1 Minetest Lua Modding API Reference 0.4.5
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
387 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
388 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
389 scale when comparing against the noise threshhold, but scale is used to determine relative height.
390 The height of the blob is randomly scattered, with a maximum height of clust_size.
391 clust_scarcity and clust_num_ores are ignored.
392 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
393 - claylike - NOT YET IMPLEMENTED
394 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
395 neighborhood of clust_size radius.
399 Currently supported flags: absheight
401 Also produce this same ore between the height range of -height_max and -height_min.
402 Useful for having ore in sky realms without having to duplicate ore entries.
404 Representations of simple things
405 --------------------------------
407 {x=num, y=num, z=num}
408 Currently the API does not provide any helper functions for addition,
409 subtraction and whatever; you can define those that you need yourself.
413 {type="node", under=pos, above=pos}
414 {type="object", ref=ObjectRef}
418 Node (register_node):
419 A node from the world
420 Tool (register_tool):
421 A tool/weapon that can dig and damage things according to tool_capabilities
422 Craftitem (register_craftitem):
425 Items and item stacks can exist in three formats:
427 Serialized; This is called stackstring or itemstring:
429 eg. 'default:pick_wood 21323'
433 eg. {name="default:dirt", count=5, wear=0, metadata=""}
435 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
436 ^ a wooden pick about 1/3 weared out
437 eg. {name="default:apple", count=1, wear=0, metadata=""}
441 C++ native format with many helper methods. Useful for converting between
442 formats. See the Class reference section for details.
444 When an item must be passed to a function, it can usually be in any of
449 In a number of places, there is a group table. Groups define the
450 properties of a thing (item, node, armor of entity, capabilities of
451 tool) in such a way that the engine and other mods can can interact with
452 the thing without actually knowing what the thing is.
455 - Groups are stored in a table, having the group names with keys and the
456 group ratings as values. For example:
457 groups = {crumbly=3, soil=1}
458 ^ Default dirt (soil group actually currently not defined; TODO)
459 groups = {crumbly=2, soil=1, level=2, outerspace=1}
460 ^ A more special dirt-kind of thing
461 - Groups always have a rating associated with them. If there is no
462 useful meaning for a rating for an enabled group, it shall be 1.
463 - When not defined, the rating of a group defaults to 0. Thus when you
464 read groups, you must interpret nil and 0 as the same value, 0.
466 You can read the rating of a group for an item or a node by using
467 minetest.get_item_group(itemname, groupname)
471 Groups of items can define what kind of an item it is (eg. wool).
475 In addition to the general item things, groups are used to define whether
476 a node is destroyable and how long it takes to destroy by a tool.
480 For entities, groups are, as of now, used only for calculating damage.
481 The rating is the percentage of damage caused by tools with this damage group.
482 See "Entity damage mechanism".
484 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
485 object.set_armor_groups({fleshy=30, cracky=80})
489 Groups in tools define which groups of nodes and entities they are
492 Groups in crafting recipes
493 ---------------------------
494 An example: Make meat soup from any meat, any water and any bowl
496 output = 'food:meat_soup_raw',
502 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
504 An another example: Make red wool from white wool and red dye
508 recipe = {'wool:white', 'group:dye,basecolor_red'},
513 - immortal: Disables the group damage system for an entity
514 - level: Can be used to give an additional sense of progression in the game.
515 - A larger level will cause eg. a weapon of a lower level make much less
516 damage, and get weared out much faster, or not be able to get drops
517 from destroyed nodes.
518 - 0 is something that is directly accessible at the start of gameplay
519 - There is no upper limit
520 - dig_immediate: (player can always pick up node without tool wear)
521 - 2: node is removed without tool wear after 0.5 seconds or so
523 - 3: node is removed without tool wear immediately (torch)
524 - disable_jump: Player (and possibly other things) cannot jump from node
525 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
526 - bouncy: value is bounce speed in percent
527 - falling_node: if there is no walkable block under the node it will fall
528 - attached_node: if the node under it is not a walkable block the node will be
529 dropped as an item. If the node is wallmounted the
530 wallmounted direction is checked.
532 Known damage and digging time defining groups
533 ----------------------------------------------
534 - crumbly: dirt, sand
535 - cracky: tough but crackable stuff like stone.
536 - snappy: something that can be cut using fine tools; eg. leaves, small
537 plants, wire, sheets of metal
538 - choppy: something that can be cut using force; eg. trees, wooden planks
539 - fleshy: Living things like animals and the player. This could imply
540 some blood effects when hitting.
541 - explody: Especially prone to explosions
542 - oddly_breakable_by_hand:
543 Can be added to nodes that shouldn't logically be breakable by the
544 hand but are. Somewhat similar to dig_immediate, but times are more
545 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
546 speed of a tool if the tool can dig at a faster speed than this
547 suggests for the hand.
549 Examples of custom groups
550 --------------------------
551 Item groups are often used for defining, well, //groups of items//.
552 - meat: any meat-kind of a thing (rating might define the size or healing
553 ability or be irrelevant - it is not defined as of yet)
554 - eatable: anything that can be eaten. Rating might define HP gain in half
556 - flammable: can be set on fire. Rating might define the intensity of the
557 fire, affecting eg. the speed of the spreading of an open fire.
558 - wool: any wool (any origin, any color)
561 - heavy: anything considerably heavy
563 Digging time calculation specifics
564 -----------------------------------
565 Groups such as **crumbly**, **cracky** and **snappy** are used for this
566 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
569 The **level** group is used to limit the toughness of nodes a tool can dig
570 and to scale the digging times / damage to a greater extent.
572 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
575 Tools define their properties by a list of parameters for groups. They
576 cannot dig other groups; thus it is important to use a standard bunch of
577 groups to enable interaction with tools.
580 * Full punch interval
582 * For an arbitrary list of groups:
583 * Uses (until the tool breaks)
584 * Maximum level (usually 0, 1, 2 or 3)
588 **Full punch interval**:
589 When used as a weapon, the tool will do full damage if this time is spent
590 between punches. If eg. half the time is spent, the tool will do half
593 **Maximum drop level**
594 Suggests the maximum level of node, when dug with the tool, that will drop
595 it's useful item. (eg. iron ore to drop a lump of iron).
596 - This is not automated; it is the responsibility of the node definition
600 Determines how many uses the tool has when it is used for digging a node,
601 of this group, of the maximum level. For lower leveled nodes, the use count
602 is multiplied by 3^leveldiff.
603 - uses=10, leveldiff=0 -> actual uses: 10
604 - uses=10, leveldiff=1 -> actual uses: 30
605 - uses=10, leveldiff=2 -> actual uses: 90
608 Tells what is the maximum level of a node of this group that the tool will
612 List of digging times for different ratings of the group, for nodes of the
614 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
615 result in the tool to be able to dig nodes that have a rating of 2 or 3
616 for this group, and unable to dig the rating 1, which is the toughest.
617 Unless there is a matching group that enables digging otherwise.
620 List of damage for groups of entities. See "Entity damage mechanism".
622 Example definition of the capabilities of a tool
623 -------------------------------------------------
624 tool_capabilities = {
625 full_punch_interval=1.5,
628 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
630 damage_groups = {fleshy=2},
633 This makes the tool be able to dig nodes that fullfill both of these:
634 - Have the **crumbly** group
635 - Have a **level** group less or equal to 2
637 Table of resulting digging times:
638 crumbly 0 1 2 3 4 <- level
644 level diff: 2 1 0 -1 -2
646 Table of resulting tool uses:
653 - At crumbly=0, the node is not diggable.
654 - At crumbly=3, the level difference digging time divider kicks in and makes
655 easy nodes to be quickly breakable.
656 - At level > 2, the node is not diggable, because it's level > maxlevel
658 Entity damage mechanism
659 ------------------------
662 foreach group in cap.damage_groups:
663 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
664 * (object.armor_groups[group] / 100.0)
665 -- Where object.armor_groups[group] is 0 for inexisting values
668 Client predicts damage based on damage groups. Because of this, it is able to
669 give an immediate response when an entity is damaged or dies; the response is
670 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
672 - Currently a smoke puff will appear when an entity dies.
674 The group **immortal** completely disables normal damage.
676 Entities can define a special armor group, which is **punch_operable**. This
677 group disables the regular damage mechanism for players punching it by hand or
678 a non-tool item, so that it can do something else than take damage.
680 On the Lua side, every punch calls ''entity:on_punch(puncher,
681 time_from_last_punch, tool_capabilities, direction)''. This should never be
682 called directly, because damage is usually not handled by the entity itself.
683 * ''puncher'' is the object performing the punch. Can be nil. Should never be
684 accessed unless absolutely required, to encourage interoperability.
685 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
686 * ''tool_capabilities'' can be nil.
687 * ''direction'' is a unit vector, pointing from the source of the punch to
690 To punch an entity/object in Lua, call ''object:punch(puncher,
691 time_from_last_punch, tool_capabilities, direction)''.
692 * Return value is tool wear.
693 * Parameters are equal to the above callback.
694 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
695 automatically filled in based on the location of ''puncher''.
699 The instance of a node in the world normally only contains the three values
700 mentioned in "Nodes". However, it is possible to insert extra data into a
701 node. It is called "node metadata"; See "NodeMetaRef".
703 Metadata contains two things:
707 Some of the values in the key-value store are handled specially:
708 - formspec: Defines a right-click inventory menu. See "Formspec".
709 - infotext: Text shown on the screen when the node is pointed at
713 local meta = minetest.env:get_meta(pos)
714 meta:set_string("formspec",
716 "list[context;main;0,0;8,4;]"..
717 "list[current_player;main;0,5;8,4;]")
718 meta:set_string("infotext", "Chest");
719 local inv = meta:get_inventory()
720 inv:set_size("main", 8*4)
721 print(dump(meta:to_table()))
724 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] = ""}
727 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
734 Formspec defines a menu. Currently not much else than inventories are
735 supported. It is a string, with a somewhat strange format.
737 Spaces and newlines can be inserted between the blocks, as is used in the
743 list[context;main;0,0;8,4;]
744 list[current_player;main;0,5;8,4;]
747 list[context;fuel;2,3;1,1;]
748 list[context;src;2,1;1,1;]
749 list[context;dst;5,1;2,2;]
750 list[current_player;main;0,5;8,4;]
751 - Minecraft-like player inventory
753 image[1,0.6;1,2;player.png]
754 list[current_player;main;0,3.5;8,4;]
755 list[current_player;craft;3,0;3,3;]
756 list[current_player;craftpreview;7,1;1,1;]
761 ^ Define the size of the menu in inventory slots
762 ^ deprecated: invsize[<W>,<H>;]
764 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
765 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
766 ^ Show an inventory list
768 image[<X>,<Y>;<W>,<H>;<texture name>]
770 ^ Position and size units are inventory slots
772 item_image[<X>,<Y>;<W>,<H>;<item name>]
773 ^ Show an inventory image of registered item/node
774 ^ Position and size units are inventory slots
776 background[<X>,<Y>;<W>,<H>;<texture name>]
777 ^ Use a background. Inventory rectangles are not drawn then.
778 ^ Position and size units are inventory slots
779 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
781 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
782 ^ Textual field; will be sent to server when a button is clicked
783 ^ x and y position the field relative to the top left of the menu
784 ^ w and h are the size of the field
785 ^ fields are a set height, but will be vertically centred on h
786 ^ Position and size units are inventory slots
787 ^ name is the name of the field as returned in fields to on_receive_fields
788 ^ label, if not blank, will be text printed on the top left above the field
789 ^ default is the default value of the field
790 ^ default may contain variable references such as '${text}' which
791 will fill the value from the metadata value 'text'
792 ^ Note: no extra text or more than a single variable is supported ATM.
794 field[<name>;<label>;<default>]
795 ^ as above but without position/size units
796 ^ special field for creating simple forms, such as sign text input
797 ^ must be used without a size[] element
798 ^ a 'Proceed' button will be added automatically
800 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
801 ^ same as fields above, but with multi-line input
803 label[<X>,<Y>;<label>]
804 ^ x and y work as per field
805 ^ label is the text on the label
806 ^ Position and size units are inventory slots
808 button[<X>,<Y>;<W>,<H>;<name>;<label>]
809 ^ Clickable button. When clicked, fields will be sent.
810 ^ x, y and name work as per field
811 ^ w and h are the size of the button
812 ^ label is the text on the button
813 ^ Position and size units are inventory slots
815 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
816 ^ x, y, w, h, and name work as per button
817 ^ image is the filename of an image
818 ^ Position and size units are inventory slots
820 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
821 ^ x, y, w, h, name and label work as per button
822 ^ item name is the registered name of an item/node,
823 tooltip will be made out of its descritption
824 ^ Position and size units are inventory slots
826 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
827 ^ When clicked, fields will be sent and the form will quit.
829 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
830 ^ When clicked, fields will be sent and the form will quit.
834 - "context": Selected node metadata (deprecated: "current_name")
835 - "current_player": Player to whom the menu is shown
836 - "player:<name>": Any player
837 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
838 - "detached:<name>": A detached inventory
842 dump2(obj, name="_", dumped={})
843 ^ Return object serialized as a string, handles reference loops
845 ^ Return object serialized as a string
846 string:split(separator)
847 ^ eg. string:split("a,b", ",") == {"a","b"}
849 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
850 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
851 ^ Convert position to a printable string
852 minetest.string_to_pos(string) -> position
853 ^ Same but in reverse
854 minetest.formspec_escape(string) -> string
855 ^ escapes characters like [, ], and \ that can not be used in formspecs
857 minetest namespace reference
858 -----------------------------
859 minetest.get_current_modname() -> string
860 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
861 ^ Useful for loading additional .lua modules or static data from mod
862 minetest.get_modnames() -> list of installed mods
863 ^ Return a list of installed mods, sorted alphabetically
864 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
865 ^ Useful for storing custom data
866 minetest.is_singleplayer()
869 ^ Always printed to stderr and logfile (print() is redirected here)
871 minetest.log(loglevel, line)
872 ^ loglevel one of "error", "action", "info", "verbose"
874 Registration functions: (Call these only at load time)
875 minetest.register_entity(name, prototype table)
876 minetest.register_abm(abm definition)
877 minetest.register_node(name, node definition)
878 minetest.register_tool(name, item definition)
879 minetest.register_craftitem(name, item definition)
880 minetest.register_alias(name, convert_to)
881 minetest.register_craft(recipe)
882 minetest.register_ore(ore definition)
884 Global callback registration functions: (Call these only at load time)
885 minetest.register_globalstep(func(dtime))
886 ^ Called every server step, usually interval of 0.05s
887 minetest.register_on_shutdown(func())
888 ^ Called before server shutdown
889 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
890 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
891 semi-frequent intervals as well as on server shutdown.
892 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
893 ^ Called when a node has been placed
894 ^ If return true no item is taken from itemstack
895 ^ Deprecated: Use on_construct or after_place_node in node definition instead
896 minetest.register_on_dignode(func(pos, oldnode, digger))
897 ^ Called when a node has been dug.
898 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
899 minetest.register_on_punchnode(func(pos, node, puncher))
900 ^ Called when a node is punched
901 minetest.register_on_generated(func(minp, maxp, blockseed))
902 ^ Called after generating a piece of world. Modifying nodes inside the area
903 is a bit faster than usually.
904 minetest.register_on_newplayer(func(ObjectRef))
905 ^ Called after a new player has been created
906 minetest.register_on_dieplayer(func(ObjectRef))
907 ^ Called when a player dies
908 minetest.register_on_respawnplayer(func(ObjectRef))
909 ^ Called when player is to be respawned
910 ^ Called _before_ repositioning of player occurs
911 ^ return true in func to disable regular player placement
912 minetest.register_on_joinplayer(func(ObjectRef))
913 ^ Called when a player joins the game
914 minetest.register_on_leaveplayer(func(ObjectRef))
915 ^ Called when a player leaves the game
916 minetest.register_on_chat_message(func(name, message))
917 ^ Called always when a player says something
918 minetest.register_on_player_receive_fields(func(player, formname, fields))
919 ^ Called when a button is pressed in player's inventory form
920 ^ Newest functions are called first
921 ^ If function returns true, remaining functions are not called
923 Other registration functions:
924 minetest.register_chatcommand(cmd, chatcommand definition)
925 minetest.register_privilege(name, definition)
926 ^ definition: "description text"
928 description = "description text",
929 give_to_singleplayer = boolean, -- default: true
931 minetest.register_authentication_handler(handler)
932 ^ See minetest.builtin_auth_handler in builtin.lua for reference
935 minetest.setting_set(name, value)
936 minetest.setting_get(name) -> string or nil
937 minetest.setting_getbool(name) -> boolean value or nil
938 minetest.setting_get_pos(name) -> position or nil
939 minetest.setting_save() -> nil, save all settings to config file
940 minetest.add_to_creative_inventory(itemstring)
943 minetest.notify_authentication_modified(name)
944 ^ Should be called by the authentication handler if privileges change.
945 ^ To report everybody, set name=nil.
946 minetest.get_password_hash(name, raw_password)
947 ^ Convert a name-password pair to a password hash that minetest can use
948 minetest.string_to_privs(str) -> {priv1=true,...}
949 minetest.privs_to_string(privs) -> "priv1,priv2,..."
950 ^ Convert between two privilege representations
951 minetest.set_player_password(name, password_hash)
952 minetest.set_player_privs(name, {priv1=true,...})
953 minetest.get_player_privs(name) -> {priv1=true,...}
954 minetest.auth_reload()
955 ^ These call the authentication handler
956 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
957 ^ A quickhand for checking privileges
960 minetest.chat_send_all(text)
961 minetest.chat_send_player(name, text)
964 minetest.get_inventory(location) -> InvRef
965 ^ location = eg. {type="player", name="celeron55"}
966 {type="node", pos={x=, y=, z=}}
967 {type="detached", name="creative"}
968 minetest.create_detached_inventory(name, callbacks) -> InvRef
969 ^ callbacks: See "Detached inventory callbacks"
970 ^ Creates a detached inventory. If it already exists, it is cleared.
971 minetest.show_formspec(playername, formname, formspec)
972 ^ playername: name of player to show formspec
973 ^ formname: name passed to on_player_receive_fields callbacks
974 ^ should follow "modname:<whatever>" naming convention
975 ^ formspec: formspec to display
978 minetest.inventorycube(img1, img2, img3)
979 ^ Returns a string for making an image of a cube (useful as an item image)
980 minetest.get_pointed_thing_position(pointed_thing, above)
981 ^ Get position of a pointed_thing (that you can get from somewhere)
982 minetest.dir_to_facedir(dir)
983 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
984 minetest.dir_to_wallmounted(dir)
985 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
986 minetest.get_node_drops(nodename, toolname)
987 ^ Returns list of item names.
988 ^ Note: This will be removed or modified in a future version.
989 minetest.get_craft_result(input) -> output, decremented_input
990 ^ input.method = 'normal' or 'cooking' or 'fuel'
991 ^ input.width = for example 3
992 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
993 stack 5, stack 6, stack 7, stack 8, stack 9 }
994 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
995 ^ output.time = number, if unsuccessful: 0
996 ^ decremented_input = like input
997 minetest.get_craft_recipe(output) -> input
998 ^ returns last registered recipe for output item (node)
999 ^ output is a node or item type such as 'default:torch'
1000 ^ input.method = 'normal' or 'cooking' or 'fuel'
1001 ^ input.width = for example 3
1002 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1003 stack 5, stack 6, stack 7, stack 8, stack 9 }
1004 ^ input.items = nil if no recipe found
1005 minetest.get_all_craft_recipes(output) -> table or nil
1006 ^ returns table with all registered recipes for output item (node)
1007 ^ returns nil if no recipe was found
1008 ^ table entries have same format as minetest.get_craft_recipe
1009 minetest.handle_node_drops(pos, drops, digger)
1010 ^ drops: list of itemstrings
1011 ^ Handles drops from nodes after digging: Default action is to put them into
1013 ^ Can be overridden to get different functionality (eg. dropping items on
1017 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1018 ^ Find who has done something to a node, or near a node
1019 ^ actor: "player:<name>", also "liquid".
1020 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1021 ^ Revert latest actions of someone
1022 ^ actor: "player:<name>", also "liquid".
1024 Defaults for the on_* item definition functions:
1025 (These return the leftover itemstack)
1026 minetest.item_place_node(itemstack, placer, pointed_thing)
1027 ^ Place item as a node
1028 minetest.item_place_object(itemstack, placer, pointed_thing)
1030 minetest.item_place(itemstack, placer, pointed_thing)
1031 ^ Use one of the above based on what the item is.
1032 ^ Calls on_rightclick of pointed_thing.under if defined instead
1033 ^ Note: is not called when wielded item overrides on_place
1034 minetest.item_drop(itemstack, dropper, pos)
1036 minetest.item_eat(hp_change, replace_with_item)
1037 ^ Eat the item. replace_with_item can be nil.
1039 Defaults for the on_punch and on_dig node definition callbacks:
1040 minetest.node_punch(pos, node, puncher)
1041 ^ Calls functions registered by minetest.register_on_punchnode()
1042 minetest.node_dig(pos, node, digger)
1043 ^ Checks if node can be dug, puts item into inventory, removes node
1044 ^ Calls functions registered by minetest.registered_on_dignodes()
1047 minetest.sound_play(spec, parameters) -> handle
1048 ^ spec = SimpleSoundSpec
1049 ^ parameters = sound parameter table
1050 minetest.sound_stop(handle)
1053 minetest.after(time, func, ...)
1054 ^ Call function after time seconds
1055 ^ Optional: Variable number of arguments that are passed to func
1058 minetest.request_shutdown() -> request for server shutdown
1059 minetest.get_server_status() -> server status string
1062 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1063 minetest.get_ban_description(ip_or_name) -> ban description (string)
1064 minetest.ban_player(name) -> ban a player
1065 minetest.unban_player_or_ip(name) -> unban player or IP address
1068 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1069 size, collisiondetection, texture, playername)
1070 ^ Spawn particle at pos with velocity and acceleration
1071 ^ Disappears after expirationtime seconds
1072 ^ collisiondetection: if true collides with physical objects
1073 ^ Uses texture (string)
1074 ^ Playername is optional, if specified spawns particle only on the player's client
1076 minetest.add_particlespawner(amount, time,
1080 minexptime, maxexptime,
1082 collisiondetection, texture, playername)
1083 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1084 ^ The particle's properties are random values in between the boundings:
1085 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1086 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1087 ^ collisiondetection: if true uses collisiondetection
1088 ^ Uses texture (string)
1089 ^ Playername is optional, if specified spawns particle only on the player's client
1090 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1093 minetest.delete_particlespawner(id, player)
1094 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1095 ^ If playername is specified, only deletes on the player's client,
1096 ^ otherwise on all clients
1099 minetest.get_connected_players() -> list of ObjectRefs
1100 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1101 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1102 minetest.get_item_group(name, group) -> rating
1103 ^ Get rating of a group of an item. (0 = not in group)
1104 minetest.get_node_group(name, group) -> rating
1105 ^ Deprecated: An alias for the former.
1106 minetest.serialize(table) -> string
1107 ^ Convert a table containing tables, strings, numbers, booleans and nils
1108 into string form readable by minetest.deserialize
1109 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1110 minetest.deserialize(string) -> table
1111 ^ Convert a string returned by minetest.deserialize into a table
1112 ^ String is loaded in an empty sandbox environment.
1113 ^ Will load functions, but they cannot access the global environment.
1114 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1115 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1116 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1119 minetest.env - EnvRef of the server environment and world.
1120 ^ Using this you can access nodes and entities
1123 minetest.registered_items
1124 ^ List of registered items, indexed by name
1125 minetest.registered_nodes
1126 ^ List of registered node definitions, indexed by name
1127 minetest.registered_craftitems
1128 ^ List of registered craft item definitions, indexed by name
1129 minetest.registered_tools
1130 ^ List of registered tool definitions, indexed by name
1131 minetest.registered_entities
1132 ^ List of registered entity prototypes, indexed by name
1133 minetest.object_refs
1134 ^ List of object references, indexed by active object id
1135 minetest.luaentities
1136 ^ List of lua entities, indexed by active object id
1138 Deprecated but defined for backwards compatibility:
1139 minetest.digprop_constanttime(time)
1140 minetest.digprop_stonelike(toughness)
1141 minetest.digprop_dirtlike(toughness)
1142 minetest.digprop_gravellike(toughness)
1143 minetest.digprop_woodlike(toughness)
1144 minetest.digprop_leaveslike(toughness)
1145 minetest.digprop_glasslike(toughness)
1149 EnvRef: basically ServerEnvironment and ServerMap combined.
1151 - set_node(pos, node)
1152 - add_node(pos, node): alias set_node(pos, node)
1153 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1155 ^ Equivalent to set_node(pos, "air")
1157 ^ Returns {name="ignore", ...} for unloaded area
1158 - get_node_or_nil(pos)
1159 ^ Returns nil for unloaded area
1160 - get_node_light(pos, timeofday) -> 0...15 or nil
1161 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1163 - place_node(pos, node)
1164 ^ Place node with the same effects that a player would cause
1166 ^ Dig node with the same effects that a player would cause
1168 ^ Punch node with the same effects that a player would cause
1170 - get_meta(pos) -- Get a NodeMetaRef at that position
1171 - get_node_timer(pos) -- Get NodeTimerRef
1173 - add_entity(pos, name): Spawn Lua-defined entity at position
1174 ^ Returns ObjectRef, or nil if failed
1175 - add_item(pos, item): Spawn item
1176 ^ Returns ObjectRef, or nil if failed
1177 - get_player_by_name(name) -- Get an ObjectRef to a player
1178 - get_objects_inside_radius(pos, radius)
1179 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1181 - find_node_near(pos, radius, nodenames) -> pos or nil
1182 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1183 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1184 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1185 - get_perlin(seeddiff, octaves, persistence, scale)
1186 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1188 ^ clear all objects in the environments
1189 - spawn_tree (pos, {treedef})
1190 ^ spawns L-System tree at given pos with definition in treedef table
1192 axiom, - string initial tree axiom
1193 rules_a, - string rules set A
1194 rules_b, - string rules set B
1195 rules_c, - string rules set C
1196 rules_d, - string rules set D
1197 trunk, - string trunk node name
1198 leaves, - string leaves node name
1199 leaves2, - string secondary leaves node name
1200 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1201 angle, - num angle in deg
1202 iterations, - num max # of iterations, usually 2 -5
1203 random_level, - num factor to lower nr of iterations, usually 0 - 3
1204 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1205 thin_branches, - boolean true -> use thin (1 node) branches
1206 fruit, - string fruit node name
1207 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1208 seed, - num random seed
1211 Key for Special L-System Symbols used in Axioms
1212 G - move forward one unit with the pen up
1213 F - move forward one unit with the pen down drawing trunks and branches
1214 f - move forward one unit with the pen down drawing leaves (100% chance)
1215 T - move forward one unit with the pen down drawing trunks only
1216 R - move forward one unit with the pen down placing fruit
1217 A - replace with rules set A
1218 B - replace with rules set B
1219 C - replace with rules set C
1220 D - replace with rules set D
1221 a - replace with rules set A, chance 90%
1222 b - replace with rules set B, chance 80%
1223 c - replace with rules set C, chance 70%
1224 d - replace with rules set D, chance 60%
1225 + - yaw the turtle right by angle parameter
1226 - - yaw the turtle left by angle parameter
1227 & - pitch the turtle down by angle parameter
1228 ^ - pitch the turtle up by angle parameter
1229 / - roll the turtle to the right by angle parameter
1230 * - roll the turtle to the left by angle parameter
1231 [ - save in stack current state info
1232 ] - recover from stack state info
1234 Example usage: spawn small apple tree
1237 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1238 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1239 trunk="default:tree",
1240 leaves="default:leaves",
1244 trunk_type="single",
1247 fruit="default:apple"
1249 minetest.env:spawn_tree(pos,apple_tree)
1252 - add_rat(pos): Add C++ rat object (no-op)
1253 - add_firefly(pos): Add C++ firefly object (no-op)
1255 NodeMetaRef: Node metadata - reference extra data and functionality stored
1257 - Can be gotten via minetest.env:get_nodemeta(pos)
1259 - set_string(name, value)
1261 - set_int(name, value)
1263 - set_float(name, value)
1265 - get_inventory() -> InvRef
1266 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1267 - from_table(nil or {})
1268 ^ See "Node Metadata"
1270 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1271 - Can be gotten via minetest.env:get_node_timer(pos)
1273 - set(timeout,elapsed)
1274 ^ set a timer's state
1275 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1276 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1277 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1280 ^ equivelent to set(timeout,0)
1283 - get_timeout() -> current timeout in seconds
1284 ^ if timeout is 0, timer is inactive
1285 - get_elapsed() -> current elapsed time in seconds
1286 ^ the node's on_timer function will be called after timeout-elapsed seconds
1287 - is_started() -> boolean state of timer
1288 ^ returns true if timer is started, otherwise false
1290 ObjectRef: Moving things in the game are generally these
1291 (basically reference to a C++ ServerActiveObject)
1293 - remove(): remove object (after returning from Lua)
1294 - getpos() -> {x=num, y=num, z=num}
1295 - setpos(pos); pos={x=num, y=num, z=num}
1296 - moveto(pos, continuous=false): interpolated move
1297 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1298 ^ puncher = an another ObjectRef,
1299 ^ time_from_last_punch = time since last punch action of the puncher
1300 ^ direction: can be nil
1301 - right_click(clicker); clicker = an another ObjectRef
1302 - get_hp(): returns number of hitpoints (2 * number of hearts)
1303 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1304 - get_inventory() -> InvRef
1305 - get_wield_list(): returns the name of the inventory list the wielded item is in
1306 - get_wield_index(): returns the index of the wielded item
1307 - get_wielded_item() -> ItemStack
1308 - set_wielded_item(item): replaces the wielded item, returns true if successful
1309 - set_armor_groups({group1=rating, group2=rating, ...})
1310 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1311 - set_attach(parent, bone, position, rotation)
1313 ^ position = {x=num, y=num, z=num} (relative)
1314 ^ rotation = {x=num, y=num, z=num}
1316 - set_bone_position(bone, position, rotation)
1318 ^ position = {x=num, y=num, z=num} (relative)
1319 ^ rotation = {x=num, y=num, z=num}
1320 - set_properties(object property table)
1321 LuaEntitySAO-only: (no-op for other objects)
1322 - setvelocity({x=num, y=num, z=num})
1323 - getvelocity() -> {x=num, y=num, z=num}
1324 - setacceleration({x=num, y=num, z=num})
1325 - getacceleration() -> {x=num, y=num, z=num}
1327 - getyaw() -> radians
1328 - settexturemod(mod)
1329 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1330 - select_horiz_by_yawpitch=false)
1331 ^ Select sprite from spritesheet with optional animation and DM-style
1332 texture selection based on yaw relative to camera
1333 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1335 Player-only: (no-op for other objects)
1336 - is_player(): true for players, false for others
1337 - get_player_name(): returns "" if is not a player
1338 - get_look_dir(): get camera direction as a unit vector
1339 - get_look_pitch(): pitch in radians
1340 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1341 - set_look_pitch(radians): sets look pitch
1342 - set_look_yaw(radians): sets look yaw
1343 - set_inventory_formspec(formspec)
1344 ^ Redefine player's inventory form
1345 ^ Should usually be called in on_joinplayer
1346 - get_inventory_formspec() -> formspec string
1347 - get_player_control(): returns table with player pressed keys
1348 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1349 - get_player_control_bits(): returns integer with bit packed player pressed keys
1350 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1352 InvRef: Reference to an inventory
1354 - is_empty(listname): return true if list is empty
1355 - get_size(listname): get size of a list
1356 - set_size(listname, size): set size of a list
1357 - get_width(listname): get width of a list
1358 - set_width(listname, width): set width of list; currently used for crafting
1359 - get_stack(listname, i): get a copy of stack index i in list
1360 - set_stack(listname, i, stack): copy stack to index i in list
1361 - get_list(listname): return full list
1362 - set_list(listname, list): set full list (size will not change)
1363 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1364 - room_for_item(listname, stack): returns true if the stack of items
1365 can be fully added to the list
1366 - contains_item(listname, stack): returns true if the stack of items
1367 can be fully taken from the list
1368 remove_item(listname, stack): take as many items as specified from the list,
1369 returns the items that were actually removed (as an ItemStack)
1370 - get_location() -> location compatible to minetest.get_inventory(location)
1371 -> {type="undefined"} in case location is not known
1373 ItemStack: A stack of items.
1374 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1376 - is_empty(): return true if stack is empty
1377 - get_name(): returns item name (e.g. "default:stone")
1378 - get_count(): returns number of items on the stack
1379 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1380 - get_metadata(): returns metadata (a string attached to an item stack)
1381 - clear(): removes all items from the stack, making it empty
1382 - replace(item): replace the contents of this stack (item can also
1383 be an itemstring or table)
1384 - to_string(): returns the stack in itemstring form
1385 - to_table(): returns the stack in Lua table form
1386 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1387 - get_free_space(): returns get_stack_max() - get_count()
1388 - is_known(): returns true if the item name refers to a defined item type
1389 - get_definition(): returns the item definition table
1390 - get_tool_capabilities(): returns the digging properties of the item,
1391 ^ or those of the hand if none are defined for this item type
1392 - add_wear(amount): increases wear by amount if the item is a tool
1393 - add_item(item): put some item or stack onto this stack,
1394 ^ returns leftover ItemStack
1395 - item_fits(item): returns true if item or stack can be fully added to this one
1396 - take_item(n): take (and remove) up to n items from this stack
1397 ^ returns taken ItemStack
1398 ^ if n is omitted, n=1 is used
1399 - peek_item(n): copy (don't remove) up to n items from this stack
1400 ^ returns copied ItemStack
1401 ^ if n is omitted, n=1 is used
1403 PseudoRandom: A pseudorandom number generator
1404 - Can be created via PseudoRandom(seed)
1406 - next(): return next integer random number [0...32767]
1407 - next(min, max): return next integer random number [min...max]
1408 (max - min) must be 32767 or <= 6553 due to the simple
1409 implementation making bad distribution otherwise.
1411 PerlinNoise: A perlin noise generator
1412 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1413 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1415 - get2d(pos) -> 2d noise value at pos={x=,y=}
1416 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1419 --------------------
1420 - Functions receive a "luaentity" as self:
1421 - It has the member .name, which is the registered name ("mod:thing")
1422 - It has the member .object, which is an ObjectRef pointing to the object
1423 - The original prototype stuff is visible directly via a metatable
1425 - on_activate(self, staticdata)
1426 ^ Called when the object is instantiated.
1427 - on_step(self, dtime)
1428 ^ Called on every server tick (dtime is usually 0.05 seconds)
1429 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1430 ^ Called when somebody punches the object.
1431 ^ Note that you probably want to handle most punches using the
1432 automatic armor group system.
1433 ^ puncher: ObjectRef (can be nil)
1434 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1435 ^ tool_capabilities: capability table of used tool (can be nil)
1436 ^ dir: unit vector of direction of punch. Always defined. Points from
1437 the puncher to the punched.
1438 - on_rightclick(self, clicker)
1439 - get_staticdata(self)
1440 ^ Should return a string that will be passed to on_activate when
1441 the object is instantiated the next time.
1451 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1452 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1453 visual_size = {x=1, y=1},
1455 textures = {}, -- number of required textures depends on visual
1456 colors = {}, -- number of required colors depends on visual
1457 spritediv = {x=1, y=1},
1458 initial_sprite_basepos = {x=0, y=0},
1460 makes_footstep_sound = false,
1461 automatic_rotate = false,
1464 Entity definition (register_entity)
1466 (Deprecated: Everything in object properties is read directly from here)
1468 initial_properties = <initial object properties>,
1470 on_activate = function(self, staticdata, dtime_s),
1471 on_step = function(self, dtime),
1472 on_punch = function(self, hitter),
1473 on_rightclick = function(self, clicker),
1474 get_staticdata = function(self),
1475 ^ Called sometimes; the string returned is passed to on_activate when
1476 the entity is re-activated from static state
1478 # Also you can define arbitrary member variables here
1479 myvariable = whatever,
1482 ABM (ActiveBlockModifier) definition (register_abm)
1484 -- In the following two fields, also group:groupname will work.
1485 nodenames = {"default:lava_source"},
1486 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1487 ^ If left out or empty, any neighbor will do
1488 interval = 1.0, -- (operation interval)
1489 chance = 1, -- (chance of trigger is 1.0/this)
1490 action = func(pos, node, active_object_count, active_object_count_wider),
1493 Item definition (register_node, register_craftitem, register_tool)
1495 description = "Steel Axe",
1496 groups = {}, -- key=name, value=rating; rating=1..3.
1497 if rating not applicable, use 1.
1498 eg. {wool=1, fluffy=3}
1499 {soil=2, outerspace=1, crumbly=1}
1500 {bendy=2, snappy=1},
1501 {hard=1, metal=1, spikes=1}
1502 inventory_image = "default_tool_steelaxe.png",
1504 wield_scale = {x=1,y=1,z=1},
1506 liquids_pointable = false,
1507 tool_capabilities = {
1508 full_punch_interval = 1.0,
1512 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1513 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1515 damage_groups = {groupname=damage},
1517 node_placement_prediction = nil,
1518 ^ If nil and item is node, prediction is made automatically
1519 ^ If nil and item is not a node, no prediction is made
1520 ^ If "" and item is anything, no prediction is made
1521 ^ Otherwise should be name of node which the client immediately places
1522 on ground when the player places the item. Server will always update
1523 actual result to client in a short moment.
1525 place = <SimpleSoundSpec>,
1528 on_place = func(itemstack, placer, pointed_thing),
1529 ^ Shall place item and return the leftover itemstack
1530 ^ default: minetest.item_place
1531 on_drop = func(itemstack, dropper, pos),
1532 ^ Shall drop item and return the leftover itemstack
1533 ^ default: minetest.item_drop
1534 on_use = func(itemstack, user, pointed_thing),
1536 ^ Function must return either nil if no item shall be removed from
1537 inventory, or an itemstack to replace the original itemstack.
1538 eg. itemstack:take_item(); return itemstack
1539 ^ Otherwise, the function is free to do what it wants.
1540 ^ The default functions handle regular use cases.
1545 - {name="image.png", animation={Tile Animation definition}}
1546 - {name="image.png", backface_culling=bool}
1547 ^ backface culling only supported in special tiles
1548 - deprecated still supported field names:
1551 Tile animation definition:
1552 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1554 Node definition (register_node)
1556 <all fields allowed in item definitions>,
1558 drawtype = "normal", -- See "Node drawtypes"
1560 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1561 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1562 ^ List can be shortened to needed length
1563 special_tiles = {tile definition 1, Tile definition 2},
1564 ^ Special textures of node; used rarely (old field name: special_materials)
1565 ^ List can be shortened to needed length
1567 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1568 paramtype = "none", -- See "Nodes"
1569 paramtype2 = "none", -- See "Nodes"
1570 is_ground_content = false, -- Currently not used for anything
1571 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1572 walkable = true, -- If true, objects collide with node
1573 pointable = true, -- If true, can be pointed at
1574 diggable = true, -- If false, can never be dug
1575 climbable = false, -- If true, can be climbed on (ladder)
1576 buildable_to = false, -- If true, placed nodes can replace this node
1577 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1578 liquidtype = "none", -- "none"/"source"/"flowing"
1579 liquid_alternative_flowing = "", -- Flowing version of source liquid
1580 liquid_alternative_source = "", -- Source version of flowing liquid
1581 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1582 liquid_renewable = true, -- Can new liquid source be created by placing
1583 two or more sources nearly?
1584 light_source = 0, -- Amount of light emitted by node
1585 damage_per_second = 0, -- If player is inside node, this damage is caused
1586 node_box = {type="regular"}, -- See "Node boxes"
1587 selection_box = {type="regular"}, -- See "Node boxes"
1588 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1589 legacy_wallmounted = false, -- Support maps made in and before January 2012
1591 footstep = <SimpleSoundSpec>,
1592 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1593 dug = <SimpleSoundSpec>,
1594 place = <SimpleSoundSpec>,
1597 on_construct = func(pos),
1598 ^ Node constructor; always called after adding node
1599 ^ Can set up metadata and stuff like that
1601 on_destruct = func(pos),
1602 ^ Node destructor; always called before removing node
1604 after_destruct = func(pos, oldnode),
1605 ^ Node destructor; always called after removing node
1608 after_place_node = func(pos, placer, itemstack),
1609 ^ Called after constructing node when node was placed using
1610 minetest.item_place_node / minetest.env:place_node
1611 ^ If return true no item is taken from itemstack
1613 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1614 ^ oldmetadata is in table format
1615 ^ Called after destructing node when node was dug using
1616 minetest.node_dig / minetest.env:dig_node
1618 can_dig = function(pos,player)
1619 ^ returns true if node can be dug, or false if not
1622 on_punch = func(pos, node, puncher),
1623 ^ default: minetest.node_punch
1624 ^ By default: does nothing
1625 on_rightclick = func(pos, node, clicker, itemstack),
1627 ^ if defined, itemstack will hold clicker's wielded item
1628 Shall return the leftover itemstack
1629 on_dig = func(pos, node, digger),
1630 ^ default: minetest.node_dig
1631 ^ By default: checks privileges, wears out tool and removes node
1633 on_timer = function(pos,elapsed),
1635 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1636 ^ elapsed is the total time passed since the timer was started
1637 ^ return true to run the timer for another cycle with the same timeout value
1639 on_receive_fields = func(pos, formname, fields, sender),
1640 ^ fields = {name1 = value1, name2 = value2, ...}
1641 ^ Called when an UI form (eg. sign text input) returns data
1644 allow_metadata_inventory_move = func(pos, from_list, from_index,
1645 to_list, to_index, count, player),
1646 ^ Called when a player wants to move items inside the inventory
1647 ^ Return value: number of items allowed to move
1649 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1650 ^ Called when a player wants to put something into the inventory
1651 ^ Return value: number of items allowed to put
1652 ^ Return value: -1: Allow and don't modify item count in inventory
1654 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1655 ^ Called when a player wants to take something out of the inventory
1656 ^ Return value: number of items allowed to take
1657 ^ Return value: -1: Allow and don't modify item count in inventory
1659 on_metadata_inventory_move = func(pos, from_list, from_index,
1660 to_list, to_index, count, player),
1661 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1662 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1663 ^ Called after the actual action has happened, according to what was allowed.
1666 on_blast = func(pos, intensity),
1667 ^ intensity: 1.0 = mid range of regular TNT
1668 ^ If defined, called when an explosion touches the node, instead of
1672 Recipe for register_craft: (shaped)
1674 output = 'default:pick_stone',
1676 {'default:cobble', 'default:cobble', 'default:cobble'},
1677 {'', 'default:stick', ''},
1678 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1680 replacements = <optional list of item pairs,
1681 replace one input item with another item on crafting>
1684 Recipe for register_craft (shapeless)
1687 output = 'mushrooms:mushroom_stew',
1690 "mushrooms:mushroom_brown",
1691 "mushrooms:mushroom_red",
1693 replacements = <optional list of item pairs,
1694 replace one input item with another item on crafting>
1697 Recipe for register_craft (tool repair)
1699 type = "toolrepair",
1700 additional_wear = -0.02,
1703 Recipe for register_craft (cooking)
1706 output = "default:glass",
1707 recipe = "default:sand",
1711 Recipe for register_craft (furnace fuel)
1714 recipe = "default:leaves",
1718 Ore definition (register_ore)
1720 ore_type = "scatter" -- See "Ore types"
1721 ore = "default:stone_with_coal",
1722 wherein = "default:stone",
1723 clust_scarcity = 8*8*8,
1724 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1725 ^ This value should be *MUCH* higher than your intuition might tell you!
1727 ^ Number of ores in a cluster
1729 ^ Size of the bounding box of the cluster
1730 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1731 height_min = -31000,
1734 ^ Attributes for this ore generation
1735 noise_threshhold = 0.5,
1736 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1737 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1738 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1739 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1742 Chatcommand definition (register_chatcommand)
1744 params = "<name> <privilege>", -- short parameter description
1745 description = "Remove privilege from player", -- full description
1746 privs = {privs=true}, -- require the "privs" privilege to run
1747 func = function(name, param), -- called when command is run
1750 Detached inventory callbacks
1752 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1753 ^ Called when a player wants to move items inside the inventory
1754 ^ Return value: number of items allowed to move
1756 allow_put = func(inv, listname, index, stack, player),
1757 ^ Called when a player wants to put something into the inventory
1758 ^ Return value: number of items allowed to put
1759 ^ Return value: -1: Allow and don't modify item count in inventory
1761 allow_take = func(inv, listname, index, stack, player),
1762 ^ Called when a player wants to take something out of the inventory
1763 ^ Return value: number of items allowed to take
1764 ^ Return value: -1: Allow and don't modify item count in inventory
1766 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1767 on_put = func(inv, listname, index, stack, player),
1768 on_take = func(inv, listname, index, stack, player),
1769 ^ Called after the actual action has happened, according to what was allowed.