1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
62 Mod directory structure
63 ------------------------
69 | | |-- modname_stuff.png
70 | | `-- modname_something_else.png
77 The location of this directory can be fetched by using
78 minetest.get_modpath(modname)
81 List of mods that have to be loaded before loading this mod.
82 A single line contains a single modname.
85 The main Lua script. Running this script should register everything it
86 wants to register. Subsequent execution depends on minetest calling the
89 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
90 to read custom or existing settings at load time, if necessary.
92 textures, sounds, media:
93 Media files (textures, sounds, whatever) that will be transferred to the
94 client and will be available for use by the mod.
96 Naming convention for registered textual names
97 ----------------------------------------------
98 Registered names should generally be in this format:
99 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
101 This is to prevent conflicting names from corrupting maps and is
102 enforced by the mod loader.
104 Example: mod "experimental", ideal item/node/entity name "tnt":
105 -> the name should be "experimental:tnt".
107 Enforcement can be overridden by prefixing the name with ":". This can
108 be used for overriding the registrations of some other mod.
110 Example: Any mod can redefine experimental:tnt by using the name
111 ":experimental:tnt" when registering it.
112 (also that mod is required to have "experimental" as a dependency)
114 The ":" prefix can also be used for maintaining backwards compatibility.
118 Aliases can be added by using minetest.register_alias(name, convert_to)
120 This will make Minetest to convert things called name to things called
123 This can be used for maintaining backwards compatibility.
125 This can be also used for setting quick access names for things, eg. if
126 you have an item called epiclylongmodname:stuff, you could do
127 minetest.register_alias("stuff", "epiclylongmodname:stuff")
128 and be able to use "/giveme stuff".
132 Mods should generally prefix their textures with modname_, eg. given
133 the mod name "foomod", a texture could be called
134 "foomod_foothing.png"
136 Textures are referred to by their complete name, or alternatively by
137 stripping out the file extension:
138 eg. foomod_foothing.png
143 Only OGG files are supported.
145 For positional playing of sounds, only single-channel (mono) files are
146 supported. Otherwise OpenAL will play them non-positionally.
148 Mods should generally prefix their sounds with modname_, eg. given
149 the mod name "foomod", a sound could be called
150 "foomod_foosound.ogg"
152 Sounds are referred to by their name with a dot, a single digit and the
153 file extension stripped out. When a sound is played, the actual sound file
154 is chosen randomly from the matching sounds.
156 When playing the sound "foomod_foosound", the sound is chosen randomly
157 from the available ones of the following files:
159 foomod_foosound.0.ogg
160 foomod_foosound.1.ogg
162 foomod_foosound.9.ogg
164 Examples of sound parameter tables:
165 -- Play locationless on all clients
167 gain = 1.0, -- default
169 -- Play locationless to a player
172 gain = 1.0, -- default
174 -- Play in a location
177 gain = 1.0, -- default
178 max_hear_distance = 32, -- default
180 -- Play connected to an object, looped
182 object = <an ObjectRef>,
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
185 loop = true, -- only sounds connected to objects can be looped
190 eg. "default_place_node"
192 eg. {name="default_place_node"}
193 eg. {name="default_place_node", gain=1.0}
195 Registered definitions of stuff
196 --------------------------------
197 Anything added using certain minetest.register_* functions get added to
198 the global minetest.registered_* tables.
200 minetest.register_entity(name, prototype table)
201 -> minetest.registered_entities[name]
203 minetest.register_node(name, node definition)
204 -> minetest.registered_items[name]
205 -> minetest.registered_nodes[name]
207 minetest.register_tool(name, item definition)
208 -> minetest.registered_items[name]
210 minetest.register_craftitem(name, item definition)
211 -> minetest.registered_items[name]
213 Note that in some cases you will stumble upon things that are not contained
214 in these tables (eg. when a mod has been removed). Always check for
215 existence before trying to access the fields.
217 Example: If you want to check the drawtype of a node, you could do:
219 local function get_nodedef_field(nodename, fieldname)
220 if not minetest.registered_nodes[nodename] then
223 return minetest.registered_nodes[nodename][fieldname]
225 local drawtype = get_nodedef_field(nodename, "drawtype")
227 Example: minetest.get_item_group(name, group) has been implemented as:
229 function minetest.get_item_group(name, group)
230 if not minetest.registered_items[name] or not
231 minetest.registered_items[name].groups[group] then
234 return minetest.registered_items[name].groups[group]
239 Nodes are the bulk data of the world: cubes and other things that take the
240 space of a cube. Huge amounts of them are handled efficiently, but they
243 The definition of a node is stored and can be accessed by name in
244 minetest.registered_nodes[node.name]
245 See "Registered definitions of stuff".
247 Nodes are passed by value between Lua and the engine.
248 They are represented by a table:
249 {name="name", param1=num, param2=num}
251 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
252 uses them for certain automated functions. If you don't use these
253 functions, you can use them to store arbitrary values.
255 The functions of param1 and param2 are determined by certain fields in the
257 param1 is reserved for the engine when paramtype != "none":
259 ^ The value stores light with and without sun in it's
260 upper and lower 4 bits.
261 param2 is reserved for the engine when any of these are used:
262 liquidtype == "flowing"
263 ^ The level and some flags of the liquid is stored in param2
264 drawtype == "flowingliquid"
265 ^ The drawn liquid level is read from param2
266 drawtype == "torchlike"
267 drawtype == "signlike"
268 paramtype2 == "wallmounted"
269 ^ The rotation of the node is stored in param2. You can make this value
270 by using minetest.dir_to_wallmounted().
271 paramtype2 == "facedir"
272 ^ The rotation of the node is stored in param2. Furnaces and chests are
273 rotated this way. Can be made by using minetest.dir_to_facedir().
275 Representations of simple things
276 --------------------------------
278 {x=num, y=num, z=num}
279 Currently the API does not provide any helper functions for addition,
280 subtraction and whatever; you can define those that you need yourself.
284 Node (register_node):
285 A node from the world
286 Tool (register_tool):
287 A tool/weapon that can dig and damage things according to tool_capabilities
288 Craftitem (register_craftitem):
291 Items and item stacks can exist in three formats:
293 Serialized; This is called stackstring or itemstring:
295 eg. 'default:pick_wood 21323'
299 eg. {name="default:dirt", count=5, wear=0, metadata=""}
301 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
302 ^ a wooden pick about 1/3 weared out
303 eg. {name="default:apple", count=1, wear=0, metadata=""}
307 C++ native format with many helper methods. Useful for converting between
308 formats. See the Class reference section for details.
310 When an item must be passed to a function, it can usually be in any of
315 In a number of places, there is a group table. Groups define the
316 properties of a thing (item, node, armor of entity, capabilities of
317 tool) in such a way that the engine and other mods can can interact with
318 the thing without actually knowing what the thing is.
321 - Groups are stored in a table, having the group names with keys and the
322 group ratings as values. For example:
323 groups = {crumbly=3, soil=1}
324 ^ Default dirt (soil group actually currently not defined; TODO)
325 groups = {crumbly=2, soil=1, level=2, outerspace=1}
326 ^ A more special dirt-kind of thing
327 - Groups always have a rating associated with them. If there is no
328 useful meaning for a rating for an enabled group, it shall be 1.
329 - When not defined, the rating of a group defaults to 0. Thus when you
330 read groups, you must interpret nil and 0 as the same value, 0.
332 You can read the rating of a group for an item or a node by using
333 minetest.get_item_group(itemname, groupname)
337 Groups of items can define what kind of an item it is (eg. wool).
341 In addition to the general item things, groups are used to define whether
342 a node is destroyable and how long it takes to destroy by a tool.
346 For entities, groups are, as of now, used only for calculating damage.
348 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
349 object.set_armor_groups({level=2, fleshy=2, cracky=2})
353 Groups in tools define which groups of nodes and entities they are
356 Groups in crafting recipes
357 ---------------------------
358 - Not implemented yet. (TODO)
359 - Will probably look like this:
361 output = 'food:meat_soup_raw',
367 preserve = {'group:bowl'},
372 - immortal: Disables the group damage system for an entity
373 - level: Can be used to give an additional sense of progression in the game.
374 - A larger level will cause eg. a weapon of a lower level make much less
375 damage, and get weared out much faster, or not be able to get drops
376 from destroyed nodes.
377 - 0 is something that is directly accessible at the start of gameplay
378 - There is no upper limit
379 - dig_immediate: (player can always pick up node without tool wear)
380 - 2: node is removed without tool wear after 0.5 seconds or so
382 - 3: node is removed without tool wear immediately (torch)
384 Known damage and digging time defining groups
385 ----------------------------------------------
386 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
387 - crumbly: dirt, sand
388 - cracky: tough but crackable stuff like stone.
389 - snappy: something that can be cut using fine tools; eg. leaves, small
390 plants, wire, sheets of metal
391 - choppy: something that can be cut using force; eg. trees, wooden planks
392 - fleshy: Living things like animals and the player. This could imply
393 some blood effects when hitting.
394 - explody: Especially prone to explosions
395 - oddly_breakable_by_hand:
396 Can be added to nodes that shouldn't logically be breakable by the
397 hand but are. Somewhat similar to dig_immediate, but times are more
398 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
399 speed of a tool if the tool can dig at a faster speed than this
400 suggests for the hand.
402 Examples of custom groups
403 --------------------------
404 Item groups are often used for defining, well, //groups of items//.
405 - meat: any meat-kind of a thing (rating might define the size or healing
406 ability or be irrelevant - it is not defined as of yet)
407 - eatable: anything that can be eaten. Rating might define HP gain in half
409 - flammable: can be set on fire. Rating might define the intensity of the
410 fire, affecting eg. the speed of the spreading of an open fire.
411 - wool: any wool (any origin, any color)
414 - heavy: anything considerably heavy
416 Digging time calculation specifics
417 -----------------------------------
418 Groups such as **crumbly**, **cracky** and **snappy** are used for this
419 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
422 The **level** group is used to limit the toughness of nodes a tool can dig
423 and to scale the digging times / damage to a greater extent.
425 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
428 Tools define their properties by a list of parameters for groups. They
429 cannot dig other groups; thus it is important to use a standard bunch of
430 groups to enable interaction with tools.
433 * Full punch interval
435 * For an arbitrary list of groups:
436 * Uses (until the tool breaks)
437 * Maximum level (usually 0, 1, 2 or 3)
440 **Full punch interval**:
441 When used as a weapon, the tool will do full damage if this time is spent
442 between punches. If eg. half the time is spent, the tool will do half
445 **Maximum drop level**
446 Suggests the maximum level of node, when dug with the tool, that will drop
447 it's useful item. (eg. iron ore to drop a lump of iron).
448 - This is not automated; it is the responsibility of the node definition
452 Determines how many uses the tool has when it is used for digging a node,
453 of this group, of the maximum level. For lower leveled nodes, the use count
454 is multiplied by 3^leveldiff.
455 - uses=10, leveldiff=0 -> actual uses: 10
456 - uses=10, leveldiff=1 -> actual uses: 30
457 - uses=10, leveldiff=2 -> actual uses: 90
460 Tells what is the maximum level of a node of this group that the tool will
464 List of digging times for different ratings of the group, for nodes of the
466 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
467 result in the tool to be able to dig nodes that have a rating of 2 or 3
468 for this group, and unable to dig the rating 1, which is the toughest.
469 Unless there is a matching group that enables digging otherwise.
470 * For entities, damage equals the amount of nodes dug in the time spent
471 between hits, with a maximum time of ''full_punch_interval''.
473 Example definition of the capabilities of a tool
474 -------------------------------------------------
475 tool_capabilities = {
476 full_punch_interval=1.5,
479 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
483 This makes the tool be able to dig nodes that fullfill both of these:
484 - Have the **crumbly** group
485 - Have a **level** group less or equal to 2
487 Table of resulting digging times:
488 crumbly 0 1 2 3 4 <- level
494 level diff: 2 1 0 -1 -2
496 Table of resulting tool uses:
503 - At crumbly=0, the node is not diggable.
504 - At crumbly=3, the level difference digging time divider kicks in and makes
505 easy nodes to be quickly breakable.
506 - At level > 2, the node is not diggable, because it's level > maxlevel
508 Entity damage mechanism
509 ------------------------
511 - Take the time spent after the last hit
512 - Limit time to full_punch_interval
513 - Take the damage groups and imagine a bunch of nodes that have them
514 - Damage in HP is the amount of nodes destroyed in this time.
516 Client predicts damage based on damage groups. Because of this, it is able to
517 give an immediate response when an entity is damaged or dies; the response is
518 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
520 - Currently a smoke puff will appear when an entity dies.
522 The group **immortal** completely disables normal damage.
524 Entities can define a special armor group, which is **punch_operable**. This
525 group disables the regular damage mechanism for players punching it by hand or
526 a non-tool item, so that it can do something else than take damage.
528 On the Lua side, every punch calls ''entity:on_punch(puncher,
529 time_from_last_punch, tool_capabilities, direction)''. This should never be
530 called directly, because damage is usually not handled by the entity itself.
531 * ''puncher'' is the object performing the punch. Can be nil. Should never be
532 accessed unless absolutely required, to encourage interoperability.
533 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
534 * ''tool_capabilities'' can be nil.
535 * ''direction'' is a unit vector, pointing from the source of the punch to
538 To punch an entity/object in Lua, call ''object:punch(puncher,
539 time_from_last_punch, tool_capabilities, direction)''.
540 * Return value is tool wear.
541 * Parameters are equal to the above callback.
542 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
543 automatically filled in based on the location of ''puncher''.
547 dump2(obj, name="_", dumped={})
548 ^ Return object serialized as a string, handles reference loops
550 ^ Return object serialized as a string
551 string:split(separator)
552 ^ eg. string:split("a,b", ",") == {"a","b"}
554 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
555 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
556 ^ Convert position to a printable string
557 minetest.string_to_pos(string) -> position
559 minetest namespace reference
560 -----------------------------
561 minetest.get_current_modname() -> string
562 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
563 ^ Useful for loading additional .lua modules or static data from mod
564 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
565 ^ Useful for storing custom data
566 minetest.is_singleplayer()
569 ^ Always printed to stderr and logfile (print() is redirected here)
571 minetest.log(loglevel, line)
572 ^ loglevel one of "error", "action", "info", "verbose"
574 Registration functions: (Call these only at load time)
575 minetest.register_entity(name, prototype table)
576 minetest.register_abm(abm definition)
577 minetest.register_node(name, node definition)
578 minetest.register_tool(name, item definition)
579 minetest.register_craftitem(name, item definition)
580 minetest.register_alias(name, convert_to)
581 minetest.register_craft(recipe)
583 Global callback registration functions: (Call these only at load time)
584 minetest.register_globalstep(func(dtime))
585 ^ Called every server step, usually interval of 0.05s
586 minetest.register_on_placenode(func(pos, newnode, placer))
587 ^ Called when a node has been placed
588 minetest.register_on_dignode(func(pos, oldnode, digger))
589 ^ Called when a node has been dug. digger can be nil.
590 minetest.register_on_punchnode(func(pos, node, puncher))
591 ^ Called when a node is punched
592 minetest.register_on_generated(func(minp, maxp, blockseed))
593 ^ Called after generating a piece of world. Modifying nodes inside the area
594 is a bit faster than usually.
595 minetest.register_on_newplayer(func(ObjectRef))
596 ^ Called after a new player has been created
597 minetest.register_on_dieplayer(func(ObjectRef))
598 ^ Called when a player dies
599 minetest.register_on_respawnplayer(func(ObjectRef))
600 ^ Called when player is to be respawned
601 ^ Called _before_ repositioning of player occurs
602 ^ return true in func to disable regular player placement
603 minetest.register_on_chat_message(func(name, message))
605 Other registration functions:
606 minetest.register_chatcommand(cmd, chatcommand definition)
607 minetest.register_privilege(name, definition)
608 ^ definition: "description text"
610 description = "description text",
611 give_to_singleplayer = boolean, -- default: true
613 minetest.register_authentication_handler(handler)
614 ^ See minetest.builtin_auth_handler in builtin.lua for reference
617 minetest.setting_set(name, value)
618 minetest.setting_get(name) -> string or nil
619 minetest.setting_getbool(name) -> boolean value or nil
620 minetest.setting_get_pos(name) -> position or nil
621 minetest.add_to_creative_inventory(itemstring)
624 minetest.notify_authentication_modified(name)
625 ^ Should be called by the authentication handler if privileges change.
626 ^ To report everybody, set name=nil.
627 minetest.get_password_hash(name, raw_password)
628 ^ Convert a name-password pair to a password hash that minetest can use
629 minetest.string_to_privs(str) -> {priv1=true,...}
630 minetest.privs_to_string(privs) -> "priv1,priv2,..."
631 ^ Convert between two privilege representations
632 minetest.set_player_password(name, password_hash)
633 minetest.set_player_privs(name, {priv1=true,...})
634 minetest.get_player_privs(name) -> {priv1=true,...}
635 minetest.auth_reload()
636 ^ These call the authentication handler
637 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
638 ^ A quickhand for checking privileges
641 minetest.chat_send_all(text)
642 minetest.chat_send_player(name, text)
645 minetest.get_inventory(location) -> InvRef
646 ^ location = eg. {type="player", name="celeron55"}
647 {type="node", pos={x=, y=, z=}}
650 minetest.inventorycube(img1, img2, img3)
651 ^ Returns a string for making an image of a cube (useful as an item image)
652 minetest.get_pointed_thing_position(pointed_thing, above)
653 ^ Get position of a pointed_thing (that you can get from somewhere)
654 minetest.dir_to_facedir(dir)
655 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
656 minetest.dir_to_wallmounted(dir)
657 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
658 minetest.get_node_drops(nodename, toolname)
659 ^ Returns list of item names.
660 ^ Note: This will be removed or modified in a future version.
662 Defaults for the on_* item definition functions:
663 (These return the leftover itemstack)
664 minetest.item_place_node(itemstack, placer, pointed_thing)
665 ^ Place item as a node
666 minetest.item_place_object(itemstack, placer, pointed_thing)
668 minetest.item_place(itemstack, placer, pointed_thing)
669 ^ Use one of the above based on what the item is.
670 minetest.item_drop(itemstack, dropper, pos)
672 minetest.item_eat(hp_change, replace_with_item)
673 ^ Eat the item. replace_with_item can be nil.
675 Defaults for the on_punch and on_dig node definition callbacks:
676 minetest.node_punch(pos, node, puncher)
677 ^ Calls functions registered by minetest.register_on_punchnode()
678 minetest.node_dig(pos, node, digger)
679 ^ Checks if node can be dug, puts item into inventory, removes node
680 ^ Calls functions registered by minetest.registered_on_dignodes()
683 minetest.sound_play(spec, parameters) -> handle
684 ^ spec = SimpleSoundSpec
685 ^ parameters = sound parameter table
686 minetest.sound_stop(handle)
689 minetest.after(time, func, param)
690 ^ Call function after time seconds
691 ^ param is optional; to pass multiple parameters, pass a table.
694 minetest.get_connected_players() -> list of ObjectRefs
695 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
696 ^ Gives a unique hash number for a node position (16+16+16=48bit)
697 minetest.get_item_group(name, group) -> rating
698 ^ Get rating of a group of an item. (0 = not in group)
699 minetest.get_node_group(name, group) -> rating
700 ^ Deprecated: An alias for the former.
703 minetest.env - EnvRef of the server environment and world.
704 ^ Using this you can access nodes and entities
707 minetest.registered_items
708 ^ List of registered items, indexed by name
709 minetest.registered_nodes
710 ^ List of registered node definitions, indexed by name
711 minetest.registered_craftitems
712 ^ List of registered craft item definitions, indexed by name
713 minetest.registered_tools
714 ^ List of registered tool definitions, indexed by name
715 minetest.registered_entities
716 ^ List of registered entity prototypes, indexed by name
718 ^ List of object references, indexed by active object id
720 ^ List of lua entities, indexed by active object id
722 Deprecated but defined for backwards compatibility:
723 minetest.digprop_constanttime(time)
724 minetest.digprop_stonelike(toughness)
725 minetest.digprop_dirtlike(toughness)
726 minetest.digprop_gravellike(toughness)
727 minetest.digprop_woodlike(toughness)
728 minetest.digprop_leaveslike(toughness)
729 minetest.digprop_glasslike(toughness)
733 EnvRef: basically ServerEnvironment and ServerMap combined.
735 - set_node(pos, node)
736 - add_node(pos, node): alias set_node(pos, node)
737 - remove_node(pos): equivalent to set_node(pos, "air")
739 ^ Returns {name="ignore", ...} for unloaded area
740 - get_node_or_nil(pos)
741 ^ Returns nil for unloaded area
742 - get_node_light(pos, timeofday) -> 0...15 or nil
743 ^ timeofday: nil = current time, 0 = night, 0.5 = day
744 - add_entity(pos, name): Spawn Lua-defined entity at position
745 ^ Returns ObjectRef, or nil if failed
746 - add_item(pos, itemstring): Spawn item
747 ^ Returns ObjectRef, or nil if failed
748 - get_meta(pos) -- Get a NodeMetaRef at that position
749 - get_player_by_name(name) -- Get an ObjectRef to a player
750 - get_objects_inside_radius(pos, radius)
751 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
753 - find_node_near(pos, radius, nodenames) -> pos or nil
754 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
755 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
756 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
757 - get_perlin(seeddiff, octaves, persistence, scale)
758 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
760 - add_rat(pos): Add C++ rat object (no-op)
761 - add_firefly(pos): Add C++ firefly object (no-op)
763 NodeMetaRef (this stuff is subject to change in a future version)
766 - allows_text_input()
767 - set_text(text) -- eg. set the text of a sign
771 Generic node metadata specific:
772 - set_infotext(infotext)
773 - get_inventory() -> InvRef
774 - set_inventory_draw_spec(string)
775 - set_allow_text_input(bool)
776 - set_allow_removal(bool)
777 - set_enforce_owner(bool)
778 - is_inventory_modified()
779 - reset_inventory_modified()
781 - reset_text_modified()
782 - set_string(name, value)
785 ObjectRef: Moving things in the game are generally these
786 (basically reference to a C++ ServerActiveObject)
788 - remove(): remove object (after returning from Lua)
789 - getpos() -> {x=num, y=num, z=num}
790 - setpos(pos); pos={x=num, y=num, z=num}
791 - moveto(pos, continuous=false): interpolated move
792 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
793 ^ puncher = an another ObjectRef,
794 ^ time_from_last_punch = time since last punch action of the puncher
795 - right_click(clicker); clicker = an another ObjectRef
796 - get_hp(): returns number of hitpoints (2 * number of hearts)
797 - set_hp(hp): set number of hitpoints (2 * number of hearts)
798 - get_inventory() -> InvRef
799 - get_wield_list(): returns the name of the inventory list the wielded item is in
800 - get_wield_index(): returns the index of the wielded item
801 - get_wielded_item() -> ItemStack
802 - set_wielded_item(item): replaces the wielded item, returns true if successful
803 - set_armor_groups({group1=rating, group2=rating, ...})
804 - set_properties(object property table)
805 LuaEntitySAO-only: (no-op for other objects)
806 - setvelocity({x=num, y=num, z=num})
807 - getvelocity() -> {x=num, y=num, z=num}
808 - setacceleration({x=num, y=num, z=num})
809 - getacceleration() -> {x=num, y=num, z=num}
811 - getyaw() -> radians
813 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
814 - select_horiz_by_yawpitch=false)
815 - ^ Select sprite from spritesheet with optional animation and DM-style
816 - texture selection based on yaw relative to camera
817 - get_entity_name() (DEPRECATED: Will be removed in a future version)
819 Player-only: (no-op for other objects)
820 - get_player_name(): will return nil if is not a player
821 - get_look_dir(): get camera direction as a unit vector
822 - get_look_pitch(): pitch in radians
823 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
825 InvRef: Reference to an inventory
827 - get_size(listname): get size of a list
828 - set_size(listname, size): set size of a list
829 - get_stack(listname, i): get a copy of stack index i in list
830 - set_stack(listname, i, stack): copy stack to index i in list
831 - get_list(listname): return full list
832 - set_list(listname, list): set full list (size will not change)
833 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
834 - room_for_item(listname, stack): returns true if the stack of items
835 can be fully added to the list
836 - contains_item(listname, stack): returns true if the stack of items
837 can be fully taken from the list
838 remove_item(listname, stack): take as many items as specified from the list,
839 returns the items that were actually removed (as an ItemStack)
841 ItemStack: A stack of items.
842 - Can be created via ItemStack(itemstack or itemstring or table or nil)
844 - is_empty(): return true if stack is empty
845 - get_name(): returns item name (e.g. "default:stone")
846 - get_count(): returns number of items on the stack
847 - get_wear(): returns tool wear (0-65535), 0 for non-tools
848 - get_metadata(): returns metadata (a string attached to an item stack)
849 - clear(): removes all items from the stack, making it empty
850 - replace(item): replace the contents of this stack (item can also
851 be an itemstring or table)
852 - to_string(): returns the stack in itemstring form
853 - to_table(): returns the stack in Lua table form
854 - get_stack_max(): returns the maximum size of the stack (depends on the item)
855 - get_free_space(): returns get_stack_max() - get_count()
856 - is_known(): returns true if the item name refers to a defined item type
857 - get_definition(): returns the item definition table
858 - get_tool_capabilities(): returns the digging properties of the item,
859 ^ or those of the hand if none are defined for this item type
860 - add_wear(amount): increases wear by amount if the item is a tool
861 - add_item(item): put some item or stack onto this stack,
862 ^ returns leftover ItemStack
863 - item_fits(item): returns true if item or stack can be fully added to this one
864 - take_item(n): take (and remove) up to n items from this stack
865 ^ returns taken ItemStack
866 ^ if n is omitted, n=1 is used
867 - peek_item(n): copy (don't remove) up to n items from this stack
868 ^ returns copied ItemStack
869 ^ if n is omitted, n=1 is used
871 PseudoRandom: A pseudorandom number generator
872 - Can be created via PseudoRandom(seed)
874 - next(): return next integer random number [0...32767]
875 - next(min, max): return next integer random number [min...max]
876 (max - min) must be 32767 or <= 6553 due to the simple
877 implementation making bad distribution otherwise.
879 PerlinNoise: A perlin noise generator
880 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
881 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
883 - get2d(pos) -> 2d noise value at pos={x=,y=}
884 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
888 - Functions receive a "luaentity" as self:
889 - It has the member .name, which is the registered name ("mod:thing")
890 - It has the member .object, which is an ObjectRef pointing to the object
891 - The original prototype stuff is visible directly via a metatable
893 - on_activate(self, staticdata)
894 ^ Called when the object is instantiated.
895 - on_step(self, dtime)
896 ^ Called on every server tick (dtime is usually 0.05 seconds)
897 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
898 ^ Called when somebody punches the object.
899 ^ Note that you probably want to handle most punches using the
900 automatic armor group system.
901 ^ puncher: ObjectRef (can be nil)
902 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
903 ^ tool_capabilities: capability table of used tool (can be nil)
904 ^ dir: unit vector of direction of punch. Always defined. Points from
905 the puncher to the punched.
906 - on_rightclick(self, clicker)
907 - get_staticdata(self)
908 ^ Should return a string that will be passed to on_activate when
909 the object is instantiated the next time.
917 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
918 visual = "cube"/"sprite"/"upright_sprite",
919 visual_size = {x=1, y=1},
920 textures = {}, -- number of required textures depends on visual
921 spritediv = {x=1, y=1},
922 initial_sprite_basepos = {x=0, y=0},
924 makes_footstep_sound = false,
927 Entity definition (register_entity)
929 (Deprecated: Everything in object properties is read directly from here)
931 initial_properties = <initial object properties>,
933 on_activate = function(self, staticdata),
934 on_step = function(self, dtime),
935 on_punch = function(self, hitter),
936 on_rightclick = function(self, clicker),
937 get_staticdata = function(self),
938 ^ Called sometimes; the string returned is passed to on_activate when
939 the entity is re-activated from static state
941 # Also you can define arbitrary member variables here
942 myvariable = whatever,
945 ABM (ActiveBlockModifier) definition (register_abm)
947 -- In the following two fields, also group:groupname will work.
948 nodenames = {"default:lava_source"},
949 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
950 ^ If left out or empty, any neighbor will do
951 interval = 1.0, -- (operation interval)
952 chance = 1, -- (chance of trigger is 1.0/this)
953 action = func(pos, node, active_object_count, active_object_count_wider),
956 Item definition (register_node, register_craftitem, register_tool)
958 description = "Steel Axe",
959 groups = {}, -- key=name, value=rating; rating=1..3.
960 if rating not applicable, use 1.
961 eg. {wool=1, fluffy=3}
962 {soil=2, outerspace=1, crumbly=1}
964 {hard=1, metal=1, spikes=1}
965 inventory_image = "default_tool_steelaxe.png",
967 wield_scale = {x=1,y=1,z=1},
969 liquids_pointable = false,
970 tool_capabilities = {
971 full_punch_interval = 1.0,
975 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
976 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
977 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
980 on_drop = func(itemstack, dropper, pos),
981 on_place = func(itemstack, placer, pointed_thing),
982 on_use = func(itemstack, user, pointed_thing),
983 ^ Function must return either nil if no item shall be removed from
984 inventory, or an itemstack to replace the original itemstack.
985 eg. itemstack:take_item(); return itemstack
986 ^ Otherwise, the function is free to do what it wants.
987 ^ The default functions handle regular use cases.
990 Node definition (register_node)
992 <all fields allowed in item definitions>,
996 tile_images = {"default_unknown_block.png"},
997 special_materials = {
998 {image="", backface_culling=true},
999 {image="", backface_culling=true},
1002 post_effect_color = {a=0, r=0, g=0, b=0},
1004 paramtype2 = "none",
1005 is_ground_content = false,
1006 sunlight_propagates = false,
1011 buildable_to = false,
1013 -- alternatively drop = { max_items = ..., items = { ... } }
1015 liquidtype = "none",
1016 liquid_alternative_flowing = "",
1017 liquid_alternative_source = "",
1018 liquid_viscosity = 0,
1020 damage_per_second = 0,
1021 selection_box = {type="regular"},
1022 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1023 legacy_wallmounted = false, -- Support maps made in and before January 2012
1025 footstep = <SimpleSoundSpec>,
1026 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1027 dug = <SimpleSoundSpec>,
1031 Recipe: (register_craft)
1033 output = 'default:pick_stone',
1035 {'default:cobble', 'default:cobble', 'default:cobble'},
1036 {'', 'default:stick', ''},
1037 {'', 'default:stick', ''},
1039 replacements = <optional list of item pairs,
1040 replace one input item with another item on crafting>
1046 output = 'mushrooms:mushroom_stew',
1049 "mushrooms:mushroom_brown",
1050 "mushrooms:mushroom_red",
1052 replacements = <optional list of item pairs,
1053 replace one input item with another item on crafting>
1056 Recipe (tool repair):
1058 type = "toolrepair",
1059 additional_wear = -0.02,
1065 output = "default:glass",
1066 recipe = "default:sand",
1070 Recipe (furnace fuel):
1073 recipe = "default:leaves",
1077 Chatcommand definition (register_chatcommand)
1079 params = "<name> <privilege>", -- short parameter description
1080 description = "Remove privilege from player", -- full description
1081 privs = {privs=true}, -- require the "privs" privilege to run
1082 func = function(name, param), -- called when command is run