1 Minetest Lua Modding API Reference 0.4.10
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on Linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for e.g. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
104 | |-- description.txt
107 | | |-- modname_stuff.png
108 | | `-- modname_something_else.png
115 The location of this directory can be fetched by using
116 minetest.get_modpath(modname)
119 List of mods that have to be loaded before loading this mod.
120 A single line contains a single modname.
122 Optional dependencies can be defined by appending a question mark
123 to a single modname. Their meaning is that if the specified mod
124 is missing, that does not prevent this mod from being loaded.
127 A screenshot shown in modmanager within mainmenu.
130 File containing description to be shown within mainmenu.
133 The main Lua script. Running this script should register everything it
134 wants to register. Subsequent execution depends on minetest calling the
135 registered callbacks.
137 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
138 to read custom or existing settings at load time, if necessary.
140 textures, sounds, media:
141 Media files (textures, sounds, whatever) that will be transferred to the
142 client and will be available for use by the mod.
144 Naming convention for registered textual names
145 ----------------------------------------------
146 Registered names should generally be in this format:
147 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
149 This is to prevent conflicting names from corrupting maps and is
150 enforced by the mod loader.
152 Example: mod "experimental", ideal item/node/entity name "tnt":
153 -> the name should be "experimental:tnt".
155 Enforcement can be overridden by prefixing the name with ":". This can
156 be used for overriding the registrations of some other mod.
158 Example: Any mod can redefine experimental:tnt by using the name
159 ":experimental:tnt" when registering it.
160 (also that mod is required to have "experimental" as a dependency)
162 The ":" prefix can also be used for maintaining backwards compatibility.
166 Aliases can be added by using minetest.register_alias(name, convert_to)
168 This will make Minetest to convert things called name to things called
171 This can be used for maintaining backwards compatibility.
173 This can be also used for setting quick access names for things, e.g. if
174 you have an item called epiclylongmodname:stuff, you could do
175 minetest.register_alias("stuff", "epiclylongmodname:stuff")
176 and be able to use "/giveme stuff".
180 Mods should generally prefix their textures with modname_, e.g. given
181 the mod name "foomod", a texture could be called
182 "foomod_foothing.png"
184 Textures are referred to by their complete name, or alternatively by
185 stripping out the file extension:
186 e.g. foomod_foothing.png
191 There are various texture modifiers that can be used
192 to generate textures on-the-fly.
195 Textures can be overlaid by putting a ^ between them.
196 Example: default_dirt.png^default_grass_side.png
197 default_grass_side.png is overlayed over default_dirt.png
200 Textures can be grouped together by enclosing them in ( and ).
201 Example: cobble.png^(thing1.png^thing2.png)
202 A texture for 'thing1.png^thing2.png' is created and the resulting
203 texture is overlaid over cobble.png.
205 Advanced texture modifiers:
207 n = animation frame count, p = current animation frame
208 Draw a step of the crack animation on the texture.
209 Example: default_cobble.png^[crack:10:1
211 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
212 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
213 file1/file2 = texture to combine
214 Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
215 and blit <file2> to (<x2>,<y2>).
216 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
219 Brightens the texture.
220 Example: tnt_tnt_side.png^[brighten
223 Makes the texture completely opaque.
224 Example: default_leaves.png^[noalpha
226 [makealpha:<r>,<g>,<b>
227 Convert one color to transparency.
228 Example: default_cobble.png^[makealpha:128,128,128
231 t = transformation(s) to apply
232 Rotates and/or flips the image.
233 <t> can be a number (between 0 and 7) or a transform name.
234 Rotations are counter-clockwise.
236 1 R90 rotate by 90 degrees
237 2 R180 rotate by 180 degrees
238 3 R270 rotate by 270 degrees
240 5 FXR90 flip X then rotate by 90 degrees
242 7 FYR90 flip Y then rotate by 90 degrees
243 Example: default_stone.png^[transformFXR90
245 [inventorycube{<top>{<left>{<right>
246 '^' is replaced by '&' in texture names
247 Create an inventory cube texture using the side textures.
248 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
249 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
250 'dirt.png^grass_side.png' textures
252 [lowpart:<percent>:<file>
253 Blit the lower <percent>% part of <file> on the texture:
254 Example: base.png^[lowpart:25:overlay.png
256 [verticalframe:<t>:<n>
257 t = animation frame count, n = current animation frame
258 Crops the texture to a frame of a vertical animation.
259 Example: default_torch_animated.png^[verticalframe:16:8
262 Apply a mask to the base image.
263 The mask is applied using binary AND.
267 Only OGG Vorbis files are supported.
269 For positional playing of sounds, only single-channel (mono) files are
270 supported. Otherwise OpenAL will play them non-positionally.
272 Mods should generally prefix their sounds with modname_, e.g. given
273 the mod name "foomod", a sound could be called
274 "foomod_foosound.ogg"
276 Sounds are referred to by their name with a dot, a single digit and the
277 file extension stripped out. When a sound is played, the actual sound file
278 is chosen randomly from the matching sounds.
280 When playing the sound "foomod_foosound", the sound is chosen randomly
281 from the available ones of the following files:
283 foomod_foosound.0.ogg
284 foomod_foosound.1.ogg
286 foomod_foosound.9.ogg
288 Examples of sound parameter tables:
289 -- Play location-less on all clients
291 gain = 1.0, -- default
293 -- Play location-less to a player
296 gain = 1.0, -- default
298 -- Play in a location
301 gain = 1.0, -- default
302 max_hear_distance = 32, -- default
304 -- Play connected to an object, looped
306 object = <an ObjectRef>,
307 gain = 1.0, -- default
308 max_hear_distance = 32, -- default
309 loop = true, -- only sounds connected to objects can be looped
314 e.g. "default_place_node"
316 e.g. {name="default_place_node"}
317 e.g. {name="default_place_node", gain=1.0}
319 Registered definitions of stuff
320 --------------------------------
321 Anything added using certain minetest.register_* functions get added to
322 the global minetest.registered_* tables.
324 minetest.register_entity(name, prototype table)
325 -> minetest.registered_entities[name]
327 minetest.register_node(name, node definition)
328 -> minetest.registered_items[name]
329 -> minetest.registered_nodes[name]
331 minetest.register_tool(name, item definition)
332 -> minetest.registered_items[name]
334 minetest.register_craftitem(name, item definition)
335 -> minetest.registered_items[name]
337 Note that in some cases you will stumble upon things that are not contained
338 in these tables (e.g. when a mod has been removed). Always check for
339 existence before trying to access the fields.
341 Example: If you want to check the drawtype of a node, you could do:
343 local function get_nodedef_field(nodename, fieldname)
344 if not minetest.registered_nodes[nodename] then
347 return minetest.registered_nodes[nodename][fieldname]
349 local drawtype = get_nodedef_field(nodename, "drawtype")
351 Example: minetest.get_item_group(name, group) has been implemented as:
353 function minetest.get_item_group(name, group)
354 if not minetest.registered_items[name] or not
355 minetest.registered_items[name].groups[group] then
358 return minetest.registered_items[name].groups[group]
363 Nodes are the bulk data of the world: cubes and other things that take the
364 space of a cube. Huge amounts of them are handled efficiently, but they
367 The definition of a node is stored and can be accessed by name in
368 minetest.registered_nodes[node.name]
369 See "Registered definitions of stuff".
371 Nodes are passed by value between Lua and the engine.
372 They are represented by a table:
373 {name="name", param1=num, param2=num}
375 param1 and param2 are 8 bit integers. The engine uses them for certain
376 automated functions. If you don't use these functions, you can use them to
377 store arbitrary values.
379 The functions of param1 and param2 are determined by certain fields in the
381 param1 is reserved for the engine when paramtype != "none":
383 ^ The value stores light with and without sun in it's
384 upper and lower 4 bits.
385 param2 is reserved for the engine when any of these are used:
386 liquidtype == "flowing"
387 ^ The level and some flags of the liquid is stored in param2
388 drawtype == "flowingliquid"
389 ^ The drawn liquid level is read from param2
390 drawtype == "torchlike"
391 drawtype == "signlike"
392 paramtype2 == "wallmounted"
393 ^ The rotation of the node is stored in param2. You can make this value
394 by using minetest.dir_to_wallmounted().
395 paramtype2 == "facedir"
396 ^ The rotation of the node is stored in param2. Furnaces and chests are
397 rotated this way. Can be made by using minetest.dir_to_facedir().
399 facedir modulo 4 = axisdir
400 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
401 facedir's two less significant bits are rotation around the axis
402 paramtype2 == "leveled"
403 ^ The drawn node level is read from param2, like flowingliquid
405 Nodes can also contain extra data. See "Node Metadata".
409 There are a bunch of different looking node types. These are mostly just
410 copied from Minetest 0.3; more may be made in the future.
412 Look for examples in games/minimal or games/minetest_game.
428 - nodebox -- See below. EXPERIMENTAL
432 Node selection boxes are defined using "node boxes"
434 The "nodebox" node drawtype allows defining visual of nodes consisting of
435 arbitrary number of boxes. It allows defining stuff like stairs. Only the
436 "fixed" and "leveled" box type is supported for these.
437 ^ Please note that this is still experimental, and may be incompatibly
438 changed in the future.
440 A nodebox is defined as any of:
442 -- A normal cube; the default in most things
446 -- A fixed box (facedir param2 is used, if applicable)
448 fixed = box OR {box1, box2, ...}
451 -- A box like the selection box for torches
452 -- (wallmounted param2 is used, if applicable)
453 type = "wallmounted",
460 {x1, y1, z1, x2, y2, z2}
461 A box of a regular node would look like:
462 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
464 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
468 These tell in what manner the ore is generated.
469 All default ores are of the uniformly-distributed scatter type.
472 Randomly chooses a location and generates a cluster of ore.
473 If noise_params is specified, the ore will be placed if the 3d perlin noise at
474 that point is greater than the noise_threshold, giving the ability to create a non-equal
477 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
478 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
479 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
480 scale when comparing against the noise threshold, but scale is used to determine relative height.
481 The height of the blob is randomly scattered, with a maximum height of clust_size.
482 clust_scarcity and clust_num_ores are ignored.
483 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
484 - claylike - NOT YET IMPLEMENTED
485 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
486 neighborhood of clust_size radius.
490 See section Flag Specifier Format.
491 Currently supported flags: absheight
493 Also produce this same ore between the height range of -height_max and -height_min.
494 Useful for having ore in sky realms without having to duplicate ore entries.
498 The varying types of decorations that can be placed.
499 The default value is simple, and is currently the only type supported.
502 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
503 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
504 for example. Can also generate a decoration of random height between a specified lower and
505 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
508 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
509 probability of a node randomly appearing when placed. This decoration type is intended to be used
510 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
514 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
515 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
516 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
517 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
518 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
520 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
521 probability of that node appearing in the structure.
522 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
523 - A probability value of 0 means that node will never appear (0% chance).
524 - A probability value of 255 means the node will always appear (100% chance).
525 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
526 will appear when the schematic is placed on the map.
528 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
531 ---------------------
532 See section Flag Specifier Format.
533 Currently supported flags: place_center_x, place_center_y, place_center_z
535 Placement of this decoration is centered along the X axis.
537 Placement of this decoration is centered along the Y axis.
539 Placement of this decoration is centered along the Z axis.
543 The position field is used for all element types.
544 To account for differing resolutions, the position coordinates are the percentage of the screen,
545 ranging in value from 0 to 1.
546 The name field is not yet used, but should contain a description of what the HUD element represents.
547 The direction field is the direction in which something is drawn.
548 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.
549 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
550 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
552 The offset field specifies a pixel offset from the position. Contrary to position,
553 the offset is not scaled to screen size. This allows for some precisely-positioned
555 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
556 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
558 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
561 Displays an image on the HUD.
562 - scale: The scale of the image, with 1 being the original texture size.
563 Only the X coordinate scale is used (positive values)
564 Negative values represent that percentage of the screen it
565 should take; e.g. x=-100 means 100% (width)
566 - text: The name of the texture that is displayed.
567 - alignment: The alignment of the image.
568 - offset: offset in pixels from position.
570 Displays text on the HUD.
571 - scale: Defines the bounding rectangle of the text.
572 A value such as {x=100, y=100} should work.
573 - text: The text to be displayed in the HUD element.
574 - number: An integer containing the RGB value of the color used to draw the text.
575 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
576 - alignment: The alignment of the text.
577 - offset: offset in pixels from position.
579 Displays a horizontal bar made up of half-images.
580 - text: The name of the texture that is used.
581 - number: The number of half-textures that are displayed.
582 If odd, will end with a vertically center-split texture.
584 - offset: offset in pixels from position.
585 - size: If used will force full-image size to this value (override texture pack image size)
587 - text: The name of the inventory list to be displayed.
588 - number: Number of items in the inventory to be displayed.
589 - item: Position of item that is selected.
592 Displays distance to selected world position.
593 - name: The name of the waypoint.
594 - text: Distance suffix. Can be blank.
595 - number: An integer containing the RGB value of the color used to draw the text.
596 - world_pos: World position of the waypoint.
598 Representations of simple things
599 --------------------------------
601 {x=num, y=num, z=num}
602 For helper functions see "Vector helpers".
606 {type="node", under=pos, above=pos}
607 {type="object", ref=ObjectRef}
609 Flag Specifier Format
610 -----------------------
611 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
612 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
613 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
614 clears the flag from whatever the default may be.
615 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
616 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
617 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
619 e.g. A flag field of value
620 {place_center_x = true, place_center_y=false, place_center_z=true}
622 {place_center_x = true, noplace_center_y=true, place_center_z=true}
623 which is equivalent to
624 "place_center_x, noplace_center_y, place_center_z"
626 "place_center_x, place_center_z"
627 since, by default, no schematic attributes are set.
631 Node (register_node):
632 A node from the world
633 Tool (register_tool):
634 A tool/weapon that can dig and damage things according to tool_capabilities
635 Craftitem (register_craftitem):
638 Items and item stacks can exist in three formats:
640 Serialized; This is called stackstring or itemstring:
641 e.g. 'default:dirt 5'
642 e.g. 'default:pick_wood 21323'
646 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
648 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
649 ^ a wooden pick about 1/3 worn out
650 e.g. {name="default:apple", count=1, wear=0, metadata=""}
654 C++ native format with many helper methods. Useful for converting between
655 formats. See the Class reference section for details.
657 When an item must be passed to a function, it can usually be in any of
662 In a number of places, there is a group table. Groups define the
663 properties of a thing (item, node, armor of entity, capabilities of
664 tool) in such a way that the engine and other mods can can interact with
665 the thing without actually knowing what the thing is.
668 - Groups are stored in a table, having the group names with keys and the
669 group ratings as values. For example:
670 groups = {crumbly=3, soil=1}
672 groups = {crumbly=2, soil=1, level=2, outerspace=1}
673 ^ A more special dirt-kind of thing
674 - Groups always have a rating associated with them. If there is no
675 useful meaning for a rating for an enabled group, it shall be 1.
676 - When not defined, the rating of a group defaults to 0. Thus when you
677 read groups, you must interpret nil and 0 as the same value, 0.
679 You can read the rating of a group for an item or a node by using
680 minetest.get_item_group(itemname, groupname)
684 Groups of items can define what kind of an item it is (e.g. wool).
688 In addition to the general item things, groups are used to define whether
689 a node is destroyable and how long it takes to destroy by a tool.
693 For entities, groups are, as of now, used only for calculating damage.
694 The rating is the percentage of damage caused by tools with this damage group.
695 See "Entity damage mechanism".
697 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
698 object.set_armor_groups({fleshy=30, cracky=80})
702 Groups in tools define which groups of nodes and entities they are
705 Groups in crafting recipes
706 ---------------------------
707 An example: Make meat soup from any meat, any water and any bowl
709 output = 'food:meat_soup_raw',
715 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
717 An another example: Make red wool from white wool and red dye
721 recipe = {'wool:white', 'group:dye,basecolor_red'},
726 - immortal: Disables the group damage system for an entity
727 - level: Can be used to give an additional sense of progression in the game.
728 - A larger level will cause e.g. a weapon of a lower level make much less
729 damage, and get worn out much faster, or not be able to get drops
730 from destroyed nodes.
731 - 0 is something that is directly accessible at the start of gameplay
732 - There is no upper limit
733 - dig_immediate: (player can always pick up node without tool wear)
734 - 2: node is removed without tool wear after 0.5 seconds or so
736 - 3: node is removed without tool wear immediately (torch)
737 - disable_jump: Player (and possibly other things) cannot jump from node
738 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
739 - bouncy: value is bounce speed in percent
740 - falling_node: if there is no walkable block under the node it will fall
741 - attached_node: if the node under it is not a walkable block the node will be
742 dropped as an item. If the node is wallmounted the
743 wallmounted direction is checked.
744 - soil: saplings will grow on nodes in this group
745 - connect_to_raillike: makes nodes of raillike drawtype connect to
746 other group members with same drawtype
748 Known damage and digging time defining groups
749 ----------------------------------------------
750 - crumbly: dirt, sand
751 - cracky: tough but crackable stuff like stone.
752 - snappy: something that can be cut using fine tools; e.g. leaves, small
753 plants, wire, sheets of metal
754 - choppy: something that can be cut using force; e.g. trees, wooden planks
755 - fleshy: Living things like animals and the player. This could imply
756 some blood effects when hitting.
757 - explody: Especially prone to explosions
758 - oddly_breakable_by_hand:
759 Can be added to nodes that shouldn't logically be breakable by the
760 hand but are. Somewhat similar to dig_immediate, but times are more
761 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
762 speed of a tool if the tool can dig at a faster speed than this
763 suggests for the hand.
765 Examples of custom groups
766 --------------------------
767 Item groups are often used for defining, well, //groups of items//.
768 - meat: any meat-kind of a thing (rating might define the size or healing
769 ability or be irrelevant - it is not defined as of yet)
770 - eatable: anything that can be eaten. Rating might define HP gain in half
772 - flammable: can be set on fire. Rating might define the intensity of the
773 fire, affecting e.g. the speed of the spreading of an open fire.
774 - wool: any wool (any origin, any color)
777 - heavy: anything considerably heavy
779 Digging time calculation specifics
780 -----------------------------------
781 Groups such as **crumbly**, **cracky** and **snappy** are used for this
782 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
785 The **level** group is used to limit the toughness of nodes a tool can dig
786 and to scale the digging times / damage to a greater extent.
788 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
791 Tools define their properties by a list of parameters for groups. They
792 cannot dig other groups; thus it is important to use a standard bunch of
793 groups to enable interaction with tools.
796 * Full punch interval
798 * For an arbitrary list of groups:
799 * Uses (until the tool breaks)
800 * Maximum level (usually 0, 1, 2 or 3)
804 **Full punch interval**:
805 When used as a weapon, the tool will do full damage if this time is spent
806 between punches. If e.g. half the time is spent, the tool will do half
809 **Maximum drop level**
810 Suggests the maximum level of node, when dug with the tool, that will drop
811 it's useful item. (e.g. iron ore to drop a lump of iron).
812 - This is not automated; it is the responsibility of the node definition
816 Determines how many uses the tool has when it is used for digging a node,
817 of this group, of the maximum level. For lower leveled nodes, the use count
818 is multiplied by 3^leveldiff.
819 - uses=10, leveldiff=0 -> actual uses: 10
820 - uses=10, leveldiff=1 -> actual uses: 30
821 - uses=10, leveldiff=2 -> actual uses: 90
824 Tells what is the maximum level of a node of this group that the tool will
828 List of digging times for different ratings of the group, for nodes of the
830 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
831 result in the tool to be able to dig nodes that have a rating of 2 or 3
832 for this group, and unable to dig the rating 1, which is the toughest.
833 Unless there is a matching group that enables digging otherwise.
836 List of damage for groups of entities. See "Entity damage mechanism".
838 Example definition of the capabilities of a tool
839 -------------------------------------------------
840 tool_capabilities = {
841 full_punch_interval=1.5,
844 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
846 damage_groups = {fleshy=2},
849 This makes the tool be able to dig nodes that fulfil both of these:
850 - Have the **crumbly** group
851 - Have a **level** group less or equal to 2
853 Table of resulting digging times:
854 crumbly 0 1 2 3 4 <- level
860 level diff: 2 1 0 -1 -2
862 Table of resulting tool uses:
869 - At crumbly=0, the node is not diggable.
870 - At crumbly=3, the level difference digging time divider kicks in and makes
871 easy nodes to be quickly breakable.
872 - At level > 2, the node is not diggable, because it's level > maxlevel
874 Entity damage mechanism
875 ------------------------
878 foreach group in cap.damage_groups:
879 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
880 * (object.armor_groups[group] / 100.0)
881 -- Where object.armor_groups[group] is 0 for inexistent values
884 Client predicts damage based on damage groups. Because of this, it is able to
885 give an immediate response when an entity is damaged or dies; the response is
886 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
888 - Currently a smoke puff will appear when an entity dies.
890 The group **immortal** completely disables normal damage.
892 Entities can define a special armor group, which is **punch_operable**. This
893 group disables the regular damage mechanism for players punching it by hand or
894 a non-tool item, so that it can do something else than take damage.
896 On the Lua side, every punch calls ''entity:on_punch(puncher,
897 time_from_last_punch, tool_capabilities, direction)''. This should never be
898 called directly, because damage is usually not handled by the entity itself.
899 * ''puncher'' is the object performing the punch. Can be nil. Should never be
900 accessed unless absolutely required, to encourage interoperability.
901 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
902 * ''tool_capabilities'' can be nil.
903 * ''direction'' is a unit vector, pointing from the source of the punch to
906 To punch an entity/object in Lua, call ''object:punch(puncher,
907 time_from_last_punch, tool_capabilities, direction)''.
908 * Return value is tool wear.
909 * Parameters are equal to the above callback.
910 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
911 automatically filled in based on the location of ''puncher''.
915 The instance of a node in the world normally only contains the three values
916 mentioned in "Nodes". However, it is possible to insert extra data into a
917 node. It is called "node metadata"; See "NodeMetaRef".
919 Metadata contains two things:
923 Some of the values in the key-value store are handled specially:
924 - formspec: Defines a right-click inventory menu. See "Formspec".
925 - infotext: Text shown on the screen when the node is pointed at
929 local meta = minetest.get_meta(pos)
930 meta:set_string("formspec",
932 "list[context;main;0,0;8,4;]"..
933 "list[current_player;main;0,5;8,4;]")
934 meta:set_string("infotext", "Chest");
935 local inv = meta:get_inventory()
936 inv:set_size("main", 8*4)
937 print(dump(meta:to_table()))
940 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] = ""}
943 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
950 Formspec defines a menu. Currently not much else than inventories are
951 supported. It is a string, with a somewhat strange format.
953 Spaces and newlines can be inserted between the blocks, as is used in the
959 list[context;main;0,0;8,4;]
960 list[current_player;main;0,5;8,4;]
963 list[context;fuel;2,3;1,1;]
964 list[context;src;2,1;1,1;]
965 list[context;dst;5,1;2,2;]
966 list[current_player;main;0,5;8,4;]
967 - Minecraft-like player inventory
969 image[1,0.6;1,2;player.png]
970 list[current_player;main;0,3.5;8,4;]
971 list[current_player;craft;3,0;3,3;]
972 list[current_player;craftpreview;7,1;1,1;]
976 size[<W>,<H>,<fixed_size>]
977 ^ Define the size of the menu in inventory slots
978 ^ fixed_size true/false (optional)
979 ^ deprecated: invsize[<W>,<H>;]
981 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
982 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
983 ^ Show an inventory list
985 listcolors[<slot_bg_normal>;<slot_bg_hover>]
986 ^ Sets background color of slots in HEX-Color format
987 ^ Sets background color of slots on mouse hovering
989 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
990 ^ Sets background color of slots in HEX-Color format
991 ^ Sets background color of slots on mouse hovering
992 ^ Sets color of slots border
994 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
995 ^ Sets background color of slots in HEX-Color format
996 ^ Sets background color of slots on mouse hovering
997 ^ Sets color of slots border
998 ^ Sets default background color of tooltips
999 ^ Sets default font color of tooltips
1001 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
1002 ^ Adds tooltip for an element
1003 ^ <bgcolor> tooltip background color in HEX-Color format (optional)
1004 ^ <fontcolor> tooltip font color in HEX-Color format (optional)
1007 image[<X>,<Y>;<W>,<H>;<texture name>]
1009 ^ Position and size units are inventory slots
1011 item_image[<X>,<Y>;<W>,<H>;<item name>]
1012 ^ Show an inventory image of registered item/node
1013 ^ Position and size units are inventory slots
1015 bgcolor[<color>;<fullscreen>]
1016 ^ Sets background color of formspec in HEX-Color format
1017 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1019 background[<X>,<Y>;<W>,<H>;<texture name>]
1020 ^ Use a background. Inventory rectangles are not drawn then.
1021 ^ Position and size units are inventory slots
1022 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1024 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1025 ^ Use a background. Inventory rectangles are not drawn then.
1026 ^ Position and size units are inventory slots
1027 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1028 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1030 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1031 ^ Textual password style field; will be sent to server when a button is clicked
1032 ^ x and y position the field relative to the top left of the menu
1033 ^ w and h are the size of the field
1034 ^ fields are a set height, but will be vertically centred on h
1035 ^ Position and size units are inventory slots
1036 ^ name is the name of the field as returned in fields to on_receive_fields
1037 ^ label, if not blank, will be text printed on the top left above the field
1039 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1040 ^ Textual field; will be sent to server when a button is clicked
1041 ^ x and y position the field relative to the top left of the menu
1042 ^ w and h are the size of the field
1043 ^ fields are a set height, but will be vertically centred on h
1044 ^ Position and size units are inventory slots
1045 ^ name is the name of the field as returned in fields to on_receive_fields
1046 ^ label, if not blank, will be text printed on the top left above the field
1047 ^ default is the default value of the field
1048 ^ default may contain variable references such as '${text}' which
1049 will fill the value from the metadata value 'text'
1050 ^ Note: no extra text or more than a single variable is supported ATM.
1052 field[<name>;<label>;<default>]
1053 ^ as above but without position/size units
1054 ^ special field for creating simple forms, such as sign text input
1055 ^ must be used without a size[] element
1056 ^ a 'Proceed' button will be added automatically
1058 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1059 ^ same as fields above, but with multi-line input
1061 label[<X>,<Y>;<label>]
1062 ^ x and y work as per field
1063 ^ label is the text on the label
1064 ^ Position and size units are inventory slots
1066 vertlabel[<X>,<Y>;<label>]
1067 ^ Textual label drawn vertically
1068 ^ x and y work as per field
1069 ^ label is the text on the label
1070 ^ Position and size units are inventory slots
1072 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1073 ^ Clickable button. When clicked, fields will be sent.
1074 ^ x, y and name work as per field
1075 ^ w and h are the size of the button
1076 ^ label is the text on the button
1077 ^ Position and size units are inventory slots
1079 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1080 ^ x, y, w, h, and name work as per button
1081 ^ texture name is the filename of an image
1082 ^ Position and size units are inventory slots
1084 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1085 ^ x, y, w, h, and name work as per button
1086 ^ texture name is the filename of an image
1087 ^ Position and size units are inventory slots
1088 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1089 ^ drawborder draw button border or not
1090 ^ pressed texture name is the filename of an image on pressed state
1092 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1093 ^ x, y, w, h, name and label work as per button
1094 ^ item name is the registered name of an item/node,
1095 tooltip will be made out of its description
1096 to override it use tooltip element
1097 ^ Position and size units are inventory slots
1099 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1100 ^ When clicked, fields will be sent and the form will quit.
1102 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1103 ^ When clicked, fields will be sent and the form will quit.
1105 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1106 ^ Scrollable item list showing arbitrary text elements
1107 ^ x and y position the itemlist relative to the top left of the menu
1108 ^ w and h are the size of the itemlist
1109 ^ name fieldname sent to server on doubleclick value is current selected element
1110 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1111 ^ if you want a listelement to start with # write ##
1113 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1114 ^ Scrollable itemlist showing arbitrary text elements
1115 ^ x and y position the itemlist relative to the top left of the menu
1116 ^ w and h are the size of the itemlist
1117 ^ name fieldname sent to server on doubleclick value is current selected element
1118 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1119 ^ if you want a listelement to start with # write ##
1120 ^ index to be selected within textlist
1121 ^ true/false draw transparent background
1122 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1124 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1125 ^ show a tabHEADER at specific position (ignores formsize)
1126 ^ x and y position the itemlist relative to the top left of the menu
1127 ^ name fieldname data is transferred to Lua
1128 ^ caption 1... name shown on top of tab
1129 ^ current_tab index of selected tab 1...
1130 ^ transparent (optional) show transparent
1131 ^ draw_border (optional) draw border
1133 box[<X>,<Y>;<W>,<H>;<color>]
1134 ^ simple colored semitransparent box
1135 ^ x and y position the box relative to the top left of the menu
1136 ^ w and h are the size of box
1137 ^ color in HEX-Color format
1139 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1140 ^ show a dropdown field
1141 ^ IMPORTANT NOTE: There are two different operation modes:
1142 ^ 1) handle directly on change (only changed dropdown is submitted)
1143 ^ 2) read the value on pressing a button (all dropdown values are available)
1144 ^ x and y position of dropdown
1146 ^ fieldname data is transferred to Lua
1147 ^ items to be shown in dropdown
1148 ^ index of currently selected dropdown item
1150 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1152 ^ x and y position of checkbox
1153 ^ name fieldname data is transferred to Lua
1154 ^ label to be shown left of checkbox
1155 ^ selected (optional) true/false
1156 ^ tooltip (optional)
1158 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1160 ^ there are two ways to use it:
1161 ^ 1) handle the changed event (only changed scrollbar is available)
1162 ^ 2) read the value on pressing a button (all scrollbars are available)
1163 ^ x and y position of trackbar
1165 ^ orientation vertical/horizontal
1166 ^ fieldname data is transferred to lua
1167 ^ value this trackbar is set to (0-1000)
1168 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1170 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1171 ^ show scrollable table using options defined by the previous tableoptions[]
1172 ^ displays cells as defined by the previous tablecolumns[]
1173 ^ x and y position the itemlist relative to the top left of the menu
1174 ^ w and h are the size of the itemlist
1175 ^ name fieldname sent to server on row select or doubleclick
1176 ^ cell 1...n cell contents given in row-major order
1177 ^ selected idx: index of row to be selected within table (first row = 1)
1178 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1180 tableoptions[<opt 1>;<opt 2>;...]
1181 ^ sets options for table[]:
1183 ^^ default text color (HEX-Color), defaults to #FFFFFF
1184 ^ background=#RRGGBB
1185 ^^ table background color (HEX-Color), defaults to #000000
1186 ^ border=<true/false>
1187 ^^ should the table be drawn with a border? (default true)
1189 ^^ highlight background color (HEX-Color), defaults to #466432
1190 ^ highlight_text=#RRGGBB
1191 ^^ highlight text color (HEX-Color), defaults to #FFFFFF
1193 ^^ all subtrees up to depth < value are open (default value = 0)
1194 ^^ only useful when there is a column of type "tree"
1196 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1197 ^ sets columns for table[]:
1198 ^ types: text, image, color, indent, tree
1199 ^^ text: show cell contents as text
1200 ^^ image: cell contents are an image index, use column options to define images
1201 ^^ color: cell contents are a HEX-Color and define color of following cell
1202 ^^ indent: cell contents are a number and define indentation of following cell
1203 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1205 ^^ align=<value> for "text" and "image": content alignment within cells
1206 ^^ available values: left (default), center, right, inline
1207 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1208 ^^ for "indent" and "tree": indent width in em (default 1.5)
1209 ^^ padding=<value> padding left of the column, in em (default 0.5)
1210 ^^ exception: defaults to 0 for indent columns
1211 ^^ tooltip=<value> tooltip text (default empty)
1212 ^ "image" column options:
1213 ^^ 0=<value> sets image for image index 0
1214 ^^ 1=<value> sets image for image index 1
1215 ^^ 2=<value> sets image for image index 2
1216 ^^ and so on; defined indices need not be contiguous
1217 ^^ empty or non-numeric cells are treated as 0
1218 ^ "color" column options:
1219 ^^ span=<value> number of following columns to affect (default infinite)
1221 Note: do NOT use a element name starting with "key_" those names are reserved to
1222 pass key press events to formspec!
1226 - "context": Selected node metadata (deprecated: "current_name")
1227 - "current_player": Player to whom the menu is shown
1228 - "player:<name>": Any player
1229 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1230 - "detached:<name>": A detached inventory
1235 ^ defines a color in hexadecimal format
1237 ^ defines a color in hexadecimal format and alpha channel
1239 ^ defines a color in hexadecimal format
1241 ^ defines a color in hexadecimal format and alpha channel
1245 vector.new([x[, y, z]]) -> vector
1246 ^ x is a table or the x position.
1247 vector.direction(p1, p2) -> vector
1248 vector.distance(p1, p2) -> number
1249 vector.length(v) -> number
1250 vector.normalize(v) -> vector
1251 vector.round(v) -> vector
1252 vector.equals(v1, v2) -> bool
1253 For the following functions x can be either a vector or a number.
1254 vector.add(v, x) -> vector
1255 vector.subtract(v, x) -> vector
1256 vector.multiply(v, x) -> vector
1257 vector.divide(v, x) -> vector
1261 dump2(obj, name="_", dumped={})
1262 ^ Return object serialized as a string, handles reference loops
1263 dump(obj, dumped={})
1264 ^ Return object serialized as a string
1266 ^ Get the hypotenuse of a triangle with legs x and y.
1267 Useful for distance calculation.
1268 string:split(separator)
1269 ^ e.g. string:split("a,b", ",") == {"a","b"}
1271 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1272 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1273 ^ Convert position to a printable string
1274 minetest.string_to_pos(string) -> position
1275 ^ Same but in reverse
1276 minetest.formspec_escape(string) -> string
1277 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1278 minetest.is_yes(arg)
1279 ^ returns whether arg can be interpreted as yes
1280 minetest.get_us_time()
1281 ^ returns time with microsecond precision
1283 minetest namespace reference
1284 -----------------------------
1286 minetest.get_current_modname() -> string
1287 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1288 ^ Useful for loading additional .lua modules or static data from mod
1289 minetest.get_modnames() -> list of installed mods
1290 ^ Return a list of installed mods, sorted alphabetically
1291 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1292 ^ Useful for storing custom data
1293 minetest.is_singleplayer()
1295 ^ table containing API feature flags: {foo=true, bar=true}
1296 minetest.has_feature(arg) -> bool, missing_features
1297 ^ arg: string or table in format {foo=true, bar=true}
1298 ^ missing_features: {foo=true, bar=true}
1299 minetest.get_player_information(playername)
1300 ^ table containing information about player peer:
1302 address = "127.0.0.1", -- IP address of client
1303 ip_version = 4, -- IPv4 / IPv6
1304 min_rtt = 0.01, -- minimum round trip time
1305 max_rtt = 0.2, -- maximum round trip time
1306 avg_rtt = 0.02, -- average round trip time
1307 min_jitter = 0.01, -- minimum packet time jitter
1308 max_jitter = 0.5, -- maximum packet time jitter
1309 avg_jitter = 0.03, -- average packet time jitter
1310 connection_uptime = 200, -- seconds since client connected
1312 -- following information is available on debug build only!!!
1313 -- DO NOT USE IN MODS
1314 --ser_vers = 26, -- serialization version used by client
1315 --prot_vers = 23, -- protocol version used by client
1316 --major = 0, -- major version number
1317 --minor = 4, -- minor version number
1318 --patch = 10, -- patch version number
1319 --vers_string = "0.4.9-git", -- full version string
1320 --state = "Active" -- current client state
1324 minetest.debug(line)
1325 ^ Always printed to stderr and logfile (print() is redirected here)
1327 minetest.log(loglevel, line)
1328 ^ loglevel one of "error", "action", "info", "verbose"
1330 Registration functions: (Call these only at load time)
1331 minetest.register_entity(name, prototype table)
1332 minetest.register_abm(abm definition)
1333 minetest.register_node(name, node definition)
1334 minetest.register_tool(name, item definition)
1335 minetest.register_craftitem(name, item definition)
1336 minetest.register_alias(name, convert_to)
1337 minetest.register_craft(recipe)
1338 minetest.register_ore(ore definition)
1339 minetest.register_decoration(decoration definition)
1340 minetest.override_item(name, redefinition)
1341 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1342 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1343 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1345 Global callback registration functions: (Call these only at load time)
1346 minetest.register_globalstep(func(dtime))
1347 ^ Called every server step, usually interval of 0.1s
1348 minetest.register_on_shutdown(func())
1349 ^ Called before server shutdown
1350 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1351 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1352 semi-frequent intervals as well as on server shutdown.
1353 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1354 ^ Called when a node has been placed
1355 ^ If return true no item is taken from itemstack
1356 ^ Not recommended; use on_construct or after_place_node in node definition
1358 minetest.register_on_dignode(func(pos, oldnode, digger))
1359 ^ Called when a node has been dug.
1360 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1362 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1363 ^ Called when a node is punched
1364 minetest.register_on_generated(func(minp, maxp, blockseed))
1365 ^ Called after generating a piece of world. Modifying nodes inside the area
1366 is a bit faster than usually.
1367 minetest.register_on_newplayer(func(ObjectRef))
1368 ^ Called after a new player has been created
1369 minetest.register_on_dieplayer(func(ObjectRef))
1370 ^ Called when a player dies
1371 minetest.register_on_respawnplayer(func(ObjectRef))
1372 ^ Called when player is to be respawned
1373 ^ Called _before_ repositioning of player occurs
1374 ^ return true in func to disable regular player placement
1375 minetest.register_on_prejoinplayer(func(name, ip))
1376 ^ Called before a player joins the game
1377 ^ If it returns a string, the player is disconnected with that string as reason
1378 minetest.register_on_joinplayer(func(ObjectRef))
1379 ^ Called when a player joins the game
1380 minetest.register_on_leaveplayer(func(ObjectRef))
1381 ^ Called when a player leaves the game
1382 minetest.register_on_cheat(func(ObjectRef, cheat))
1383 ^ Called when a player cheats
1384 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1385 minetest.register_on_chat_message(func(name, message))
1386 ^ Called always when a player says something
1387 minetest.register_on_player_receive_fields(func(player, formname, fields))
1388 ^ Called when a button is pressed in player's inventory form
1389 ^ Newest functions are called first
1390 ^ If function returns true, remaining functions are not called
1391 minetest.register_on_mapgen_init(func(MapgenParams))
1392 ^ Called just before the map generator is initialized but before the environment is initialized
1393 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1394 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1395 ^ Called when player crafts something
1396 ^ itemstack is the output
1397 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1398 ^ craft_inv is the inventory with the crafting grid
1399 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1400 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1401 ^ The same as before, except that it is called before the player crafts, to make
1402 ^ craft prediction, and it should not change anything.
1403 minetest.register_on_protection_violation(func(pos, name))
1404 ^ Called by builtin and mods when a player violates protection at a position
1405 (eg, digs a node or punches a protected entity).
1406 ^ The registered functions can be called using minetest.record_protection_violation
1407 ^ The provided function should check that the position is protected by the mod
1408 calling this function before it prints a message, if it does, to allow for
1409 multiple protection mods.
1410 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1411 ^ Called when an item is eaten, by minetest.item_eat
1412 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1414 Other registration functions:
1415 minetest.register_chatcommand(cmd, chatcommand definition)
1416 minetest.register_privilege(name, definition)
1417 ^ definition: "description text"
1419 description = "description text",
1420 give_to_singleplayer = boolean, -- default: true
1422 minetest.register_authentication_handler(handler)
1423 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1426 minetest.setting_set(name, value)
1427 minetest.setting_get(name) -> string or nil
1428 minetest.setting_setbool(name, value)
1429 minetest.setting_getbool(name) -> boolean value or nil
1430 minetest.setting_get_pos(name) -> position or nil
1431 minetest.setting_save() -> nil, save all settings to config file
1434 minetest.notify_authentication_modified(name)
1435 ^ Should be called by the authentication handler if privileges change.
1436 ^ To report everybody, set name=nil.
1437 minetest.get_password_hash(name, raw_password)
1438 ^ Convert a name-password pair to a password hash that minetest can use
1439 minetest.string_to_privs(str) -> {priv1=true,...}
1440 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1441 ^ Convert between two privilege representations
1442 minetest.set_player_password(name, password_hash)
1443 minetest.set_player_privs(name, {priv1=true,...})
1444 minetest.get_player_privs(name) -> {priv1=true,...}
1445 minetest.auth_reload()
1446 ^ These call the authentication handler
1447 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1448 ^ A quickhand for checking privileges
1449 minetest.get_player_ip(name) -> IP address string
1452 minetest.chat_send_all(text)
1453 minetest.chat_send_player(name, text)
1457 minetest.set_node(pos, node)
1458 minetest.add_node(pos, node): alias set_node(pos, node)
1459 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1460 minetest.swap_node(pos, node)
1461 ^ Set node at position, but don't remove metadata
1462 minetest.remove_node(pos)
1463 ^ Equivalent to set_node(pos, "air")
1464 minetest.get_node(pos)
1465 ^ Returns {name="ignore", ...} for unloaded area
1466 minetest.get_node_or_nil(pos)
1467 ^ Returns nil for unloaded area
1468 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1469 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1471 minetest.place_node(pos, node)
1472 ^ Place node with the same effects that a player would cause
1473 minetest.dig_node(pos)
1474 ^ Dig node with the same effects that a player would cause
1475 minetest.punch_node(pos)
1476 ^ Punch node with the same effects that a player would cause
1478 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1479 minetest.get_node_timer(pos) -- Get NodeTimerRef
1481 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1482 ^ Returns ObjectRef, or nil if failed
1483 minetest.add_item(pos, item): Spawn item
1484 ^ Returns ObjectRef, or nil if failed
1485 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1486 minetest.get_objects_inside_radius(pos, radius)
1487 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1488 minetest.get_timeofday()
1489 minetest.get_gametime(): returns the time, in seconds, since the world was created
1490 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1491 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1492 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1493 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1494 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1495 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1496 minetest.get_voxel_manip()
1497 ^ Return voxel manipulator object
1498 minetest.set_gen_notify(flags)
1499 ^ Set the types of on-generate notifications that should be collected
1500 ^ flags is a comma-delimited combination of:
1501 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1502 minetest.get_mapgen_object(objectname)
1503 ^ Return requested mapgen object if available (see Mapgen objects)
1504 minetest.set_mapgen_params(MapgenParams)
1505 ^ Set map generation parameters
1506 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1507 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1508 ^ Leave field unset to leave that parameter unchanged
1509 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1510 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1511 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1512 ^ Sets the default value of a noiseparam setting
1513 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1514 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1515 minetest.clear_objects()
1516 ^ clear all objects in the environments
1517 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1518 ^ Check if there is a direct line of sight between pos1 and pos2
1519 ^ Returns the position of the blocking node when false
1520 ^ pos1 First position
1521 ^ pos2 Second position
1522 ^ stepsize smaller gives more accurate results but requires more computing
1524 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1525 ^ -> table containing path
1526 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1527 ^ pos1: start position
1528 ^ pos2: end position
1529 ^ searchdistance: number of blocks to search in each direction
1530 ^ max_jump: maximum height difference to consider walkable
1531 ^ max_drop: maximum height difference to consider droppable
1532 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1533 minetest.spawn_tree (pos, {treedef})
1534 ^ spawns L-System tree at given pos with definition in treedef table
1535 minetest.transforming_liquid_add(pos)
1536 ^ add node to liquid update queue
1537 minetest.get_node_max_level(pos)
1538 ^ get max available level for leveled node
1539 minetest.get_node_level(pos)
1540 ^ get level of leveled node (water, snow)
1541 minetest.set_node_level(pos, level)
1542 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1543 minetest.add_node_level(pos, level)
1544 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1547 minetest.get_inventory(location) -> InvRef
1548 ^ location = e.g. {type="player", name="celeron55"}
1549 {type="node", pos={x=, y=, z=}}
1550 {type="detached", name="creative"}
1551 minetest.create_detached_inventory(name, callbacks) -> InvRef
1552 ^ callbacks: See "Detached inventory callbacks"
1553 ^ Creates a detached inventory. If it already exists, it is cleared.
1556 minetest.show_formspec(playername, formname, formspec)
1557 ^ playername: name of player to show formspec
1558 ^ formname: name passed to on_player_receive_fields callbacks
1559 ^ should follow "modname:<whatever>" naming convention
1560 ^ formspec: formspec to display
1561 minetest.formspec_escape(string) -> string
1562 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1563 minetest.explode_table_event(string) -> table
1564 ^ returns e.g. {type="CHG", row=1, column=2}
1565 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1566 minetest.explode_textlist_event(string) -> table
1567 ^ returns e.g. {type="CHG", index=1}
1568 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1569 minetest.explode_scrollbar_event(string) -> table
1570 ^ returns e.g. {type="CHG", value=500}
1571 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1574 minetest.inventorycube(img1, img2, img3)
1575 ^ Returns a string for making an image of a cube (useful as an item image)
1576 minetest.get_pointed_thing_position(pointed_thing, above)
1577 ^ Get position of a pointed_thing (that you can get from somewhere)
1578 minetest.dir_to_facedir(dir, is6d)
1579 ^ 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
1580 minetest.facedir_to_dir(facedir)
1581 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1582 minetest.dir_to_wallmounted(dir)
1583 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1584 minetest.get_node_drops(nodename, toolname)
1585 ^ Returns list of item names.
1586 ^ Note: This will be removed or modified in a future version.
1587 minetest.get_craft_result(input) -> output, decremented_input
1588 ^ input.method = 'normal' or 'cooking' or 'fuel'
1589 ^ input.width = for example 3
1590 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1591 stack 5, stack 6, stack 7, stack 8, stack 9 }
1592 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1593 ^ output.time = number, if unsuccessful: 0
1594 ^ decremented_input = like input
1595 minetest.get_craft_recipe(output) -> input
1596 ^ returns last registered recipe for output item (node)
1597 ^ output is a node or item type such as 'default:torch'
1598 ^ input.method = 'normal' or 'cooking' or 'fuel'
1599 ^ input.width = for example 3
1600 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1601 stack 5, stack 6, stack 7, stack 8, stack 9 }
1602 ^ input.items = nil if no recipe found
1603 minetest.get_all_craft_recipes(query item) -> table or nil
1604 ^ returns indexed table with all registered recipes for query item (node)
1605 or nil if no recipe was found
1608 method = 'normal' or 'cooking' or 'fuel'
1609 width = 0-3, 0 means shapeless recipe
1610 items = indexed [1-9] table with recipe items
1611 output = string with item name and quantity
1613 Example query for default:gold_ingot will return table:
1615 1={type = "cooking", width = 3, output = "default:gold_ingot",
1616 items = {1 = "default:gold_lump"}},
1617 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1618 items = {1 = "default:goldblock"}}
1620 minetest.handle_node_drops(pos, drops, digger)
1621 ^ drops: list of itemstrings
1622 ^ Handles drops from nodes after digging: Default action is to put them into
1624 ^ Can be overridden to get different functionality (e.g. dropping items on
1628 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1629 ^ Find who has done something to a node, or near a node
1630 ^ actor: "player:<name>", also "liquid".
1631 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1632 ^ Revert latest actions of someone
1633 ^ actor: "player:<name>", also "liquid".
1635 Defaults for the on_* item definition functions:
1636 (These return the leftover itemstack)
1637 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1638 ^ Place item as a node
1639 ^ param2 overrides facedir and wallmounted param2
1640 ^ returns itemstack, success
1641 minetest.item_place_object(itemstack, placer, pointed_thing)
1643 minetest.item_place(itemstack, placer, pointed_thing, param2)
1644 ^ Use one of the above based on what the item is.
1645 ^ Calls on_rightclick of pointed_thing.under if defined instead
1646 ^ Note: is not called when wielded item overrides on_place
1647 ^ param2 overrides facedir and wallmounted param2
1648 ^ returns itemstack, success
1649 minetest.item_drop(itemstack, dropper, pos)
1651 minetest.item_eat(hp_change, replace_with_item)
1652 ^ Eat the item. replace_with_item can be nil.
1654 Defaults for the on_punch and on_dig node definition callbacks:
1655 minetest.node_punch(pos, node, puncher, pointed_thing)
1656 ^ Calls functions registered by minetest.register_on_punchnode()
1657 minetest.node_dig(pos, node, digger)
1658 ^ Checks if node can be dug, puts item into inventory, removes node
1659 ^ Calls functions registered by minetest.registered_on_dignodes()
1662 minetest.sound_play(spec, parameters) -> handle
1663 ^ spec = SimpleSoundSpec
1664 ^ parameters = sound parameter table
1665 minetest.sound_stop(handle)
1668 minetest.after(time, func, ...)
1669 ^ Call function after time seconds
1670 ^ Optional: Variable number of arguments that are passed to func
1673 minetest.request_shutdown() -> request for server shutdown
1674 minetest.get_server_status() -> server status string
1677 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1678 minetest.get_ban_description(ip_or_name) -> ban description (string)
1679 minetest.ban_player(name) -> ban a player
1680 minetest.unban_player_or_ip(name) -> unban player or IP address
1681 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1684 minetest.add_particle(particle definition)
1685 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1686 size, collisiondetection, texture, playername)
1688 minetest.add_particlespawner(particlespawner definition)
1689 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1691 ^ Deprecated: minetest.add_particlespawner(amount, time,
1695 minexptime, maxexptime,
1697 collisiondetection, texture, playername)
1699 minetest.delete_particlespawner(id, player)
1700 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1701 ^ If playername is specified, only deletes on the player's client,
1702 ^ otherwise on all clients
1705 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1706 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1707 ^ Apply the specified probability values to the specified nodes in probability_list.
1708 ^ probability_list is an array of tables containing two fields, pos and prob.
1709 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1710 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1711 ^ If there are two or more entries with the same pos value, the last entry is used.
1712 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1713 ^ If probability_list is nil, no probabilities are applied.
1714 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1715 ^ the y position of the slice with a probability applied.
1716 ^ If slice probability list is nil, no slice probabilities are applied.
1717 ^ Saves schematic in the Minetest Schematic format to filename.
1719 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1720 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1721 ^ Rotation can be "0", "90", "180", "270", or "random".
1722 ^ If the rotation parameter is omitted, the schematic is not rotated.
1723 ^ replacements = {["old_name"] = "convert_to", ...}
1724 ^ force_placement is a boolean indicating whether nodes other than air and
1725 ^ ignore are replaced by the schematic
1728 minetest.get_connected_players() -> list of ObjectRefs
1729 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1730 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1731 minetest.get_position_from_hash(hash) -> position
1732 ^ Inverse transform of minetest.hash_node_position
1733 minetest.get_item_group(name, group) -> rating
1734 ^ Get rating of a group of an item. (0 = not in group)
1735 minetest.get_node_group(name, group) -> rating
1736 ^ Deprecated: An alias for the former.
1737 minetest.get_content_id(name) -> integer
1738 ^ Gets the internal content ID of name
1739 minetest.get_name_from_content_id(content_id) -> string
1740 ^ Gets the name of the content with that content ID
1741 minetest.parse_json(string[, nullvalue]) -> something
1742 ^ Convert a string containing JSON data into the Lua equivalent
1743 ^ nullvalue: returned in place of the JSON null; defaults to nil
1744 ^ On success returns a table, a string, a number, a boolean or nullvalue
1745 ^ On failure outputs an error message and returns nil
1746 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1747 minetest.write_json(data[, styled]) -> string or nil and error message
1748 ^ Convert a Lua table into a JSON string
1749 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1750 ^ Unserializable things like functions and userdata are saved as null.
1751 ^ Warning: JSON is more strict than the Lua table format.
1752 1. You can only use strings and positive integers of at least one as keys.
1753 2. You can not mix string and integer keys.
1754 This is due to the fact that JSON has two distinct array and object values.
1755 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1756 minetest.serialize(table) -> string
1757 ^ Convert a table containing tables, strings, numbers, booleans and nils
1758 into string form readable by minetest.deserialize
1759 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1760 minetest.deserialize(string) -> table
1761 ^ Convert a string returned by minetest.deserialize into a table
1762 ^ String is loaded in an empty sandbox environment.
1763 ^ Will load functions, but they cannot access the global environment.
1764 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1765 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1766 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1767 minetest.compress(data, method, ...) -> compressed_data
1768 ^ Compress a string of data.
1769 ^ `method` is a string identifying the compression method to be used.
1770 ^ Supported compression methods:
1771 ^ Deflate (zlib): "deflate"
1772 ^ `...` indicates method-specific arguments. Currently defined arguments are:
1773 ^ Deflate: `level` - Compression level, 0-9 or nil.
1774 minetest.decompress(compressed_data, method, ...) -> data
1775 ^ Decompress a string of data (using ZLib).
1776 ^ See documentation on minetest.compress() for supported compression methods.
1777 ^ currently supported.
1778 ^ `...` indicates method-specific arguments. Currently, no methods use this.
1779 minetest.is_protected(pos, name) -> bool
1780 ^ This function should be overridden by protection mods and should be used to
1781 check if a player can interact at a position.
1782 ^ This function should call the old version of itself if the position is not
1783 protected by the mod.
1785 local old_is_protected = minetest.is_protected
1786 function minetest.is_protected(pos, name)
1787 if mymod:position_protected_from(pos, name) then
1790 return old_is_protected(pos, name)
1792 minetest.record_protection_violation(pos, name)
1793 ^ This function calls functions registered with
1794 minetest.register_on_protection_violation.
1795 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1796 ^ Attempt to predict the desired orientation of the facedir-capable node
1797 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1798 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1799 field is false or omitted (else, the itemstack is not changed). orient_flags
1800 is an optional table containing extra tweaks to the placement code:
1801 invert_wall: if true, place wall-orientation on the ground and ground-
1802 orientation on the wall.
1803 force_wall: if true, always place the node in wall orientation.
1804 force_ceiling: if true, always place on the ceiling.
1805 force_floor: if true, always place the node on the floor.
1807 The above four options are mutually-exclusive; the last in the list takes
1808 precedence over the first.
1810 force_facedir: if true, forcefully reset the facedir to north when placing on
1811 the floor or ceiling
1813 minetest.rotate_node(itemstack, placer, pointed_thing)
1814 ^ calls rotate_and_place() with infinitestacks set according to the state of
1815 the creative mode setting, and checks for "sneak" to set the invert_wall
1818 minetest.forceload_block(pos)
1819 ^ forceloads the position pos.
1820 ^ returns true if area could be forceloaded
1822 minetest.forceload_free_block(pos)
1823 ^ stops forceloading the position pos.
1825 Please note that forceloaded areas are saved when the server restarts.
1828 minetest.env - EnvRef of the server environment and world.
1829 ^ Any function in the minetest namespace can be called using the syntax
1830 minetest.env:somefunction(somearguments)
1832 minetest.somefunction(somearguments)
1833 ^ Deprecated, but support is not to be dropped soon
1836 minetest.registered_items
1837 ^ List of registered items, indexed by name
1838 minetest.registered_nodes
1839 ^ List of registered node definitions, indexed by name
1840 minetest.registered_craftitems
1841 ^ List of registered craft item definitions, indexed by name
1842 minetest.registered_tools
1843 ^ List of registered tool definitions, indexed by name
1844 minetest.registered_entities
1845 ^ List of registered entity prototypes, indexed by name
1846 minetest.object_refs
1847 ^ List of object references, indexed by active object id
1848 minetest.luaentities
1849 ^ List of Lua entities, indexed by active object id
1853 NodeMetaRef: Node metadata - reference extra data and functionality stored
1855 - Can be gotten via minetest.get_nodemeta(pos)
1857 - set_string(name, value)
1859 - set_int(name, value)
1861 - set_float(name, value)
1863 - get_inventory() -> InvRef
1864 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1865 - from_table(nil or {})
1866 ^ See "Node Metadata"
1868 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1869 - Can be gotten via minetest.get_node_timer(pos)
1871 - set(timeout,elapsed)
1872 ^ set a timer's state
1873 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1874 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1875 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1878 ^ equivalent to set(timeout,0)
1881 - get_timeout() -> current timeout in seconds
1882 ^ if timeout is 0, timer is inactive
1883 - get_elapsed() -> current elapsed time in seconds
1884 ^ the node's on_timer function will be called after timeout-elapsed seconds
1885 - is_started() -> boolean state of timer
1886 ^ returns true if timer is started, otherwise false
1888 ObjectRef: Moving things in the game are generally these
1889 (basically reference to a C++ ServerActiveObject)
1891 - remove(): remove object (after returning from Lua)
1892 - getpos() -> {x=num, y=num, z=num}
1893 - setpos(pos); pos={x=num, y=num, z=num}
1894 - moveto(pos, continuous=false): interpolated move
1895 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1896 ^ puncher = an another ObjectRef,
1897 ^ time_from_last_punch = time since last punch action of the puncher
1898 ^ direction: can be nil
1899 - right_click(clicker); clicker = an another ObjectRef
1900 - get_hp(): returns number of hitpoints (2 * number of hearts)
1901 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1902 - get_inventory() -> InvRef
1903 - get_wield_list(): returns the name of the inventory list the wielded item is in
1904 - get_wield_index(): returns the index of the wielded item
1905 - get_wielded_item() -> ItemStack
1906 - set_wielded_item(item): replaces the wielded item, returns true if successful
1907 - set_armor_groups({group1=rating, group2=rating, ...})
1908 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1909 - set_attach(parent, bone, position, rotation)
1911 ^ position = {x=num, y=num, z=num} (relative)
1912 ^ rotation = {x=num, y=num, z=num}
1914 - set_bone_position(bone, position, rotation)
1916 ^ position = {x=num, y=num, z=num} (relative)
1917 ^ rotation = {x=num, y=num, z=num}
1918 - set_properties(object property table)
1919 LuaEntitySAO-only: (no-op for other objects)
1920 - setvelocity({x=num, y=num, z=num})
1921 - getvelocity() -> {x=num, y=num, z=num}
1922 - setacceleration({x=num, y=num, z=num})
1923 - getacceleration() -> {x=num, y=num, z=num}
1925 - getyaw() -> radians
1926 - settexturemod(mod)
1927 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1928 - select_horiz_by_yawpitch=false)
1929 ^ Select sprite from spritesheet with optional animation and DM-style
1930 texture selection based on yaw relative to camera
1931 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1933 Player-only: (no-op for other objects)
1934 - is_player(): true for players, false for others
1935 - get_player_name(): returns "" if is not a player
1936 - get_look_dir(): get camera direction as a unit vector
1937 - get_look_pitch(): pitch in radians
1938 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1939 - set_look_pitch(radians): sets look pitch
1940 - set_look_yaw(radians): sets look yaw
1941 - get_breath() : returns players breath
1942 - set_breath(value) : sets players breath
1943 values: 0 player is drowning,
1944 1-10 number of bubbles remain,
1945 11 bubbles bar is not shown
1946 - set_inventory_formspec(formspec)
1947 ^ Redefine player's inventory form
1948 ^ Should usually be called in on_joinplayer
1949 - get_inventory_formspec() -> formspec string
1950 - get_player_control(): returns table with player pressed keys
1951 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1952 - get_player_control_bits(): returns integer with bit packed player pressed keys
1953 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1954 - set_physics_override({
1955 speed = 1.0, -- multiplier to default value
1956 jump = 1.0, -- multiplier to default value
1957 gravity = 1.0, -- multiplier to default value
1958 sneak = true, -- whether player can sneak
1959 sneak_glitch = true, -- whether player can use the sneak glitch
1961 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1962 - hud_remove(id): remove the HUD element of the specified id
1963 - hud_change(id, stat, value): change a value of a previously added HUD element
1964 ^ element stat values: position, name, scale, text, number, item, dir
1965 - hud_get(id): gets the HUD element definition structure of the specified ID
1966 - hud_set_flags(flags): sets specified HUD flags to true/false
1967 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1968 ^ pass a table containing a true/false value of each flag to be set or unset
1969 ^ if a flag is nil, the flag is not modified
1970 - hud_get_flags(): returns a table containing status of hud flags
1971 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1972 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1973 ^ count: number of items, must be between 1 and 23
1974 - hud_set_hotbar_image(texturename)
1975 ^ sets background image for hotbar
1976 - hud_set_hotbar_selected_image(texturename)
1977 ^ sets image for selected item of hotbar
1978 - hud_replace_builtin(name, hud definition)
1979 ^ replace definition of a builtin hud element
1980 ^ name: "breath" or "health"
1981 ^ hud definition: definition to replace builtin definition
1982 - set_sky(bgcolor, type, {texture names})
1983 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
1985 - "regular": Uses 0 textures, bgcolor ignored
1986 - "skybox": Uses 6 textures, bgcolor used
1987 - "plain": Uses 0 textures, bgcolor used
1988 ^ Note: currently does not work directly in on_joinplayer; use
1989 minetest.after(0) in there.
1990 - override_day_night_ratio(ratio or nil)
1991 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
1992 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
1993 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
1994 ^ stand/idle animation key frames
1995 ^ walk animation key frames
1996 ^ dig animation key frames
1997 ^ walk+dig animation key frames
1998 ^ animation frame speed
1999 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
2000 ^ in first person view
2001 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
2003 InvRef: Reference to an inventory
2005 - is_empty(listname): return true if list is empty
2006 - get_size(listname): get size of a list
2007 - set_size(listname, size): set size of a list
2008 ^ returns false on error (e.g. invalid listname or listsize)
2009 - get_width(listname): get width of a list
2010 - set_width(listname, width): set width of list; currently used for crafting
2011 - get_stack(listname, i): get a copy of stack index i in list
2012 - set_stack(listname, i, stack): copy stack to index i in list
2013 - get_list(listname): return full list
2014 - set_list(listname, list): set full list (size will not change)
2015 - get_lists(): returns list of inventory lists
2016 - set_lists(lists): sets inventory lists (size will not change)
2017 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2018 - room_for_item(listname, stack): returns true if the stack of items
2019 can be fully added to the list
2020 - contains_item(listname, stack): returns true if the stack of items
2021 can be fully taken from the list
2022 remove_item(listname, stack): take as many items as specified from the list,
2023 returns the items that were actually removed (as an ItemStack)
2024 - get_location() -> location compatible to minetest.get_inventory(location)
2025 -> {type="undefined"} in case location is not known
2027 ItemStack: A stack of items.
2028 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2030 - is_empty(): return true if stack is empty
2031 - get_name(): returns item name (e.g. "default:stone")
2032 - set_name(itemname)
2033 - get_count(): returns number of items on the stack
2035 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2037 - get_metadata(): returns metadata (a string attached to an item stack)
2038 - set_metadata(metadata)
2039 - clear(): removes all items from the stack, making it empty
2040 - replace(item): replace the contents of this stack (item can also
2041 be an itemstring or table)
2042 - to_string(): returns the stack in itemstring form
2043 - to_table(): returns the stack in Lua table form
2044 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2045 - get_free_space(): returns get_stack_max() - get_count()
2046 - is_known(): returns true if the item name refers to a defined item type
2047 - get_definition(): returns the item definition table
2048 - get_tool_capabilities(): returns the digging properties of the item,
2049 ^ or those of the hand if none are defined for this item type
2050 - add_wear(amount): increases wear by amount if the item is a tool
2051 - add_item(item): put some item or stack onto this stack,
2052 ^ returns leftover ItemStack
2053 - item_fits(item): returns true if item or stack can be fully added to this one
2054 - take_item(n): take (and remove) up to n items from this stack
2055 ^ returns taken ItemStack
2056 ^ if n is omitted, n=1 is used
2057 - peek_item(n): copy (don't remove) up to n items from this stack
2058 ^ returns copied ItemStack
2059 ^ if n is omitted, n=1 is used
2061 PseudoRandom: A pseudorandom number generator
2062 - Can be created via PseudoRandom(seed)
2064 - next(): return next integer random number [0...32767]
2065 - next(min, max): return next integer random number [min...max]
2066 (max - min) must be 32767 or <= 6553 due to the simple
2067 implementation making bad distribution otherwise.
2069 PerlinNoise: A perlin noise generator
2070 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
2071 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
2073 - get2d(pos) -> 2d noise value at pos={x=,y=}
2074 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2076 PerlinNoiseMap: A fast, bulk perlin noise generator
2077 - Can be created via PerlinNoiseMap(noiseparams, size)
2078 - Also minetest.get_perlin_map(noiseparams, size)
2080 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2081 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2082 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2083 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2085 VoxelManip: An interface to the MapVoxelManipulator for Lua
2086 - Can be created via VoxelManip()
2087 - Also minetest.get_voxel_manip()
2089 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2090 ^ returns actual emerged pmin, actual emerged pmax
2091 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2092 ^ important: data must be set using VoxelManip:set_data before calling this
2093 - get_node_at(pos): Returns a MapNode table of the node currently loaded in the VoxelManip at that position
2094 - set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at that position
2095 - get_data(): Gets the data read into the VoxelManip object
2096 ^ returns raw node data is in the form of an array of node content ids
2097 - set_data(data): Sets the data contents of the VoxelManip object
2098 - update_map(): Update map after writing chunk back to map.
2099 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2100 ^ retrieved from minetest.get_mapgen_object
2101 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2102 ^ light is a table, {day=<0...15>, night=<0...15>}
2103 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2104 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2105 - get_light_data(): Gets the light data read into the VoxelManip object
2106 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2107 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2108 ^ light = day + (night * 16)
2109 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2110 ^ expects lighting data in the same format that get_light_data() returns
2111 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2112 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2113 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2114 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2115 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2116 - update_liquids(): Update liquid flow
2117 - was_modified(): Returns true or false if the data in the voxel manipulator had been modified since
2118 the last read from map, due to a call to minetest.set_data() on the loaded area elsewhere
2120 VoxelArea: A helper class for voxel areas
2121 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2122 - Coordinates are *inclusive*, like most other things in Minetest
2124 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2125 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2126 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2127 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2128 - indexp(p): same as above, except takes a vector
2129 - position(i): returns the absolute position vector corresponding to index i
2130 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2131 - containsp(p): same as above, except takes a vector
2132 - containsi(i): same as above, except takes an index
2133 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2134 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2135 - iterp(minp, maxp): same as above, except takes a vector
2137 Settings: An interface to read config files in the format of minetest.conf
2138 - Can be created via Settings(filename)
2141 - get_bool(key) -> boolean
2143 - remove(key) -> success
2144 - get_names() -> {key1,...}
2145 - write() -> success
2146 ^ write changes to file
2147 - to_table() -> {[key1]=value1,...}
2151 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2152 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2153 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2154 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2156 The following Mapgen objects are currently available:
2159 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2160 order. All mapgens support this object.
2163 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2164 generated chunk by the current mapgen.
2167 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2171 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2175 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2179 Returns a table mapping requested generation notification types to arrays of positions at which the
2180 corresponding generated structures are located at within the current chunk. To set the capture of positions
2181 of interest to be recorded on generate, use minetest.set_gen_notify().
2182 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2185 --------------------
2186 - Functions receive a "luaentity" as self:
2187 - It has the member .name, which is the registered name ("mod:thing")
2188 - It has the member .object, which is an ObjectRef pointing to the object
2189 - The original prototype stuff is visible directly via a metatable
2191 - on_activate(self, staticdata)
2192 ^ Called when the object is instantiated.
2193 - on_step(self, dtime)
2194 ^ Called on every server tick (dtime is usually 0.1 seconds)
2195 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2196 ^ Called when somebody punches the object.
2197 ^ Note that you probably want to handle most punches using the
2198 automatic armor group system.
2199 ^ puncher: ObjectRef (can be nil)
2200 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2201 ^ tool_capabilities: capability table of used tool (can be nil)
2202 ^ dir: unit vector of direction of punch. Always defined. Points from
2203 the puncher to the punched.
2204 - on_rightclick(self, clicker)
2205 - get_staticdata(self)
2206 ^ Should return a string that will be passed to on_activate when
2207 the object is instantiated the next time.
2212 axiom, - string initial tree axiom
2213 rules_a, - string rules set A
2214 rules_b, - string rules set B
2215 rules_c, - string rules set C
2216 rules_d, - string rules set D
2217 trunk, - string trunk node name
2218 leaves, - string leaves node name
2219 leaves2, - string secondary leaves node name
2220 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2221 angle, - num angle in deg
2222 iterations, - num max # of iterations, usually 2 -5
2223 random_level, - num factor to lower nr of iterations, usually 0 - 3
2224 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2225 thin_branches, - boolean true -> use thin (1 node) branches
2226 fruit, - string fruit node name
2227 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2228 seed, - num random seed; if no seed is provided, the engine will create one
2231 Key for Special L-System Symbols used in Axioms
2232 G - move forward one unit with the pen up
2233 F - move forward one unit with the pen down drawing trunks and branches
2234 f - move forward one unit with the pen down drawing leaves (100% chance)
2235 T - move forward one unit with the pen down drawing trunks only
2236 R - move forward one unit with the pen down placing fruit
2237 A - replace with rules set A
2238 B - replace with rules set B
2239 C - replace with rules set C
2240 D - replace with rules set D
2241 a - replace with rules set A, chance 90%
2242 b - replace with rules set B, chance 80%
2243 c - replace with rules set C, chance 70%
2244 d - replace with rules set D, chance 60%
2245 + - yaw the turtle right by angle parameter
2246 - - yaw the turtle left by angle parameter
2247 & - pitch the turtle down by angle parameter
2248 ^ - pitch the turtle up by angle parameter
2249 / - roll the turtle to the right by angle parameter
2250 * - roll the turtle to the left by angle parameter
2251 [ - save in stack current state info
2252 ] - recover from stack state info
2254 Example usage: spawn small apple tree
2257 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2258 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2259 trunk="default:tree",
2260 leaves="default:leaves",
2264 trunk_type="single",
2267 fruit="default:apple"
2269 minetest.spawn_tree(pos,apple_tree)
2278 collide_with_objects = true, -- collide with other objects if physical=true
2280 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2281 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2282 visual_size = {x=1, y=1},
2284 textures = {}, -- number of required textures depends on visual
2285 colors = {}, -- number of required colors depends on visual
2286 spritediv = {x=1, y=1},
2287 initial_sprite_basepos = {x=0, y=0},
2289 makes_footstep_sound = false,
2290 automatic_rotate = false,
2292 automatic_face_movement_dir = 0.0,
2293 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2296 Entity definition (register_entity)
2298 (Deprecated: Everything in object properties is read directly from here)
2300 initial_properties = <initial object properties>,
2302 on_activate = function(self, staticdata, dtime_s),
2303 on_step = function(self, dtime),
2304 on_punch = function(self, hitter),
2305 on_rightclick = function(self, clicker),
2306 get_staticdata = function(self),
2307 ^ Called sometimes; the string returned is passed to on_activate when
2308 the entity is re-activated from static state
2310 # Also you can define arbitrary member variables here
2311 myvariable = whatever,
2314 ABM (ActiveBlockModifier) definition (register_abm)
2316 -- In the following two fields, also group:groupname will work.
2317 nodenames = {"default:lava_source"},
2318 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2319 ^ If left out or empty, any neighbor will do
2320 interval = 1.0, -- (operation interval)
2321 chance = 1, -- (chance of trigger is 1.0/this)
2322 action = func(pos, node, active_object_count, active_object_count_wider),
2325 Item definition (register_node, register_craftitem, register_tool)
2327 description = "Steel Axe",
2328 groups = {}, -- key=name, value=rating; rating=1..3.
2329 if rating not applicable, use 1.
2330 e.g. {wool=1, fluffy=3}
2331 {soil=2, outerspace=1, crumbly=1}
2332 {bendy=2, snappy=1},
2333 {hard=1, metal=1, spikes=1}
2334 inventory_image = "default_tool_steelaxe.png",
2336 wield_scale = {x=1,y=1,z=1},
2339 liquids_pointable = false,
2340 tool_capabilities = {
2341 full_punch_interval = 1.0,
2345 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2346 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2348 damage_groups = {groupname=damage},
2350 node_placement_prediction = nil,
2351 ^ If nil and item is node, prediction is made automatically
2352 ^ If nil and item is not a node, no prediction is made
2353 ^ If "" and item is anything, no prediction is made
2354 ^ Otherwise should be name of node which the client immediately places
2355 on ground when the player places the item. Server will always update
2356 actual result to client in a short moment.
2358 place = <SimpleSoundSpec>,
2361 on_place = func(itemstack, placer, pointed_thing),
2362 ^ Shall place item and return the leftover itemstack
2363 ^ default: minetest.item_place
2364 on_drop = func(itemstack, dropper, pos),
2365 ^ Shall drop item and return the leftover itemstack
2366 ^ default: minetest.item_drop
2367 on_use = func(itemstack, user, pointed_thing),
2369 ^ Function must return either nil if no item shall be removed from
2370 inventory, or an itemstack to replace the original itemstack.
2371 e.g. itemstack:take_item(); return itemstack
2372 ^ Otherwise, the function is free to do what it wants.
2373 ^ The default functions handle regular use cases.
2374 after_use = func(itemstack, user, node, digparams),
2376 ^ If defined, should return an itemstack and will be called instead of
2377 wearing out the tool. If returns nil, does nothing.
2378 If after_use doesn't exist, it is the same as:
2379 function(itemstack, user, node, digparams)
2380 itemstack:add_wear(digparams.wear)
2387 - {name="image.png", animation={Tile Animation definition}}
2388 - {name="image.png", backface_culling=bool}
2389 ^ backface culling only supported in special tiles
2390 - deprecated still supported field names:
2393 Tile animation definition:
2394 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2396 Node definition (register_node)
2398 <all fields allowed in item definitions>,
2400 drawtype = "normal", -- See "Node drawtypes"
2402 ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
2403 ^ For plantlike, the image will start at the bottom of the node; for the
2404 ^ other drawtypes, the image will be centered on the node.
2405 ^ Note that positioning for "torchlike" may still change.
2406 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2407 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2408 ^ List can be shortened to needed length
2409 special_tiles = {tile definition 1, Tile definition 2},
2410 ^ Special textures of node; used rarely (old field name: special_materials)
2411 ^ List can be shortened to needed length
2413 use_texture_alpha = false, -- Use texture's alpha channel
2414 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2415 paramtype = "none", -- See "Nodes"
2416 paramtype2 = "none", -- See "Nodes"
2417 is_ground_content = true, -- If false, the cave generator will not carve through this
2418 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2419 walkable = true, -- If true, objects collide with node
2420 pointable = true, -- If true, can be pointed at
2421 diggable = true, -- If false, can never be dug
2422 climbable = false, -- If true, can be climbed on (ladder)
2423 buildable_to = false, -- If true, placed nodes can replace this node
2424 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
2425 liquidtype = "none", -- "none"/"source"/"flowing"
2426 liquid_alternative_flowing = "", -- Flowing version of source liquid
2427 liquid_alternative_source = "", -- Source version of flowing liquid
2428 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2429 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2430 freezemelt = "", -- water for snow/ice, ice/snow for water
2431 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2432 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2433 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2434 light_source = 0, -- Amount of light emitted by node
2435 damage_per_second = 0, -- If player is inside node, this damage is caused
2436 node_box = {type="regular"}, -- See "Node boxes"
2437 selection_box = {type="regular"}, -- See "Node boxes"
2438 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2439 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2440 legacy_wallmounted = false, -- Support maps made in and before January 2012
2442 footstep = <SimpleSoundSpec>,
2443 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2444 dug = <SimpleSoundSpec>,
2445 place = <SimpleSoundSpec>,
2448 on_construct = func(pos),
2449 ^ Node constructor; always called after adding node
2450 ^ Can set up metadata and stuff like that
2452 on_destruct = func(pos),
2453 ^ Node destructor; always called before removing node
2455 after_destruct = func(pos, oldnode),
2456 ^ Node destructor; always called after removing node
2459 after_place_node = func(pos, placer, itemstack, pointed_thing),
2460 ^ Called after constructing node when node was placed using
2461 minetest.item_place_node / minetest.place_node
2462 ^ If return true no item is taken from itemstack
2464 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2465 ^ oldmetadata is in table format
2466 ^ Called after destructing node when node was dug using
2467 minetest.node_dig / minetest.dig_node
2469 can_dig = function(pos,player)
2470 ^ returns true if node can be dug, or false if not
2473 on_punch = func(pos, node, puncher, pointed_thing),
2474 ^ default: minetest.node_punch
2475 ^ By default: Calls minetest.register_on_punchnode callbacks
2476 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2478 ^ if defined, itemstack will hold clicker's wielded item
2479 ^ Shall return the leftover itemstack
2480 ^ Note: pointed_thing can be nil, if a mod calls this function
2482 on_dig = func(pos, node, digger),
2483 ^ default: minetest.node_dig
2484 ^ By default: checks privileges, wears out tool and removes node
2486 on_timer = function(pos,elapsed),
2488 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2489 ^ elapsed is the total time passed since the timer was started
2490 ^ return true to run the timer for another cycle with the same timeout value
2492 on_receive_fields = func(pos, formname, fields, sender),
2493 ^ fields = {name1 = value1, name2 = value2, ...}
2494 ^ Called when an UI form (e.g. sign text input) returns data
2497 allow_metadata_inventory_move = func(pos, from_list, from_index,
2498 to_list, to_index, count, player),
2499 ^ Called when a player wants to move items inside the inventory
2500 ^ Return value: number of items allowed to move
2502 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2503 ^ Called when a player wants to put something into the inventory
2504 ^ Return value: number of items allowed to put
2505 ^ Return value: -1: Allow and don't modify item count in inventory
2507 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2508 ^ Called when a player wants to take something out of the inventory
2509 ^ Return value: number of items allowed to take
2510 ^ Return value: -1: Allow and don't modify item count in inventory
2512 on_metadata_inventory_move = func(pos, from_list, from_index,
2513 to_list, to_index, count, player),
2514 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2515 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2516 ^ Called after the actual action has happened, according to what was allowed.
2519 on_blast = func(pos, intensity),
2520 ^ intensity: 1.0 = mid range of regular TNT
2521 ^ If defined, called when an explosion touches the node, instead of
2525 Recipe for register_craft: (shaped)
2527 output = 'default:pick_stone',
2529 {'default:cobble', 'default:cobble', 'default:cobble'},
2530 {'', 'default:stick', ''},
2531 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2533 replacements = <optional list of item pairs,
2534 replace one input item with another item on crafting>
2537 Recipe for register_craft (shapeless)
2540 output = 'mushrooms:mushroom_stew',
2543 "mushrooms:mushroom_brown",
2544 "mushrooms:mushroom_red",
2546 replacements = <optional list of item pairs,
2547 replace one input item with another item on crafting>
2550 Recipe for register_craft (tool repair)
2552 type = "toolrepair",
2553 additional_wear = -0.02,
2556 Recipe for register_craft (cooking)
2559 output = "default:glass",
2560 recipe = "default:sand",
2564 Recipe for register_craft (furnace fuel)
2567 recipe = "default:leaves",
2571 Ore definition (register_ore)
2573 ore_type = "scatter", -- See "Ore types"
2574 ore = "default:stone_with_coal",
2575 wherein = "default:stone",
2576 ^ a list of nodenames is supported too
2577 clust_scarcity = 8*8*8,
2578 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2579 ^ This value should be *MUCH* higher than your intuition might tell you!
2581 ^ Number of ores in a cluster
2583 ^ Size of the bounding box of the cluster
2584 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2585 height_min = -31000,
2588 ^ Attributes for this ore generation
2589 noise_threshhold = 0.5,
2590 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2591 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2592 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2593 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2596 Decoration definition (register_decoration)
2598 deco_type = "simple", -- See "Decoration types"
2599 place_on = "default:dirt_with_grass",
2600 ^ Node that decoration can be placed on
2602 ^ Size of divisions made in the chunk being generated.
2603 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2605 ^ Ratio of the area to be uniformly filled by the decoration.
2606 ^ Used only if noise_params is not specified.
2607 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2608 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2609 ^ The result of this is multiplied by the 2d area of the division being decorated.
2610 biomes = {"Oceanside", "Hills", "Plains"},
2611 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2612 ^ and ignored if the Mapgen being used does not support biomes.
2614 ----- Simple-type parameters
2615 decoration = "default:grass",
2616 ^ The node name used as the decoration.
2617 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2619 ^ Number of nodes high the decoration is made.
2620 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2622 ^ Number of nodes the decoration can be at maximum.
2623 ^ If absent, the parameter 'height' is used as a constant.
2624 spawn_by = "default:water",
2625 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2627 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2628 ^ If absent or -1, decorations occur next to any nodes.
2630 ----- Schematic-type parameters
2631 schematic = "foobar.mts",
2632 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2633 ^ specified Minetest schematic file.
2634 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2635 ^ and an optional table yslice_prob:
2637 size = {x=4, y=6, z=4},
2639 {name="cobble", param1=255, param2=0},
2640 {name="dirt_with_grass", param1=255, param2=0},
2649 ^ See 'Schematic specifier' for details.
2650 replacements = {["oldname"] = "convert_to", ...},
2651 flags = "place_center_x, place_center_z",
2652 ^ Flags for schematic decorations. See 'Schematic attributes'.
2653 rotation = "90" -- rotate schematic 90 degrees on placement
2654 ^ Rotation can be "0", "90", "180", "270", or "random".
2657 Chatcommand definition (register_chatcommand)
2659 params = "<name> <privilege>", -- Short parameter description
2660 description = "Remove privilege from player", -- Full description
2661 privs = {privs=true}, -- Require the "privs" privilege to run
2662 func = function(name, param), -- Called when command is run.
2663 -- Returns boolean success and text output.
2666 Detached inventory callbacks
2668 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2669 ^ Called when a player wants to move items inside the inventory
2670 ^ Return value: number of items allowed to move
2672 allow_put = func(inv, listname, index, stack, player),
2673 ^ Called when a player wants to put something into the inventory
2674 ^ Return value: number of items allowed to put
2675 ^ Return value: -1: Allow and don't modify item count in inventory
2677 allow_take = func(inv, listname, index, stack, player),
2678 ^ Called when a player wants to take something out of the inventory
2679 ^ Return value: number of items allowed to take
2680 ^ Return value: -1: Allow and don't modify item count in inventory
2682 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2683 on_put = func(inv, listname, index, stack, player),
2684 on_take = func(inv, listname, index, stack, player),
2685 ^ Called after the actual action has happened, according to what was allowed.
2689 HUD Definition (hud_add, hud_get)
2691 hud_elem_type = "image", -- see HUD element types
2692 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2693 position = {x=0.5, y=0.5},
2694 ^ Left corner position of element
2700 ^ Selected item in inventory. 0 for no item selected.
2702 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2703 alignment = {x=0, y=0},
2704 ^ See "HUD Element Types"
2705 offset = {x=0, y=0},
2706 ^ See "HUD Element Types"
2707 size = { x=100, y=100 },
2708 ^ Size of element in pixels
2711 Particle definition (add_particle)
2713 pos = {x=0, y=0, z=0},
2714 velocity = {x=0, y=0, z=0},
2715 acceleration = {x=0, y=0, z=0},
2716 ^ Spawn particle at pos with velocity and acceleration
2718 ^ Disappears after expirationtime seconds
2720 collisiondetection = false,
2721 ^ collisiondetection: if true collides with physical objects
2723 ^ vertical: if true faces player using y axis only
2724 texture = "image.png",
2725 ^ Uses texture (string)
2726 playername = "singleplayer"
2727 ^ optional, if specified spawns particle only on the player's client
2730 ParticleSpawner definition (add_particlespawner)
2734 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2735 minpos = {x=0, y=0, z=0},
2736 maxpos = {x=0, y=0, z=0},
2737 minvel = {x=0, y=0, z=0},
2738 maxvel = {x=0, y=0, z=0},
2739 minacc = {x=0, y=0, z=0},
2740 maxacc = {x=0, y=0, z=0},
2745 ^ The particle's properties are random values in between the bounds:
2746 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2747 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2748 collisiondetection = false,
2749 ^ collisiondetection: if true uses collision detection
2751 ^ vertical: if true faces player using y axis only
2752 texture = "image.png",
2753 ^ Uses texture (string)
2754 playername = "singleplayer"
2755 ^ Playername is optional, if specified spawns particle only on the player's client