1 Minetest Lua Modding API Reference 0.4.0
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:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit integers. The engine uses them for certain
258 automated functions. If you don't use these functions, you can use them to
259 store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Nodes can also contain extra data. See "Node Metadata".
285 There are a bunch of different looking node types. These are mostly just
286 copied from Minetest 0.3; more may be made in the future.
288 Look for examples in games/minimal or games/minetest_game.
302 - nodebox -- See below. EXPERIMENTAL
306 Node selection boxes are defined using "node boxes"
308 The "nodebox" node drawtype allows defining visual of nodes consisting of
309 arbitrary number of boxes. It allows defining stuff like stairs. Only the
310 "fixed" box type is supported for these.
311 ^ Please note that this is still experimental, and may be incompatibly
312 changed in the future.
314 A nodebox is defined as any of:
316 -- A normal cube; the default in most things
320 -- A fixed box (facedir param2 is used, if applicable)
322 fixed = box OR {box1, box2, ...}
325 -- A box like the selection box for torches
326 -- (wallmounted param2 is used, if applicable)
327 type = "wallmounted",
334 {x1, y1, z1, x2, y2, z2}
335 A box of a regular node would look like:
336 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
338 Representations of simple things
339 --------------------------------
341 {x=num, y=num, z=num}
342 Currently the API does not provide any helper functions for addition,
343 subtraction and whatever; you can define those that you need yourself.
347 {type="node", under=pos, above=pos}
348 {type="object", ref=ObjectRef}
352 Node (register_node):
353 A node from the world
354 Tool (register_tool):
355 A tool/weapon that can dig and damage things according to tool_capabilities
356 Craftitem (register_craftitem):
359 Items and item stacks can exist in three formats:
361 Serialized; This is called stackstring or itemstring:
363 eg. 'default:pick_wood 21323'
367 eg. {name="default:dirt", count=5, wear=0, metadata=""}
369 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
370 ^ a wooden pick about 1/3 weared out
371 eg. {name="default:apple", count=1, wear=0, metadata=""}
375 C++ native format with many helper methods. Useful for converting between
376 formats. See the Class reference section for details.
378 When an item must be passed to a function, it can usually be in any of
383 In a number of places, there is a group table. Groups define the
384 properties of a thing (item, node, armor of entity, capabilities of
385 tool) in such a way that the engine and other mods can can interact with
386 the thing without actually knowing what the thing is.
389 - Groups are stored in a table, having the group names with keys and the
390 group ratings as values. For example:
391 groups = {crumbly=3, soil=1}
392 ^ Default dirt (soil group actually currently not defined; TODO)
393 groups = {crumbly=2, soil=1, level=2, outerspace=1}
394 ^ A more special dirt-kind of thing
395 - Groups always have a rating associated with them. If there is no
396 useful meaning for a rating for an enabled group, it shall be 1.
397 - When not defined, the rating of a group defaults to 0. Thus when you
398 read groups, you must interpret nil and 0 as the same value, 0.
400 You can read the rating of a group for an item or a node by using
401 minetest.get_item_group(itemname, groupname)
405 Groups of items can define what kind of an item it is (eg. wool).
409 In addition to the general item things, groups are used to define whether
410 a node is destroyable and how long it takes to destroy by a tool.
414 For entities, groups are, as of now, used only for calculating damage.
416 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
417 object.set_armor_groups({level=2, fleshy=2, cracky=2})
421 Groups in tools define which groups of nodes and entities they are
424 Groups in crafting recipes
425 ---------------------------
426 An example: Make meat soup from any meat, any water and any bowl
428 output = 'food:meat_soup_raw',
434 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
436 An another example: Make red wool from white wool and red dye
440 recipe = {'wool:white', 'group:dye,basecolor_red'},
445 - immortal: Disables the group damage system for an entity
446 - level: Can be used to give an additional sense of progression in the game.
447 - A larger level will cause eg. a weapon of a lower level make much less
448 damage, and get weared out much faster, or not be able to get drops
449 from destroyed nodes.
450 - 0 is something that is directly accessible at the start of gameplay
451 - There is no upper limit
452 - dig_immediate: (player can always pick up node without tool wear)
453 - 2: node is removed without tool wear after 0.5 seconds or so
455 - 3: node is removed without tool wear immediately (torch)
456 - disable_jump: Player (and possibly other things) cannot jump from node
457 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
458 - bouncy: value is bounce speed in percent
459 - falling_node: if there is no walkable block under the node it will fall
461 Known damage and digging time defining groups
462 ----------------------------------------------
463 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
464 - crumbly: dirt, sand
465 - cracky: tough but crackable stuff like stone.
466 - snappy: something that can be cut using fine tools; eg. leaves, small
467 plants, wire, sheets of metal
468 - choppy: something that can be cut using force; eg. trees, wooden planks
469 - fleshy: Living things like animals and the player. This could imply
470 some blood effects when hitting.
471 - explody: Especially prone to explosions
472 - oddly_breakable_by_hand:
473 Can be added to nodes that shouldn't logically be breakable by the
474 hand but are. Somewhat similar to dig_immediate, but times are more
475 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
476 speed of a tool if the tool can dig at a faster speed than this
477 suggests for the hand.
479 Examples of custom groups
480 --------------------------
481 Item groups are often used for defining, well, //groups of items//.
482 - meat: any meat-kind of a thing (rating might define the size or healing
483 ability or be irrelevant - it is not defined as of yet)
484 - eatable: anything that can be eaten. Rating might define HP gain in half
486 - flammable: can be set on fire. Rating might define the intensity of the
487 fire, affecting eg. the speed of the spreading of an open fire.
488 - wool: any wool (any origin, any color)
491 - heavy: anything considerably heavy
493 Digging time calculation specifics
494 -----------------------------------
495 Groups such as **crumbly**, **cracky** and **snappy** are used for this
496 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
499 The **level** group is used to limit the toughness of nodes a tool can dig
500 and to scale the digging times / damage to a greater extent.
502 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
505 Tools define their properties by a list of parameters for groups. They
506 cannot dig other groups; thus it is important to use a standard bunch of
507 groups to enable interaction with tools.
510 * Full punch interval
512 * For an arbitrary list of groups:
513 * Uses (until the tool breaks)
514 * Maximum level (usually 0, 1, 2 or 3)
517 **Full punch interval**:
518 When used as a weapon, the tool will do full damage if this time is spent
519 between punches. If eg. half the time is spent, the tool will do half
522 **Maximum drop level**
523 Suggests the maximum level of node, when dug with the tool, that will drop
524 it's useful item. (eg. iron ore to drop a lump of iron).
525 - This is not automated; it is the responsibility of the node definition
529 Determines how many uses the tool has when it is used for digging a node,
530 of this group, of the maximum level. For lower leveled nodes, the use count
531 is multiplied by 3^leveldiff.
532 - uses=10, leveldiff=0 -> actual uses: 10
533 - uses=10, leveldiff=1 -> actual uses: 30
534 - uses=10, leveldiff=2 -> actual uses: 90
537 Tells what is the maximum level of a node of this group that the tool will
541 List of digging times for different ratings of the group, for nodes of the
543 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
544 result in the tool to be able to dig nodes that have a rating of 2 or 3
545 for this group, and unable to dig the rating 1, which is the toughest.
546 Unless there is a matching group that enables digging otherwise.
547 * For entities, damage equals the amount of nodes dug in the time spent
548 between hits, with a maximum time of ''full_punch_interval''.
550 Example definition of the capabilities of a tool
551 -------------------------------------------------
552 tool_capabilities = {
553 full_punch_interval=1.5,
556 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
560 This makes the tool be able to dig nodes that fullfill both of these:
561 - Have the **crumbly** group
562 - Have a **level** group less or equal to 2
564 Table of resulting digging times:
565 crumbly 0 1 2 3 4 <- level
571 level diff: 2 1 0 -1 -2
573 Table of resulting tool uses:
580 - At crumbly=0, the node is not diggable.
581 - At crumbly=3, the level difference digging time divider kicks in and makes
582 easy nodes to be quickly breakable.
583 - At level > 2, the node is not diggable, because it's level > maxlevel
585 Entity damage mechanism
586 ------------------------
588 - Take the time spent after the last hit
589 - Limit time to full_punch_interval
590 - Take the damage groups and imagine a bunch of nodes that have them
591 - Damage in HP is the amount of nodes destroyed in this time.
593 Client predicts damage based on damage groups. Because of this, it is able to
594 give an immediate response when an entity is damaged or dies; the response is
595 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
597 - Currently a smoke puff will appear when an entity dies.
599 The group **immortal** completely disables normal damage.
601 Entities can define a special armor group, which is **punch_operable**. This
602 group disables the regular damage mechanism for players punching it by hand or
603 a non-tool item, so that it can do something else than take damage.
605 On the Lua side, every punch calls ''entity:on_punch(puncher,
606 time_from_last_punch, tool_capabilities, direction)''. This should never be
607 called directly, because damage is usually not handled by the entity itself.
608 * ''puncher'' is the object performing the punch. Can be nil. Should never be
609 accessed unless absolutely required, to encourage interoperability.
610 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
611 * ''tool_capabilities'' can be nil.
612 * ''direction'' is a unit vector, pointing from the source of the punch to
615 To punch an entity/object in Lua, call ''object:punch(puncher,
616 time_from_last_punch, tool_capabilities, direction)''.
617 * Return value is tool wear.
618 * Parameters are equal to the above callback.
619 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
620 automatically filled in based on the location of ''puncher''.
624 The instance of a node in the world normally only contains the three values
625 mentioned in "Nodes". However, it is possible to insert extra data into a
626 node. It is called "node metadata"; See "NodeMetaRef".
628 Metadata contains two things:
632 Some of the values in the key-value store are handled specially:
633 - formspec: Defines a right-click inventory menu. See "Formspec".
634 - infotext: Text shown on the screen when the node is pointed at
638 local meta = minetest.env:get_meta(pos)
639 meta:set_string("formspec",
641 "list[context;main;0,0;8,4;]"..
642 "list[current_player;main;0,5;8,4;]")
643 meta:set_string("infotext", "Chest");
644 local inv = meta:get_inventory()
645 inv:set_size("main", 8*4)
646 print(dump(meta:to_table()))
649 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] = ""}
652 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
659 Formspec defines a menu. Currently not much else than inventories are
660 supported. It is a string, with a somewhat strange format.
662 Spaces and newlines can be inserted between the blocks, as is used in the
668 list[context;main;0,0;8,4;]
669 list[current_player;main;0,5;8,4;]
672 list[context;fuel;2,3;1,1;]
673 list[context;src;2,1;1,1;]
674 list[context;dst;5,1;2,2;]
675 list[current_player;main;0,5;8,4;]
676 - Minecraft-like player inventory
678 image[1,0.6;1,2;player.png]
679 list[current_player;main;0,3.5;8,4;]
680 list[current_player;craft;3,0;3,3;]
681 list[current_player;craftpreview;7,1;1,1;]
686 ^ Define the size of the menu in inventory slots
687 ^ deprecated: invsize[<W>,<H>;]
689 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
690 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
691 ^ Show an inventory list
693 image[<X>,<Y>;<W>,<H>;<texture name>]
695 ^ Position and size units are inventory slots
697 background[<X>,<Y>;<W>,<H>;<texture name>]
698 ^ Use a background. Inventory rectangles are not drawn then.
699 ^ Position and size units are inventory slots
700 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
702 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
703 ^ Textual field; will be sent to server when a button is clicked
704 ^ x and y position the field relative to the top left of the menu
705 ^ w and h are the size of the field
706 ^ fields are a set height, but will be vertically centred on h
707 ^ Position and size units are inventory slots
708 ^ name is the name of the field as returned in fields to on_receive_fields
709 ^ label, if not blank, will be text printed on the top left above the field
710 ^ default is the default value of the field
711 ^ default may contain variable references such as '${text}' which
712 will fill the value from the metadata value 'text'
713 ^ Note: no extra text or more than a single variable is supported ATM.
715 field[<name>;<label>;<default>]
716 ^ as above but without position/size units
717 ^ special field for creating simple forms, such as sign text input
718 ^ must be used without a size[] element
719 ^ a 'Proceed' button will be added automatically
721 label[<X>,<Y>;<label>]
722 ^ x and y work as per field
723 ^ label is the text on the label
724 ^ Position and size units are inventory slots
726 button[<X>,<Y>;<W>,<H>;<name>;<label>]
727 ^ Clickable button. When clicked, fields will be sent.
728 ^ x, y and name work as per field
729 ^ w and h are the size of the button
730 ^ label is the text on the button
731 ^ Position and size units are inventory slots
733 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
734 ^ x, y, w, h, and name work as per button
735 ^ image is the filename of an image
736 ^ Position and size units are inventory slots
738 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
739 ^ When clicked, fields will be sent and the form will quit.
741 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
742 ^ When clicked, fields will be sent and the form will quit.
746 - "context": Selected node metadata (deprecated: "current_name")
747 - "current_player": Player to whom the menu is shown
748 - "player:<name>": Any player
749 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
750 - "detached:<name>": A detached inventory
754 dump2(obj, name="_", dumped={})
755 ^ Return object serialized as a string, handles reference loops
757 ^ Return object serialized as a string
758 string:split(separator)
759 ^ eg. string:split("a,b", ",") == {"a","b"}
761 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
762 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
763 ^ Convert position to a printable string
764 minetest.string_to_pos(string) -> position
766 minetest namespace reference
767 -----------------------------
768 minetest.get_current_modname() -> string
769 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
770 ^ Useful for loading additional .lua modules or static data from mod
771 minetest.get_modnames() -> list of installed mods
772 ^ Return a list of installed mods, sorted alphabetically
773 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
774 ^ Useful for storing custom data
775 minetest.is_singleplayer()
778 ^ Always printed to stderr and logfile (print() is redirected here)
780 minetest.log(loglevel, line)
781 ^ loglevel one of "error", "action", "info", "verbose"
783 Registration functions: (Call these only at load time)
784 minetest.register_entity(name, prototype table)
785 minetest.register_abm(abm definition)
786 minetest.register_node(name, node definition)
787 minetest.register_tool(name, item definition)
788 minetest.register_craftitem(name, item definition)
789 minetest.register_alias(name, convert_to)
790 minetest.register_craft(recipe)
792 Global callback registration functions: (Call these only at load time)
793 minetest.register_globalstep(func(dtime))
794 ^ Called every server step, usually interval of 0.05s
795 minetest.register_on_placenode(func(pos, newnode, placer, oldnode))
796 ^ Called when a node has been placed
797 ^ Deprecated: Use on_construct or after_place_node in node definition instead
798 minetest.register_on_dignode(func(pos, oldnode, digger))
799 ^ Called when a node has been dug.
800 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
801 minetest.register_on_punchnode(func(pos, node, puncher))
802 ^ Called when a node is punched
803 minetest.register_on_generated(func(minp, maxp, blockseed))
804 ^ Called after generating a piece of world. Modifying nodes inside the area
805 is a bit faster than usually.
806 minetest.register_on_newplayer(func(ObjectRef))
807 ^ Called after a new player has been created
808 minetest.register_on_dieplayer(func(ObjectRef))
809 ^ Called when a player dies
810 minetest.register_on_respawnplayer(func(ObjectRef))
811 ^ Called when player is to be respawned
812 ^ Called _before_ repositioning of player occurs
813 ^ return true in func to disable regular player placement
814 minetest.register_on_joinplayer(func(ObjectRef))
815 ^ Called when a player joins the game
816 minetest.register_on_leaveplayer(func(ObjectRef))
817 ^ Called when a player leaves the game
818 minetest.register_on_chat_message(func(name, message))
819 ^ Called always when a player says something
820 minetest.register_on_player_receive_fields(func(player, formname, fields))
821 ^ Called when a button is pressed in player's inventory form
822 ^ Newest functions are called first
823 ^ If function returns true, remaining functions are not called
825 Other registration functions:
826 minetest.register_chatcommand(cmd, chatcommand definition)
827 minetest.register_privilege(name, definition)
828 ^ definition: "description text"
830 description = "description text",
831 give_to_singleplayer = boolean, -- default: true
833 minetest.register_authentication_handler(handler)
834 ^ See minetest.builtin_auth_handler in builtin.lua for reference
837 minetest.setting_set(name, value)
838 minetest.setting_get(name) -> string or nil
839 minetest.setting_getbool(name) -> boolean value or nil
840 minetest.setting_get_pos(name) -> position or nil
841 minetest.add_to_creative_inventory(itemstring)
844 minetest.notify_authentication_modified(name)
845 ^ Should be called by the authentication handler if privileges change.
846 ^ To report everybody, set name=nil.
847 minetest.get_password_hash(name, raw_password)
848 ^ Convert a name-password pair to a password hash that minetest can use
849 minetest.string_to_privs(str) -> {priv1=true,...}
850 minetest.privs_to_string(privs) -> "priv1,priv2,..."
851 ^ Convert between two privilege representations
852 minetest.set_player_password(name, password_hash)
853 minetest.set_player_privs(name, {priv1=true,...})
854 minetest.get_player_privs(name) -> {priv1=true,...}
855 minetest.auth_reload()
856 ^ These call the authentication handler
857 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
858 ^ A quickhand for checking privileges
861 minetest.chat_send_all(text)
862 minetest.chat_send_player(name, text)
865 minetest.get_inventory(location) -> InvRef
866 ^ location = eg. {type="player", name="celeron55"}
867 {type="node", pos={x=, y=, z=}}
868 {type="detached", name="creative"}
869 minetest.create_detached_inventory(name, callbacks) -> InvRef
870 ^ callbacks: See "Detached inventory callbacks"
871 ^ Creates a detached inventory. If it already exists, it is cleared.
874 minetest.inventorycube(img1, img2, img3)
875 ^ Returns a string for making an image of a cube (useful as an item image)
876 minetest.get_pointed_thing_position(pointed_thing, above)
877 ^ Get position of a pointed_thing (that you can get from somewhere)
878 minetest.dir_to_facedir(dir)
879 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
880 minetest.dir_to_wallmounted(dir)
881 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
882 minetest.get_node_drops(nodename, toolname)
883 ^ Returns list of item names.
884 ^ Note: This will be removed or modified in a future version.
885 minetest.get_craft_result(input) -> output, decremented_input
886 ^ input.method = 'normal' or 'cooking' or 'fuel'
887 ^ input.width = for example 3
888 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
889 stack 5, stack 6, stack 7, stack 8, stack 9 }
890 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
891 ^ output.time = number, if unsuccessful: 0
892 ^ decremented_input = like input
893 minetest.get_craft_recipe(output) -> input
894 ^ output is a node or item type such as 'default:torch'
895 ^ input.method = 'normal' or 'cooking' or 'fuel'
896 ^ input.width = for example 3
897 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
898 stack 5, stack 6, stack 7, stack 8, stack 9 }
899 ^ input.items = nil if no recipe found
900 minetest.handle_node_drops(pos, drops, digger)
901 ^ drops: list of itemstrings
902 ^ Handles drops from nodes after digging: Default action is to put them into
904 ^ Can be overridden to get different functionality (eg. dropping items on
908 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
909 ^ Find who has done something to a node, or near a node
910 ^ actor: "player:<name>", also "liquid".
911 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
912 ^ Revert latest actions of someone
913 ^ actor: "player:<name>", also "liquid".
915 Defaults for the on_* item definition functions:
916 (These return the leftover itemstack)
917 minetest.item_place_node(itemstack, placer, pointed_thing)
918 ^ Place item as a node
919 minetest.item_place_object(itemstack, placer, pointed_thing)
921 minetest.item_place(itemstack, placer, pointed_thing)
922 ^ Use one of the above based on what the item is.
923 minetest.item_drop(itemstack, dropper, pos)
925 minetest.item_eat(hp_change, replace_with_item)
926 ^ Eat the item. replace_with_item can be nil.
928 Defaults for the on_punch and on_dig node definition callbacks:
929 minetest.node_punch(pos, node, puncher)
930 ^ Calls functions registered by minetest.register_on_punchnode()
931 minetest.node_dig(pos, node, digger)
932 ^ Checks if node can be dug, puts item into inventory, removes node
933 ^ Calls functions registered by minetest.registered_on_dignodes()
936 minetest.sound_play(spec, parameters) -> handle
937 ^ spec = SimpleSoundSpec
938 ^ parameters = sound parameter table
939 minetest.sound_stop(handle)
942 minetest.after(time, func, param)
943 ^ Call function after time seconds
944 ^ param is optional; to pass multiple parameters, pass a table.
947 minetest.request_shutdown() -> request for server shutdown
948 minetest.get_server_status() -> server status string
951 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
952 minetest.get_ban_description(ip_or_name) -> ban description (string)
953 minetest.ban_player(name) -> ban a player
954 minetest.unban_player_or_ip(name) -> unban player or IP address
957 minetest.get_connected_players() -> list of ObjectRefs
958 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
959 ^ Gives a unique hash number for a node position (16+16+16=48bit)
960 minetest.get_item_group(name, group) -> rating
961 ^ Get rating of a group of an item. (0 = not in group)
962 minetest.get_node_group(name, group) -> rating
963 ^ Deprecated: An alias for the former.
964 minetest.serialize(table) -> string
965 ^ Convert a table containing tables, strings, numbers, booleans and nils
966 into string form readable by minetest.deserialize
967 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
968 minetest.deserialize(string) -> table
969 ^ Convert a string returned by minetest.deserialize into a table
970 ^ String is loaded in an empty sandbox environment.
971 ^ Will load functions, but they cannot access the global environment.
972 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
973 ^ Example: deserialize('print("foo")') -> nil (function call fails)
974 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
977 minetest.env - EnvRef of the server environment and world.
978 ^ Using this you can access nodes and entities
981 minetest.registered_items
982 ^ List of registered items, indexed by name
983 minetest.registered_nodes
984 ^ List of registered node definitions, indexed by name
985 minetest.registered_craftitems
986 ^ List of registered craft item definitions, indexed by name
987 minetest.registered_tools
988 ^ List of registered tool definitions, indexed by name
989 minetest.registered_entities
990 ^ List of registered entity prototypes, indexed by name
992 ^ List of object references, indexed by active object id
994 ^ List of lua entities, indexed by active object id
996 Deprecated but defined for backwards compatibility:
997 minetest.digprop_constanttime(time)
998 minetest.digprop_stonelike(toughness)
999 minetest.digprop_dirtlike(toughness)
1000 minetest.digprop_gravellike(toughness)
1001 minetest.digprop_woodlike(toughness)
1002 minetest.digprop_leaveslike(toughness)
1003 minetest.digprop_glasslike(toughness)
1007 EnvRef: basically ServerEnvironment and ServerMap combined.
1009 - set_node(pos, node)
1010 - add_node(pos, node): alias set_node(pos, node)
1011 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1013 ^ Equivalent to set_node(pos, "air")
1015 ^ Returns {name="ignore", ...} for unloaded area
1016 - get_node_or_nil(pos)
1017 ^ Returns nil for unloaded area
1018 - get_node_light(pos, timeofday) -> 0...15 or nil
1019 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1021 - place_node(pos, node)
1022 ^ Place node with the same effects that a player would cause
1024 ^ Dig node with the same effects that a player would cause
1026 ^ Punch node with the same effects that a player would cause
1028 - get_meta(pos) -- Get a NodeMetaRef at that position
1029 - get_node_timer(pos) -- Get NodeTimerRef
1031 - add_entity(pos, name): Spawn Lua-defined entity at position
1032 ^ Returns ObjectRef, or nil if failed
1033 - add_item(pos, item): Spawn item
1034 ^ Returns ObjectRef, or nil if failed
1035 - get_player_by_name(name) -- Get an ObjectRef to a player
1036 - get_objects_inside_radius(pos, radius)
1037 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1039 - find_node_near(pos, radius, nodenames) -> pos or nil
1040 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1041 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1042 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1043 - get_perlin(seeddiff, octaves, persistence, scale)
1044 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1046 ^ clear all objects in the environments
1048 - add_rat(pos): Add C++ rat object (no-op)
1049 - add_firefly(pos): Add C++ firefly object (no-op)
1051 NodeMetaRef: Node metadata - reference extra data and functionality stored
1053 - Can be gotten via minetest.env:get_nodemeta(pos)
1055 - set_string(name, value)
1057 - set_int(name, value)
1059 - set_float(name, value)
1061 - get_inventory() -> InvRef
1062 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1063 - from_table(nil or {})
1064 ^ See "Node Metadata"
1066 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1067 - Can be gotten via minetest.env:get_node_timer(pos)
1069 - set(timeout,elapsed)
1070 ^ set a timer's state
1071 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1072 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1073 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1076 ^ equivelent to set(timeout,0)
1079 - get_timeout() -> current timeout in seconds
1080 ^ if timeout is 0, timer is inactive
1081 - get_elapsed() -> current elapsed time in seconds
1082 ^ the node's on_timer function will be called after timeout-elapsed seconds
1083 - is_started() -> boolean state of timer
1084 ^ returns true if timer is started, otherwise false
1086 ObjectRef: Moving things in the game are generally these
1087 (basically reference to a C++ ServerActiveObject)
1089 - remove(): remove object (after returning from Lua)
1090 - getpos() -> {x=num, y=num, z=num}
1091 - setpos(pos); pos={x=num, y=num, z=num}
1092 - moveto(pos, continuous=false): interpolated move
1093 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1094 ^ puncher = an another ObjectRef,
1095 ^ time_from_last_punch = time since last punch action of the puncher
1096 ^ direction: can be nil
1097 - right_click(clicker); clicker = an another ObjectRef
1098 - get_hp(): returns number of hitpoints (2 * number of hearts)
1099 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1100 - get_inventory() -> InvRef
1101 - get_wield_list(): returns the name of the inventory list the wielded item is in
1102 - get_wield_index(): returns the index of the wielded item
1103 - get_wielded_item() -> ItemStack
1104 - set_wielded_item(item): replaces the wielded item, returns true if successful
1105 - set_armor_groups({group1=rating, group2=rating, ...})
1106 - set_properties(object property table)
1107 LuaEntitySAO-only: (no-op for other objects)
1108 - setvelocity({x=num, y=num, z=num})
1109 - getvelocity() -> {x=num, y=num, z=num}
1110 - setacceleration({x=num, y=num, z=num})
1111 - getacceleration() -> {x=num, y=num, z=num}
1113 - getyaw() -> radians
1114 - settexturemod(mod)
1115 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1116 - select_horiz_by_yawpitch=false)
1117 ^ Select sprite from spritesheet with optional animation and DM-style
1118 texture selection based on yaw relative to camera
1119 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1121 Player-only: (no-op for other objects)
1122 - is_player(): true for players, false for others
1123 - get_player_name(): returns "" if is not a player
1124 - get_look_dir(): get camera direction as a unit vector
1125 - get_look_pitch(): pitch in radians
1126 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1127 - set_inventory_formspec(formspec)
1128 ^ Redefine player's inventory form
1129 ^ Should usually be called in on_joinplayer
1130 - get_inventory_formspec() -> formspec string
1132 InvRef: Reference to an inventory
1134 - is_empty(listname): return true if list is empty
1135 - get_size(listname): get size of a list
1136 - set_size(listname, size): set size of a list
1137 - get_width(listname): get width of a list
1138 - set_width(listname, width): set width of list; currently used for crafting
1139 - get_stack(listname, i): get a copy of stack index i in list
1140 - set_stack(listname, i, stack): copy stack to index i in list
1141 - get_list(listname): return full list
1142 - set_list(listname, list): set full list (size will not change)
1143 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1144 - room_for_item(listname, stack): returns true if the stack of items
1145 can be fully added to the list
1146 - contains_item(listname, stack): returns true if the stack of items
1147 can be fully taken from the list
1148 remove_item(listname, stack): take as many items as specified from the list,
1149 returns the items that were actually removed (as an ItemStack)
1151 ItemStack: A stack of items.
1152 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1154 - is_empty(): return true if stack is empty
1155 - get_name(): returns item name (e.g. "default:stone")
1156 - get_count(): returns number of items on the stack
1157 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1158 - get_metadata(): returns metadata (a string attached to an item stack)
1159 - clear(): removes all items from the stack, making it empty
1160 - replace(item): replace the contents of this stack (item can also
1161 be an itemstring or table)
1162 - to_string(): returns the stack in itemstring form
1163 - to_table(): returns the stack in Lua table form
1164 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1165 - get_free_space(): returns get_stack_max() - get_count()
1166 - is_known(): returns true if the item name refers to a defined item type
1167 - get_definition(): returns the item definition table
1168 - get_tool_capabilities(): returns the digging properties of the item,
1169 ^ or those of the hand if none are defined for this item type
1170 - add_wear(amount): increases wear by amount if the item is a tool
1171 - add_item(item): put some item or stack onto this stack,
1172 ^ returns leftover ItemStack
1173 - item_fits(item): returns true if item or stack can be fully added to this one
1174 - take_item(n): take (and remove) up to n items from this stack
1175 ^ returns taken ItemStack
1176 ^ if n is omitted, n=1 is used
1177 - peek_item(n): copy (don't remove) up to n items from this stack
1178 ^ returns copied ItemStack
1179 ^ if n is omitted, n=1 is used
1181 PseudoRandom: A pseudorandom number generator
1182 - Can be created via PseudoRandom(seed)
1184 - next(): return next integer random number [0...32767]
1185 - next(min, max): return next integer random number [min...max]
1186 (max - min) must be 32767 or <= 6553 due to the simple
1187 implementation making bad distribution otherwise.
1189 PerlinNoise: A perlin noise generator
1190 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1191 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1193 - get2d(pos) -> 2d noise value at pos={x=,y=}
1194 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1197 --------------------
1198 - Functions receive a "luaentity" as self:
1199 - It has the member .name, which is the registered name ("mod:thing")
1200 - It has the member .object, which is an ObjectRef pointing to the object
1201 - The original prototype stuff is visible directly via a metatable
1203 - on_activate(self, staticdata)
1204 ^ Called when the object is instantiated.
1205 - on_step(self, dtime)
1206 ^ Called on every server tick (dtime is usually 0.05 seconds)
1207 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1208 ^ Called when somebody punches the object.
1209 ^ Note that you probably want to handle most punches using the
1210 automatic armor group system.
1211 ^ puncher: ObjectRef (can be nil)
1212 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1213 ^ tool_capabilities: capability table of used tool (can be nil)
1214 ^ dir: unit vector of direction of punch. Always defined. Points from
1215 the puncher to the punched.
1216 - on_rightclick(self, clicker)
1217 - get_staticdata(self)
1218 ^ Should return a string that will be passed to on_activate when
1219 the object is instantiated the next time.
1229 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1230 visual = "cube"/"sprite"/"upright_sprite",
1231 visual_size = {x=1, y=1},
1232 textures = {}, -- number of required textures depends on visual
1233 spritediv = {x=1, y=1},
1234 initial_sprite_basepos = {x=0, y=0},
1236 makes_footstep_sound = false,
1237 automatic_rotate = false,
1240 Entity definition (register_entity)
1242 (Deprecated: Everything in object properties is read directly from here)
1244 initial_properties = <initial object properties>,
1246 on_activate = function(self, staticdata, dtime_s),
1247 on_step = function(self, dtime),
1248 on_punch = function(self, hitter),
1249 on_rightclick = function(self, clicker),
1250 get_staticdata = function(self),
1251 ^ Called sometimes; the string returned is passed to on_activate when
1252 the entity is re-activated from static state
1254 # Also you can define arbitrary member variables here
1255 myvariable = whatever,
1258 ABM (ActiveBlockModifier) definition (register_abm)
1260 -- In the following two fields, also group:groupname will work.
1261 nodenames = {"default:lava_source"},
1262 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1263 ^ If left out or empty, any neighbor will do
1264 interval = 1.0, -- (operation interval)
1265 chance = 1, -- (chance of trigger is 1.0/this)
1266 action = func(pos, node, active_object_count, active_object_count_wider),
1269 Item definition (register_node, register_craftitem, register_tool)
1271 description = "Steel Axe",
1272 groups = {}, -- key=name, value=rating; rating=1..3.
1273 if rating not applicable, use 1.
1274 eg. {wool=1, fluffy=3}
1275 {soil=2, outerspace=1, crumbly=1}
1276 {bendy=2, snappy=1},
1277 {hard=1, metal=1, spikes=1}
1278 inventory_image = "default_tool_steelaxe.png",
1280 wield_scale = {x=1,y=1,z=1},
1282 liquids_pointable = false,
1283 tool_capabilities = {
1284 full_punch_interval = 1.0,
1288 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1289 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1290 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1293 node_placement_prediction = nil,
1294 ^ If nil and item is node, prediction is made automatically
1295 ^ If nil and item is not a node, no prediction is made
1296 ^ If "" and item is anything, no prediction is made
1297 ^ Otherwise should be name of node which the client immediately places
1298 on ground when the player places the item. Server will always update
1299 actual result to client in a short moment.
1301 on_place = func(itemstack, placer, pointed_thing),
1302 ^ Shall place item and return the leftover itemstack
1303 ^ default: minetest.item_place
1304 on_drop = func(itemstack, dropper, pos),
1305 ^ Shall drop item and return the leftover itemstack
1306 ^ default: minetest.item_drop
1307 on_use = func(itemstack, user, pointed_thing),
1309 ^ Function must return either nil if no item shall be removed from
1310 inventory, or an itemstack to replace the original itemstack.
1311 eg. itemstack:take_item(); return itemstack
1312 ^ Otherwise, the function is free to do what it wants.
1313 ^ The default functions handle regular use cases.
1318 - {name="image.png", animation={Tile Animation definition}}
1319 - {name="image.png", backface_culling=bool}
1320 ^ backface culling only supported in special tiles
1321 - deprecated still supported field names:
1324 Tile animation definition:
1325 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1327 Node definition (register_node)
1329 <all fields allowed in item definitions>,
1331 drawtype = "normal", -- See "Node drawtypes"
1333 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1334 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1335 ^ List can be shortened to needed length
1336 special_tiles = {tile definition 1, Tile definition 2},
1337 ^ Special textures of node; used rarely (old field name: special_materials)
1338 ^ List can be shortened to needed length
1340 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1341 paramtype = "none", -- See "Nodes"
1342 paramtype2 = "none", -- See "Nodes"
1343 is_ground_content = false, -- Currently not used for anything
1344 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1345 walkable = true, -- If true, objects collide with node
1346 pointable = true, -- If true, can be pointed at
1347 diggable = true, -- If false, can never be dug
1348 climbable = false, -- If true, can be climbed on (ladder)
1349 buildable_to = false, -- If true, placed nodes can replace this node
1350 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1351 liquidtype = "none", -- "none"/"source"/"flowing"
1352 liquid_alternative_flowing = "", -- Flowing version of source liquid
1353 liquid_alternative_source = "", -- Source version of flowing liquid
1354 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1355 liquid_renewable = true, -- Can new liquid source be created by placing
1356 two or more sources nearly?
1357 light_source = 0, -- Amount of light emitted by node
1358 damage_per_second = 0, -- If player is inside node, this damage is caused
1359 node_box = {type="regular"}, -- See "Node boxes"
1360 selection_box = {type="regular"}, -- See "Node boxes"
1361 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1362 legacy_wallmounted = false, -- Support maps made in and before January 2012
1364 footstep = <SimpleSoundSpec>,
1365 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1366 dug = <SimpleSoundSpec>,
1369 on_construct = func(pos),
1370 ^ Node constructor; always called after adding node
1371 ^ Can set up metadata and stuff like that
1373 on_destruct = func(pos),
1374 ^ Node destructor; always called before removing node
1376 after_destruct = func(pos, oldnode),
1377 ^ Node destructor; always called after removing node
1380 after_place_node = func(pos, placer),
1381 ^ Called after constructing node when node was placed using
1382 minetest.item_place_node / minetest.env:place_node
1384 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1385 ^ oldmetadata is in table format
1386 ^ Called after destructing node when node was dug using
1387 minetest.node_dig / minetest.env:dig_node
1389 can_dig = function(pos,player)
1390 ^ returns true if node can be dug, or false if not
1393 on_punch = func(pos, node, puncher),
1394 ^ default: minetest.node_punch
1395 ^ By default: does nothing
1396 on_dig = func(pos, node, digger),
1397 ^ default: minetest.node_dig
1398 ^ By default: checks privileges, wears out tool and removes node
1400 on_timer = function(pos,elapsed),
1402 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1403 ^ elapsed is the total time passed since the timer was started
1404 ^ return true to run the timer for another cycle with the same timeout value
1406 on_receive_fields = func(pos, formname, fields, sender),
1407 ^ fields = {name1 = value1, name2 = value2, ...}
1408 ^ Called when an UI form (eg. sign text input) returns data
1411 allow_metadata_inventory_move = func(pos, from_list, from_index,
1412 to_list, to_index, count, player),
1413 ^ Called when a player wants to move items inside the inventory
1414 ^ Return value: number of items allowed to move
1416 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1417 ^ Called when a player wants to put something into the inventory
1418 ^ Return value: number of items allowed to put
1419 ^ Return value: -1: Allow and don't modify item count in inventory
1421 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1422 ^ Called when a player wants to take something out of the inventory
1423 ^ Return value: number of items allowed to take
1424 ^ Return value: -1: Allow and don't modify item count in inventory
1426 on_metadata_inventory_move = func(pos, from_list, from_index,
1427 to_list, to_index, count, player),
1428 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1429 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1430 ^ Called after the actual action has happened, according to what was allowed.
1433 on_blast = func(pos, intensity),
1434 ^ intensity: 1.0 = mid range of regular TNT
1435 ^ If defined, called when an explosion touches the node, instead of
1439 Recipe for register_craft: (shaped)
1441 output = 'default:pick_stone',
1443 {'default:cobble', 'default:cobble', 'default:cobble'},
1444 {'', 'default:stick', ''},
1445 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1447 replacements = <optional list of item pairs,
1448 replace one input item with another item on crafting>
1451 Recipe for register_craft (shapeless)
1454 output = 'mushrooms:mushroom_stew',
1457 "mushrooms:mushroom_brown",
1458 "mushrooms:mushroom_red",
1460 replacements = <optional list of item pairs,
1461 replace one input item with another item on crafting>
1464 Recipe for register_craft (tool repair)
1466 type = "toolrepair",
1467 additional_wear = -0.02,
1470 Recipe for register_craft (cooking)
1473 output = "default:glass",
1474 recipe = "default:sand",
1478 Recipe for register_craft (furnace fuel)
1481 recipe = "default:leaves",
1485 Chatcommand definition (register_chatcommand)
1487 params = "<name> <privilege>", -- short parameter description
1488 description = "Remove privilege from player", -- full description
1489 privs = {privs=true}, -- require the "privs" privilege to run
1490 func = function(name, param), -- called when command is run
1493 Detached inventory callbacks
1495 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1496 ^ Called when a player wants to move items inside the inventory
1497 ^ Return value: number of items allowed to move
1499 allow_put = func(inv, listname, index, stack, player),
1500 ^ Called when a player wants to put something into the inventory
1501 ^ Return value: number of items allowed to put
1502 ^ Return value: -1: Allow and don't modify item count in inventory
1504 allow_take = func(inv, listname, index, stack, player),
1505 ^ Called when a player wants to take something out of the inventory
1506 ^ Return value: number of items allowed to take
1507 ^ Return value: -1: Allow and don't modify item count in inventory
1509 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1510 on_put = func(inv, listname, index, stack, player),
1511 on_take = func(inv, listname, index, stack, player),
1512 ^ Called after the actual action has happened, according to what was allowed.