
1262 ^ Called by builtin and mods when a player violates protection at a position
1263 (eg, digs a node or punches a protected entity).
1264 ^ The registered functions can be called using minetest.record_protection_violation
1265 ^ The provided function should check that the position is protected by the mod
1266 calling this function before it prints a message, if it does, to allow for
1267 multiple protection mods.
1269 Other registration functions:
1270 minetest.register_chatcommand(cmd, chatcommand definition)
1271 minetest.register_privilege(name, definition)
1272 ^ definition: "description text"
1274 description = "description text",
1275 give_to_singleplayer = boolean, -- default: true
1277 minetest.register_authentication_handler(handler)
1278 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1281 minetest.setting_set(name, value)
1282 minetest.setting_get(name) -> string or nil
1283 minetest.setting_setbool(name, value)
1284 minetest.setting_getbool(name) -> boolean value or nil
1285 minetest.setting_get_pos(name) -> position or nil
1286 minetest.setting_save() -> nil, save all settings to config file
1289 minetest.notify_authentication_modified(name)
1290 ^ Should be called by the authentication handler if privileges change.
1291 ^ To report everybody, set name=nil.
1292 minetest.get_password_hash(name, raw_password)
1293 ^ Convert a name-password pair to a password hash that minetest can use
1294 minetest.string_to_privs(str) -> {priv1=true,...}
1295 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1296 ^ Convert between two privilege representations
1297 minetest.set_player_password(name, password_hash)
1298 minetest.set_player_privs(name, {priv1=true,...})
1299 minetest.get_player_privs(name) -> {priv1=true,...}
1300 minetest.auth_reload()
1301 ^ These call the authentication handler
1302 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1303 ^ A quickhand for checking privileges
1304 minetest.get_player_ip(name) -> IP address string
1307 minetest.chat_send_all(text)
1308 minetest.chat_send_player(name, text, prepend)
1309 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1313 minetest.set_node(pos, node)
1314 minetest.add_node(pos, node): alias set_node(pos, node)
1315 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1316 minetest.swap_node(pos, node)
1317 ^ Set node at position, but don't remove metadata
1318 minetest.remove_node(pos)
1319 ^ Equivalent to set_node(pos, "air")
1320 minetest.get_node(pos)
1321 ^ Returns {name="ignore", ...} for unloaded area
1322 minetest.get_node_or_nil(pos)
1323 ^ Returns nil for unloaded area
1324 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1325 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1327 minetest.place_node(pos, node)
1328 ^ Place node with the same effects that a player would cause
1329 minetest.dig_node(pos)
1330 ^ Dig node with the same effects that a player would cause
1331 minetest.punch_node(pos)
1332 ^ Punch node with the same effects that a player would cause
1334 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1335 minetest.get_node_timer(pos) -- Get NodeTimerRef
1337 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1338 ^ Returns ObjectRef, or nil if failed
1339 minetest.add_item(pos, item): Spawn item
1340 ^ Returns ObjectRef, or nil if failed
1341 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1342 minetest.get_objects_inside_radius(pos, radius)
1343 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1344 minetest.get_timeofday()
1345 minetest.get_gametime(): returns the time, in seconds, since the world was created
1346 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1347 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1348 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1349 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1350 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1351 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1352 minetest.get_voxel_manip()
1353 ^ Return voxel manipulator object
1354 minetest.set_gen_notify(flags)
1355 ^ Set the types of on-generate notifications that should be collected
1356 ^ flags is a comma-delimited combination of:
1357 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1358 minetest.get_mapgen_object(objectname)
1359 ^ Return requested mapgen object if available (see Mapgen objects)
1360 minetest.set_mapgen_params(MapgenParams)
1361 ^ Set map generation parameters
1362 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1363 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1364 ^ Leave field unset to leave that parameter unchanged
1365 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1366 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1367 minetest.clear_objects()
1368 ^ clear all objects in the environments
1369 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1370 ^ Check if there is a direct line of sight between pos1 and pos2
1371 ^ Returns the position of the blocking node when false
1372 ^ pos1 First position
1373 ^ pos2 Second position
1374 ^ stepsize smaller gives more accurate results but requires more computing
1376 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1377 ^ -> table containing path
1378 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1379 ^ pos1: start position
1380 ^ pos2: end position
1381 ^ searchdistance: number of blocks to search in each direction
1382 ^ max_jump: maximum height difference to consider walkable
1383 ^ max_drop: maximum height difference to consider droppable
1384 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1385 minetest.spawn_tree (pos, {treedef})
1386 ^ spawns L-System tree at given pos with definition in treedef table
1387 minetest.transforming_liquid_add(pos)
1388 ^ add node to liquid update queue
1389 minetest.get_node_max_level(pos)
1390 ^ get max available level for leveled node
1391 minetest.get_node_level(pos)
1392 ^ get level of leveled node (water, snow)
1393 minetest.set_node_level(pos, level)
1394 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1395 minetest.add_node_level(pos, level)
1396 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1397 minetest.get_heat(pos)
1399 minetest.get_humidity(pos)
1403 minetest.get_inventory(location) -> InvRef
1404 ^ location = eg. {type="player", name="celeron55"}
1405 {type="node", pos={x=, y=, z=}}
1406 {type="detached", name="creative"}
1407 minetest.create_detached_inventory(name, callbacks) -> InvRef
1408 ^ callbacks: See "Detached inventory callbacks"
1409 ^ Creates a detached inventory. If it already exists, it is cleared.
1412 minetest.show_formspec(playername, formname, formspec)
1413 ^ playername: name of player to show formspec
1414 ^ formname: name passed to on_player_receive_fields callbacks
1415 ^ should follow "modname:<whatever>" naming convention
1416 ^ formspec: formspec to display
1417 minetest.formspec_escape(string) -> string
1418 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1419 minetest.explode_table_event(string) -> table
1420 ^ returns e.g. {type="CHG", row=1, column=2}
1421 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1422 minetest.explode_textlist_event(string) -> table
1423 ^ returns e.g. {type="CHG", index=1}
1424 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1427 minetest.inventorycube(img1, img2, img3)
1428 ^ Returns a string for making an image of a cube (useful as an item image)
1429 minetest.get_pointed_thing_position(pointed_thing, above)
1430 ^ Get position of a pointed_thing (that you can get from somewhere)
1431 minetest.dir_to_facedir(dir, is6d)
1432 ^ 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
1433 minetest.facedir_to_dir(facedir)
1434 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1435 minetest.dir_to_wallmounted(dir)
1436 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1437 minetest.get_node_drops(nodename, toolname)
1438 ^ Returns list of item names.
1439 ^ Note: This will be removed or modified in a future version.
1440 minetest.get_craft_result(input) -> output, decremented_input
1441 ^ input.method = 'normal' or 'cooking' or 'fuel'
1442 ^ input.width = for example 3
1443 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1444 stack 5, stack 6, stack 7, stack 8, stack 9 }
1445 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1446 ^ output.time = number, if unsuccessful: 0
1447 ^ decremented_input = like input
1448 minetest.get_craft_recipe(output) -> input
1449 ^ returns last registered recipe for output item (node)
1450 ^ output is a node or item type such as 'default:torch'
1451 ^ input.method = 'normal' or 'cooking' or 'fuel'
1452 ^ input.width = for example 3
1453 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1454 stack 5, stack 6, stack 7, stack 8, stack 9 }
1455 ^ input.items = nil if no recipe found
1456 minetest.get_all_craft_recipes(query item) -> table or nil
1457 ^ returns indexed table with all registered recipes for query item (node)
1458 or nil if no recipe was found
1461 method = 'normal' or 'cooking' or 'fuel'
1462 width = 0-3, 0 means shapeless recipe
1463 items = indexed [1-9] table with recipe items
1464 output = string with item name and quantity
1466 Example query for default:gold_ingot will return table:
1468 1={type = "cooking", width = 3, output = "default:gold_ingot",
1469 items = {1 = "default:gold_lump"}},
1470 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1471 items = {1 = "default:goldblock"}}
1473 minetest.handle_node_drops(pos, drops, digger)
1474 ^ drops: list of itemstrings
1475 ^ Handles drops from nodes after digging: Default action is to put them into
1477 ^ Can be overridden to get different functionality (eg. dropping items on
1481 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1482 ^ Find who has done something to a node, or near a node
1483 ^ actor: "player:<name>", also "liquid".
1484 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1485 ^ Revert latest actions of someone
1486 ^ actor: "player:<name>", also "liquid".
1488 Defaults for the on_* item definition functions:
1489 (These return the leftover itemstack)
1490 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1491 ^ Place item as a node
1492 ^ param2 overrides facedir and wallmounted param2
1493 ^ returns itemstack, success
1494 minetest.item_place_object(itemstack, placer, pointed_thing)
1496 minetest.item_place(itemstack, placer, pointed_thing, param2)
1497 ^ Use one of the above based on what the item is.
1498 ^ Calls on_rightclick of pointed_thing.under if defined instead
1499 ^ Note: is not called when wielded item overrides on_place
1500 ^ param2 overrides facedir and wallmounted param2
1501 ^ returns itemstack, success
1502 minetest.item_drop(itemstack, dropper, pos)
1504 minetest.item_eat(hp_change, replace_with_item)
1505 ^ Eat the item. replace_with_item can be nil.
1507 Defaults for the on_punch and on_dig node definition callbacks:
1508 minetest.node_punch(pos, node, puncher, pointed_thing)
1509 ^ Calls functions registered by minetest.register_on_punchnode()
1510 minetest.node_dig(pos, node, digger)
1511 ^ Checks if node can be dug, puts item into inventory, removes node
1512 ^ Calls functions registered by minetest.registered_on_dignodes()
1515 minetest.sound_play(spec, parameters) -> handle
1516 ^ spec = SimpleSoundSpec
1517 ^ parameters = sound parameter table
1518 minetest.sound_stop(handle)
1521 minetest.after(time, func, ...)
1522 ^ Call function after time seconds
1523 ^ Optional: Variable number of arguments that are passed to func
1526 minetest.request_shutdown() -> request for server shutdown
1527 minetest.get_server_status() -> server status string
1530 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1531 minetest.get_ban_description(ip_or_name) -> ban description (string)
1532 minetest.ban_player(name) -> ban a player
1533 minetest.unban_player_or_ip(name) -> unban player or IP address
1534 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1537 minetest.add_particle(particle definition)
1538 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1539 size, collisiondetection, texture, playername)
1541 minetest.add_particlespawner(particlespawner definition)
1542 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1544 ^ Deprecated: minetest.add_particlespawner(amount, time,
1548 minexptime, maxexptime,
1550 collisiondetection, texture, playername)
1552 minetest.delete_particlespawner(id, player)
1553 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1554 ^ If playername is specified, only deletes on the player's client,
1555 ^ otherwise on all clients
1558 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1559 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1560 ^ Apply the specified probability values to the specified nodes in probability_list.
1561 ^ probability_list is an array of tables containing two fields, pos and prob.
1562 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1563 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1564 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1565 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1566 ^ If probability_list is nil, no probabilities are applied.
1567 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1568 ^ the y position of the slice with a probability applied.
1569 ^ If slice probability list is nil, no slice probabilities are applied.
1570 ^ Saves schematic in the Minetest Schematic format to filename.
1572 minetest.place_schematic(pos, schematic, rotation, replacements)
1573 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1574 ^ Rotation can be "0", "90", "180", "270", or "random".
1575 ^ If the rotation parameter is omitted, the schematic is not rotated.
1576 ^ replacements = {{"oldname", "convert_to"}, ...}
1579 minetest.get_connected_players() -> list of ObjectRefs
1580 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1581 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1582 minetest.get_position_from_hash(hash) -> postion
1583 ^ Inverse transform of minetest.hash_node_postion
1584 minetest.get_item_group(name, group) -> rating
1585 ^ Get rating of a group of an item. (0 = not in group)
1586 minetest.get_node_group(name, group) -> rating
1587 ^ Deprecated: An alias for the former.
1588 minetest.get_content_id(name) -> integer
1589 ^ Gets the internal content ID of name
1590 minetest.get_name_from_content_id(content_id) -> string
1591 ^ Gets the name of the content with that content ID
1592 minetest.parse_json(string[, nullvalue]) -> something
1593 ^ Convert a string containing JSON data into the Lua equivalent
1594 ^ nullvalue: returned in place of the JSON null; defaults to nil
1595 ^ On success returns a table, a string, a number, a boolean or nullvalue
1596 ^ On failure outputs an error message and returns nil
1597 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1598 minetest.write_json(data[, styled]) -> string or nil and error message
1599 ^ Convert a Lua table into a JSON string
1600 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1601 ^ Un-serializable things like functions and userdata are saved as null.
1602 ^ Warning: JSON is more strict than the Lua table format.
1603 1. You can only use strings and positive integers of at least one as keys.
1604 2. You can not mix string and integer keys.
1605 This is due to the fact that Javascript has two distinct array and object values.
1606 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1607 minetest.serialize(table) -> string
1608 ^ Convert a table containing tables, strings, numbers, booleans and nils
1609 into string form readable by minetest.deserialize
1610 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1611 minetest.deserialize(string) -> table
1612 ^ Convert a string returned by minetest.deserialize into a table
1613 ^ String is loaded in an empty sandbox environment.
1614 ^ Will load functions, but they cannot access the global environment.
1615 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1616 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1617 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1618 minetest.is_protected(pos, name) -> bool
1619 ^ This function should be overriden by protection mods and should be used to
1620 check if a player can interact at a position.
1621 ^ This function should call the old version of itself if the position is not
1622 protected by the mod.
1624 local old_is_protected = minetest.is_protected
1625 function minetest.is_protected(pos, name)
1626 if mymod:position_protected_from(pos, name) then
1629 return old_is_protected(pos, name)
1631 minetest.record_protection_violation(pos, name)
1632 ^ This function calls functions registered with
1633 minetest.register_on_protection_violation.
1634 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1635 ^ Attempt to predict the desired orientation of the facedir-capable node
1636 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1637 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1638 field is false or omitted (else, the itemstack is not changed). orient_flags
1639 is an optional table containing extra tweaks to the placement code:
1640 invert_wall: if true, place wall-orientation on the ground and ground-
1641 orientation on the wall.
1642 force_wall: if true, always place the node in wall orientation.
1643 force_ceiling: if true, always place on the ceiling.
1644 force_floor: if true, always place the node on the floor.
1646 The above four options are mutually-exclusive; the last in the list takes
1647 precedence over the first.
1649 force_facedir: if true, forcably reset the facedir to north when placing on
1650 the floor or ceiling
1652 minetest.rotate_node(itemstack, placer, pointed_thing)
1653 ^ calls rotate_and_place() with infinitestacks set according to the state of
1654 the creative mode setting, and checks for "sneak" to set the invert_wall
1657 minetest.forceload_block(pos)
1658 ^ forceloads the position pos.
1659 ^ returns true if area could be forceloaded
1661 minetest.forceload_free_block(pos)
1662 ^ stops forceloading the position pos.
1664 Please note that forceloaded areas are saved when the server restarts.
1667 minetest.env - EnvRef of the server environment and world.
1668 ^ Any function in the minetest namespace can be called using the syntax
1669 minetest.env:somefunction(somearguments)
1671 minetest.somefunction(somearguments)
1672 ^ Deprecated, but support is not to be dropped soon
1675 minetest.registered_items
1676 ^ List of registered items, indexed by name
1677 minetest.registered_nodes
1678 ^ List of registered node definitions, indexed by name
1679 minetest.registered_craftitems
1680 ^ List of registered craft item definitions, indexed by name
1681 minetest.registered_tools
1682 ^ List of registered tool definitions, indexed by name
1683 minetest.registered_entities
1684 ^ List of registered entity prototypes, indexed by name
1685 minetest.object_refs
1686 ^ List of object references, indexed by active object id
1687 minetest.luaentities
1688 ^ List of lua entities, indexed by active object id
1692 NodeMetaRef: Node metadata - reference extra data and functionality stored
1694 - Can be gotten via minetest.get_nodemeta(pos)
1696 - set_string(name, value)
1698 - set_int(name, value)
1700 - set_float(name, value)
1702 - get_inventory() -> InvRef
1703 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1704 - from_table(nil or {})
1705 ^ See "Node Metadata"
1707 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1708 - Can be gotten via minetest.get_node_timer(pos)
1710 - set(timeout,elapsed)
1711 ^ set a timer's state
1712 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1713 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1714 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1717 ^ equivelent to set(timeout,0)
1720 - get_timeout() -> current timeout in seconds
1721 ^ if timeout is 0, timer is inactive
1722 - get_elapsed() -> current elapsed time in seconds
1723 ^ the node's on_timer function will be called after timeout-elapsed seconds
1724 - is_started() -> boolean state of timer
1725 ^ returns true if timer is started, otherwise false
1727 ObjectRef: Moving things in the game are generally these
1728 (basically reference to a C++ ServerActiveObject)
1730 - remove(): remove object (after returning from Lua)
1731 - getpos() -> {x=num, y=num, z=num}
1732 - setpos(pos); pos={x=num, y=num, z=num}
1733 - moveto(pos, continuous=false): interpolated move
1734 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1735 ^ puncher = an another ObjectRef,
1736 ^ time_from_last_punch = time since last punch action of the puncher
1737 ^ direction: can be nil
1738 - right_click(clicker); clicker = an another ObjectRef
1739 - get_hp(): returns number of hitpoints (2 * number of hearts)
1740 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1741 - get_inventory() -> InvRef
1742 - get_wield_list(): returns the name of the inventory list the wielded item is in
1743 - get_wield_index(): returns the index of the wielded item
1744 - get_wielded_item() -> ItemStack
1745 - set_wielded_item(item): replaces the wielded item, returns true if successful
1746 - set_armor_groups({group1=rating, group2=rating, ...})
1747 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1748 - set_attach(parent, bone, position, rotation)
1750 ^ position = {x=num, y=num, z=num} (relative)
1751 ^ rotation = {x=num, y=num, z=num}
1753 - set_bone_position(bone, position, rotation)
1755 ^ position = {x=num, y=num, z=num} (relative)
1756 ^ rotation = {x=num, y=num, z=num}
1757 - set_properties(object property table)
1758 LuaEntitySAO-only: (no-op for other objects)
1759 - setvelocity({x=num, y=num, z=num})
1760 - getvelocity() -> {x=num, y=num, z=num}
1761 - setacceleration({x=num, y=num, z=num})
1762 - getacceleration() -> {x=num, y=num, z=num}
1764 - getyaw() -> radians
1765 - settexturemod(mod)
1766 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1767 - select_horiz_by_yawpitch=false)
1768 ^ Select sprite from spritesheet with optional animation and DM-style
1769 texture selection based on yaw relative to camera
1770 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1772 Player-only: (no-op for other objects)
1773 - is_player(): true for players, false for others
1774 - get_player_name(): returns "" if is not a player
1775 - get_look_dir(): get camera direction as a unit vector
1776 - get_look_pitch(): pitch in radians
1777 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1778 - set_look_pitch(radians): sets look pitch
1779 - set_look_yaw(radians): sets look yaw
1780 - get_breath() : returns players breath
1781 - set_breath(value) : sets players breath
1782 values: 0 player is drowning,
1783 1-10 number of bubbles remain,
1784 11 bubbles bar is not shown
1785 - set_inventory_formspec(formspec)
1786 ^ Redefine player's inventory form
1787 ^ Should usually be called in on_joinplayer
1788 - get_inventory_formspec() -> formspec string
1789 - get_player_control(): returns table with player pressed keys
1790 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1791 - get_player_control_bits(): returns integer with bit packed player pressed keys
1792 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1793 - set_physics_override({
1794 speed = 1.0, -- multiplier to default value
1795 jump = 1.0, -- multiplier to default value
1796 gravity = 1.0, -- multiplier to default value
1797 sneak = true, -- whether player can sneak
1798 sneak_glitch = true, -- whether player can use the sneak glitch
1800 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1801 - hud_remove(id): remove the HUD element of the specified id
1802 - hud_change(id, stat, value): change a value of a previously added HUD element
1803 ^ element stat values: position, name, scale, text, number, item, dir
1804 - hud_get(id): gets the HUD element definition structure of the specified ID
1805 - hud_set_flags(flags): sets specified HUD flags to true/false
1806 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1807 ^ pass a table containing a true/false value of each flag to be set or unset
1808 ^ if a flag is nil, the flag is not modified
1809 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1810 ^ count: number of items, must be between 1 and 23
1811 - hud_set_hotbar_image(texturename)
1812 ^ sets background image for hotbar
1813 - hud_set_hotbar_selected_image(texturename)
1814 ^ sets image for selected item of hotbar
1815 - set_sky(bgcolor, type, {texture names})
1816 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1818 - "regular": Uses 0 textures, bgcolor ignored
1819 - "skybox": Uses 6 textures, bgcolor used
1820 - "plain": Uses 0 textures, bgcolor used
1821 ^ Note: currently does not work directly in on_joinplayer; use
1822 minetest.after(0) in there.
1823 - override_day_night_ratio(ratio or nil)
1824 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1825 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1827 InvRef: Reference to an inventory
1829 - is_empty(listname): return true if list is empty
1830 - get_size(listname): get size of a list
1831 - set_size(listname, size): set size of a list
1832 ^ returns false on error (e.g. invalid listname or listsize)
1833 - get_width(listname): get width of a list
1834 - set_width(listname, width): set width of list; currently used for crafting
1835 - get_stack(listname, i): get a copy of stack index i in list
1836 - set_stack(listname, i, stack): copy stack to index i in list
1837 - get_list(listname): return full list
1838 - set_list(listname, list): set full list (size will not change)
1839 - get_lists(): returns list of inventory lists
1840 - set_lists(lists): sets inventory lists (size will not change)
1841 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1842 - room_for_item(listname, stack): returns true if the stack of items
1843 can be fully added to the list
1844 - contains_item(listname, stack): returns true if the stack of items
1845 can be fully taken from the list
1846 remove_item(listname, stack): take as many items as specified from the list,
1847 returns the items that were actually removed (as an ItemStack)
1848 - get_location() -> location compatible to minetest.get_inventory(location)
1849 -> {type="undefined"} in case location is not known
1851 ItemStack: A stack of items.
1852 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1854 - is_empty(): return true if stack is empty
1855 - get_name(): returns item name (e.g. "default:stone")
1856 - set_name(itemname)
1857 - get_count(): returns number of items on the stack
1859 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1861 - get_metadata(): returns metadata (a string attached to an item stack)
1862 - set_metadata(metadata)
1863 - clear(): removes all items from the stack, making it empty
1864 - replace(item): replace the contents of this stack (item can also
1865 be an itemstring or table)
1866 - to_string(): returns the stack in itemstring form
1867 - to_table(): returns the stack in Lua table form
1868 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1869 - get_free_space(): returns get_stack_max() - get_count()
1870 - is_known(): returns true if the item name refers to a defined item type
1871 - get_definition(): returns the item definition table
1872 - get_tool_capabilities(): returns the digging properties of the item,
1873 ^ or those of the hand if none are defined for this item type
1874 - add_wear(amount): increases wear by amount if the item is a tool
1875 - add_item(item): put some item or stack onto this stack,
1876 ^ returns leftover ItemStack
1877 - item_fits(item): returns true if item or stack can be fully added to this one
1878 - take_item(n): take (and remove) up to n items from this stack
1879 ^ returns taken ItemStack
1880 ^ if n is omitted, n=1 is used
1881 - peek_item(n): copy (don't remove) up to n items from this stack
1882 ^ returns copied ItemStack
1883 ^ if n is omitted, n=1 is used
1885 PseudoRandom: A pseudorandom number generator
1886 - Can be created via PseudoRandom(seed)
1888 - next(): return next integer random number [0...32767]
1889 - next(min, max): return next integer random number [min...max]
1890 (max - min) must be 32767 or <= 6553 due to the simple
1891 implementation making bad distribution otherwise.
1893 PerlinNoise: A perlin noise generator
1894 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1895 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1897 - get2d(pos) -> 2d noise value at pos={x=,y=}
1898 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1900 PerlinNoiseMap: A fast, bulk perlin noise generator
1901 - Can be created via PerlinNoiseMap(noiseparams, size)
1902 - Also minetest.get_perlin_map(noiseparams, size)
1904 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1905 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1906 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1907 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1909 VoxelManip: An interface to the MapVoxelManipulator for Lua
1910 - Can be created via VoxelManip()
1911 - Also minetest.get_voxel_manip()
1913 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1914 ^ returns actual emerged pmin, actual emerged pmax
1915 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1916 ^ important: data must be set using VoxelManip:set_data before calling this
1917 - get_data(): Gets the data read into the VoxelManip object
1918 ^ returns raw node data is in the form of an array of node content ids
1919 - set_data(data): Sets the data contents of the VoxelManip object
1920 - update_map(): Update map after writing chunk back to map.
1921 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1922 ^ retrieved from minetest.get_mapgen_object
1923 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
1924 ^ light is a table, {day=<0...15>, night=<0...15>}
1925 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1926 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1927 - get_light_data(): Gets the light data read into the VoxelManip object
1928 ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
1929 ^ Each value is the bitwise combination of day and night light values (0..15 each)
1930 ^ light = day + (night * 16)
1931 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
1932 ^ expects lighting data in the same format that get_light_data() returns
1933 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
1934 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
1935 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
1936 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1937 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
1938 - update_liquids(): Update liquid flow
1940 VoxelArea: A helper class for voxel areas
1941 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1942 - Coordinates are *inclusive*, like most other things in Minetest
1944 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1945 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1946 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1947 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1948 - indexp(p): same as above, except takes a vector
1949 - position(i): returns the absolute position vector corresponding to index i
1950 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1951 - containsp(p): same as above, except takes a vector
1952 - containsi(i): same as above, except takes an index
1953 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1954 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1955 - iterp(minp, maxp): same as above, except takes a vector
1957 Settings: An interface to read config files in the format of minetest.conf
1958 - Can be created via Settings(filename)
1961 - get_bool(key) -> boolean
1963 - remove(key) -> success
1964 - get_names() -> {key1,...}
1965 - write() -> success
1966 ^ write changes to file
1967 - to_table() -> {[key1]=value1,...}
1971 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1972 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1973 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1974 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1976 The following Mapgen objects are currently available:
1979 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1980 order. All mapgens support this object.
1983 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1984 generated chunk by the current mapgen.
1987 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1991 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1995 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1999 Returns a table mapping requested generation notification types to arrays of positions at which the
2000 corresponding generated structures are located at within the current chunk. To set the capture of positions
2001 of interest to be recorded on generate, use minetest.set_gen_notify().
2002 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2005 --------------------
2006 - Functions receive a "luaentity" as self:
2007 - It has the member .name, which is the registered name ("mod:thing")
2008 - It has the member .object, which is an ObjectRef pointing to the object
2009 - The original prototype stuff is visible directly via a metatable
2011 - on_activate(self, staticdata)
2012 ^ Called when the object is instantiated.
2013 - on_step(self, dtime)
2014 ^ Called on every server tick (dtime is usually 0.1 seconds)
2015 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2016 ^ Called when somebody punches the object.
2017 ^ Note that you probably want to handle most punches using the
2018 automatic armor group system.
2019 ^ puncher: ObjectRef (can be nil)
2020 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2021 ^ tool_capabilities: capability table of used tool (can be nil)
2022 ^ dir: unit vector of direction of punch. Always defined. Points from
2023 the puncher to the punched.
2024 - on_rightclick(self, clicker)
2025 - get_staticdata(self)
2026 ^ Should return a string that will be passed to on_activate when
2027 the object is instantiated the next time.
2032 axiom, - string initial tree axiom
2033 rules_a, - string rules set A
2034 rules_b, - string rules set B
2035 rules_c, - string rules set C
2036 rules_d, - string rules set D
2037 trunk, - string trunk node name
2038 leaves, - string leaves node name
2039 leaves2, - string secondary leaves node name
2040 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2041 angle, - num angle in deg
2042 iterations, - num max # of iterations, usually 2 -5
2043 random_level, - num factor to lower nr of iterations, usually 0 - 3
2044 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2045 thin_branches, - boolean true -> use thin (1 node) branches
2046 fruit, - string fruit node name
2047 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2048 seed, - num random seed
2051 Key for Special L-System Symbols used in Axioms
2052 G - move forward one unit with the pen up
2053 F - move forward one unit with the pen down drawing trunks and branches
2054 f - move forward one unit with the pen down drawing leaves (100% chance)
2055 T - move forward one unit with the pen down drawing trunks only
2056 R - move forward one unit with the pen down placing fruit
2057 A - replace with rules set A
2058 B - replace with rules set B
2059 C - replace with rules set C
2060 D - replace with rules set D
2061 a - replace with rules set A, chance 90%
2062 b - replace with rules set B, chance 80%
2063 c - replace with rules set C, chance 70%
2064 d - replace with rules set D, chance 60%
2065 + - yaw the turtle right by angle parameter
2066 - - yaw the turtle left by angle parameter
2067 & - pitch the turtle down by angle parameter
2068 ^ - pitch the turtle up by angle parameter
2069 / - roll the turtle to the right by angle parameter
2070 * - roll the turtle to the left by angle parameter
2071 [ - save in stack current state info
2072 ] - recover from stack state info
2074 Example usage: spawn small apple tree
2077 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2078 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2079 trunk="default:tree",
2080 leaves="default:leaves",
2084 trunk_type="single",
2087 fruit="default:apple"
2089 minetest.spawn_tree(pos,apple_tree)
2098 collide_with_objects = true, -- collide with other objects if physical=true
2100 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2101 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2102 visual_size = {x=1, y=1},
2104 textures = {}, -- number of required textures depends on visual
2105 colors = {}, -- number of required colors depends on visual
2106 spritediv = {x=1, y=1},
2107 initial_sprite_basepos = {x=0, y=0},
2109 makes_footstep_sound = false,
2110 automatic_rotate = false,
2112 automatic_face_movement_dir = 0.0,
2113 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2116 Entity definition (register_entity)
2118 (Deprecated: Everything in object properties is read directly from here)
2120 initial_properties = <initial object properties>,
2122 on_activate = function(self, staticdata, dtime_s),
2123 on_step = function(self, dtime),
2124 on_punch = function(self, hitter),
2125 on_rightclick = function(self, clicker),
2126 get_staticdata = function(self),
2127 ^ Called sometimes; the string returned is passed to on_activate when
2128 the entity is re-activated from static state
2130 # Also you can define arbitrary member variables here
2131 myvariable = whatever,
2134 ABM (ActiveBlockModifier) definition (register_abm)
2136 -- In the following two fields, also group:groupname will work.
2137 nodenames = {"default:lava_source"},
2138 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2139 ^ If left out or empty, any neighbor will do
2140 interval = 1.0, -- (operation interval)
2141 chance = 1, -- (chance of trigger is 1.0/this)
2142 action = func(pos, node, active_object_count, active_object_count_wider),
2145 Item definition (register_node, register_craftitem, register_tool)
2147 description = "Steel Axe",
2148 groups = {}, -- key=name, value=rating; rating=1..3.
2149 if rating not applicable, use 1.
2150 eg. {wool=1, fluffy=3}
2151 {soil=2, outerspace=1, crumbly=1}
2152 {bendy=2, snappy=1},
2153 {hard=1, metal=1, spikes=1}
2154 inventory_image = "default_tool_steelaxe.png",
2156 wield_scale = {x=1,y=1,z=1},
2159 liquids_pointable = false,
2160 tool_capabilities = {
2161 full_punch_interval = 1.0,
2165 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2166 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2168 damage_groups = {groupname=damage},
2170 node_placement_prediction = nil,
2171 ^ If nil and item is node, prediction is made automatically
2172 ^ If nil and item is not a node, no prediction is made
2173 ^ If "" and item is anything, no prediction is made
2174 ^ Otherwise should be name of node which the client immediately places
2175 on ground when the player places the item. Server will always update
2176 actual result to client in a short moment.
2178 place = <SimpleSoundSpec>,
2181 on_place = func(itemstack, placer, pointed_thing),
2182 ^ Shall place item and return the leftover itemstack
2183 ^ default: minetest.item_place
2184 on_drop = func(itemstack, dropper, pos),
2185 ^ Shall drop item and return the leftover itemstack
2186 ^ default: minetest.item_drop
2187 on_use = func(itemstack, user, pointed_thing),
2189 ^ Function must return either nil if no item shall be removed from
2190 inventory, or an itemstack to replace the original itemstack.
2191 eg. itemstack:take_item(); return itemstack
2192 ^ Otherwise, the function is free to do what it wants.
2193 ^ The default functions handle regular use cases.
2194 after_use = func(itemstack, user, node, digparams),
2196 ^ If defined, should return an itemstack and will be called instead of
2197 wearing out the tool. If returns nil, does nothing.
2198 If after_use doesn't exist, it is the same as:
2199 function(itemstack, user, node, digparams)
2200 itemstack:add_wear(digparams.wear)
2207 - {name="image.png", animation={Tile Animation definition}}
2208 - {name="image.png", backface_culling=bool}
2209 ^ backface culling only supported in special tiles
2210 - deprecated still supported field names:
2213 Tile animation definition:
2214 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2216 Node definition (register_node)
2218 <all fields allowed in item definitions>,
2220 drawtype = "normal", -- See "Node drawtypes"
2222 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2223 ^ For plantlike, the image will start at the bottom of the node; for the
2224 ^ other drawtypes, the image will be centered on the node.
2225 ^ Note that positioning for "torchlike" may still change.
2226 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2227 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2228 ^ List can be shortened to needed length
2229 special_tiles = {tile definition 1, Tile definition 2},
2230 ^ Special textures of node; used rarely (old field name: special_materials)
2231 ^ List can be shortened to needed length
2233 use_texture_alpha = false, -- Use texture's alpha channel
2234 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2235 paramtype = "none", -- See "Nodes"
2236 paramtype2 = "none", -- See "Nodes"
2237 is_ground_content = false, -- Currently not used for anything
2238 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2239 walkable = true, -- If true, objects collide with node
2240 pointable = true, -- If true, can be pointed at
2241 diggable = true, -- If false, can never be dug
2242 climbable = false, -- If true, can be climbed on (ladder)
2243 buildable_to = false, -- If true, placed nodes can replace this node
2244 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2245 liquidtype = "none", -- "none"/"source"/"flowing"
2246 liquid_alternative_flowing = "", -- Flowing version of source liquid
2247 liquid_alternative_source = "", -- Source version of flowing liquid
2248 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2249 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2250 freezemelt = "", -- water for snow/ice, ice/snow for water
2251 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
2252 liquid_range = 8, -- number of flowing nodes arround source (max. 8)
2253 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2254 light_source = 0, -- Amount of light emitted by node
2255 damage_per_second = 0, -- If player is inside node, this damage is caused
2256 node_box = {type="regular"}, -- See "Node boxes"
2257 selection_box = {type="regular"}, -- See "Node boxes"
2258 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2259 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2260 legacy_wallmounted = false, -- Support maps made in and before January 2012
2262 footstep = <SimpleSoundSpec>,
2263 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2264 dug = <SimpleSoundSpec>,
2265 place = <SimpleSoundSpec>,
2268 on_construct = func(pos),
2269 ^ Node constructor; always called after adding node
2270 ^ Can set up metadata and stuff like that
2272 on_destruct = func(pos),
2273 ^ Node destructor; always called before removing node
2275 after_destruct = func(pos, oldnode),
2276 ^ Node destructor; always called after removing node
2279 after_place_node = func(pos, placer, itemstack, pointed_thing),
2280 ^ Called after constructing node when node was placed using
2281 minetest.item_place_node / minetest.place_node
2282 ^ If return true no item is taken from itemstack
2284 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2285 ^ oldmetadata is in table format
2286 ^ Called after destructing node when node was dug using
2287 minetest.node_dig / minetest.dig_node
2289 can_dig = function(pos,player)
2290 ^ returns true if node can be dug, or false if not
2293 on_punch = func(pos, node, puncher, pointed_thing),
2294 ^ default: minetest.node_punch
2295 ^ By default: Calls minetest.register_on_punchnode callbacks
2296 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2298 ^ if defined, itemstack will hold clicker's wielded item
2299 ^ Shall return the leftover itemstack
2300 ^ Note: pointed_thing can be nil, if a mod calls this function
2302 on_dig = func(pos, node, digger),
2303 ^ default: minetest.node_dig
2304 ^ By default: checks privileges, wears out tool and removes node
2306 on_timer = function(pos,elapsed),
2308 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2309 ^ elapsed is the total time passed since the timer was started
2310 ^ return true to run the timer for another cycle with the same timeout value
2312 on_receive_fields = func(pos, formname, fields, sender),
2313 ^ fields = {name1 = value1, name2 = value2, ...}
2314 ^ Called when an UI form (eg. sign text input) returns data
2317 allow_metadata_inventory_move = func(pos, from_list, from_index,
2318 to_list, to_index, count, player),
2319 ^ Called when a player wants to move items inside the inventory
2320 ^ Return value: number of items allowed to move
2322 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2323 ^ Called when a player wants to put something into the inventory
2324 ^ Return value: number of items allowed to put
2325 ^ Return value: -1: Allow and don't modify item count in inventory
2327 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2328 ^ Called when a player wants to take something out of the inventory
2329 ^ Return value: number of items allowed to take
2330 ^ Return value: -1: Allow and don't modify item count in inventory
2332 on_metadata_inventory_move = func(pos, from_list, from_index,
2333 to_list, to_index, count, player),
2334 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2335 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2336 ^ Called after the actual action has happened, according to what was allowed.
2339 on_blast = func(pos, intensity),
2340 ^ intensity: 1.0 = mid range of regular TNT
2341 ^ If defined, called when an explosion touches the node, instead of
2345 Recipe for register_craft: (shaped)
2347 output = 'default:pick_stone',
2349 {'default:cobble', 'default:cobble', 'default:cobble'},
2350 {'', 'default:stick', ''},
2351 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2353 replacements = <optional list of item pairs,
2354 replace one input item with another item on crafting>
2357 Recipe for register_craft (shapeless)
2360 output = 'mushrooms:mushroom_stew',
2363 "mushrooms:mushroom_brown",
2364 "mushrooms:mushroom_red",
2366 replacements = <optional list of item pairs,
2367 replace one input item with another item on crafting>
2370 Recipe for register_craft (tool repair)
2372 type = "toolrepair",
2373 additional_wear = -0.02,
2376 Recipe for register_craft (cooking)
2379 output = "default:glass",
2380 recipe = "default:sand",
2384 Recipe for register_craft (furnace fuel)
2387 recipe = "default:leaves",
2391 Ore definition (register_ore)
2393 ore_type = "scatter", -- See "Ore types"
2394 ore = "default:stone_with_coal",
2395 wherein = "default:stone",
2396 ^ a list of nodenames is supported too
2397 clust_scarcity = 8*8*8,
2398 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2399 ^ This value should be *MUCH* higher than your intuition might tell you!
2401 ^ Number of ores in a cluster
2403 ^ Size of the bounding box of the cluster
2404 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2405 height_min = -31000,
2408 ^ Attributes for this ore generation
2409 noise_threshhold = 0.5,
2410 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2411 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2412 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2413 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2416 Decoration definition (register_decoration)
2418 deco_type = "simple", -- See "Decoration types"
2419 place_on = "default:dirt_with_grass",
2420 ^ Node that decoration can be placed on
2422 ^ Size of divisions made in the chunk being generated.
2423 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2425 ^ Ratio of the area to be uniformly filled by the decoration.
2426 ^ Used only if noise_params is not specified.
2427 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2428 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2429 ^ The result of this is multiplied by the 2d area of the division being decorated.
2430 biomes = {"Oceanside", "Hills", "Plains"},
2431 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2432 ^ and ignored if the Mapgen being used does not support biomes.
2434 ----- Simple-type parameters
2435 decoration = "default:grass",
2436 ^ The node name used as the decoration.
2437 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2439 ^ Number of nodes high the decoration is made.
2440 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2442 ^ Number of nodes the decoration can be at maximum.
2443 ^ If absent, the parameter 'height' is used as a constant.
2444 spawn_by = "default:water",
2445 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2447 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2448 ^ If absent or -1, decorations occur next to any nodes.
2450 ----- Schematic-type parameters
2451 schematic = "foobar.mts",
2452 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2453 ^ specified Minetest schematic file.
2454 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2455 ^ and an optional table yslice_prob:
2457 size = {x=4, y=6, z=4},
2459 {name="cobble", param1=255, param2=0},
2460 {name="dirt_with_grass", param1=255, param2=0},
2469 ^ See 'Schematic specifier' for details.
2470 replacements = {{"oldname", "convert_to"}, ...},
2471 flags = "place_center_x, place_center_z",
2472 ^ Flags for schematic decorations. See 'Schematic attributes'.
2473 rotation = "90" --rotate schematic 90 degrees on placement
2474 ^ Rotation can be "0", "90", "180", "270", or "random".
2477 Chatcommand definition (register_chatcommand)
2479 params = "<name> <privilege>", -- short parameter description
2480 description = "Remove privilege from player", -- full description
2481 privs = {privs=true}, -- require the "privs" privilege to run
2482 func = function(name, param), -- called when command is run
2485 Detached inventory callbacks
2487 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2488 ^ Called when a player wants to move items inside the inventory
2489 ^ Return value: number of items allowed to move
2491 allow_put = func(inv, listname, index, stack, player),
2492 ^ Called when a player wants to put something into the inventory
2493 ^ Return value: number of items allowed to put
2494 ^ Return value: -1: Allow and don't modify item count in inventory
2496 allow_take = func(inv, listname, index, stack, player),
2497 ^ Called when a player wants to take something out of the inventory
2498 ^ Return value: number of items allowed to take
2499 ^ Return value: -1: Allow and don't modify item count in inventory
2501 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2502 on_put = func(inv, listname, index, stack, player),
2503 on_take = func(inv, listname, index, stack, player),
2504 ^ Called after the actual action has happened, according to what was allowed.
2508 HUD Definition (hud_add, hud_get)
2510 hud_elem_type = "image", -- see HUD element types
2511 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2512 position = {x=0.5, y=0.5},
2513 ^ Left corner position of element
2519 ^ Selected item in inventory. 0 for no item selected.
2521 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2522 alignment = {x=0, y=0},
2523 ^ See "HUD Element Types"
2524 offset = {x=0, y=0},
2525 ^ See "HUD Element Types"
2528 Particle definition (add_particle)
2530 pos = {x=0, y=0, z=0},
2531 velocity = {x=0, y=0, z=0},
2532 acceleration = {x=0, y=0, z=0},
2533 ^ Spawn particle at pos with velocity and acceleration
2535 ^ Disappears after expirationtime seconds
2537 collisiondetection = false,
2538 ^ collisiondetection: if true collides with physical objects
2540 ^ vertical: if true faces player using y axis only
2541 texture = "image.png",
2542 ^ Uses texture (string)
2543 playername = "singleplayer"
2544 ^ Playername is optional, if specified spawns particle only on the player's client
2547 Particlespawner definition (add_particlespawner)
2551 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2552 minpos = {x=0, y=0, z=0},
2553 maxpos = {x=0, y=0, z=0},
2554 minvel = {x=0, y=0, z=0},
2555 maxvel = {x=0, y=0, z=0},
2556 minacc = {x=0, y=0, z=0},
2557 maxacc = {x=0, y=0, z=0},
2562 ^ The particle's properties are random values in between the boundings:
2563 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2564 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2565 collisiondetection = false,
2566 ^ collisiondetection: if true uses collisiondetection
2568 ^ vertical: if true faces player using y axis only
2569 texture = "image.png",
2570 ^ Uses texture (string)
2571 playername = "singleplayer"
2572 ^ Playername is optional, if specified spawns particle only on the player's client