1 Minetest Lua Modding API Reference 0.4.5
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
32 RUN_IN_PLACE=1: (Windows release, local build)
33 $path_user: Linux: <build directory>
34 Windows: <build directory>
35 $path_share: Linux: <build directory>
36 Windows: <build directory>
38 RUN_IN_PLACE=0: (Linux release)
39 $path_share: Linux: /usr/share/minetest
40 Windows: <install directory>/minetest-0.4.x
41 $path_user: Linux: ~/.minetest
42 Windows: C:/users/<user>/AppData/minetest (maybe)
46 Games are looked up from:
47 $path_share/games/gameid/
48 $path_user/games/gameid/
49 where gameid is unique to each game.
51 The game directory contains the file game.conf, which contains these fields:
52 name = <Human-readable full name of the game>
53 common_mods = <Comma-separated list of common mods>
56 common_mods = bucket, default, doors, fire, stairs
58 Common mods are loaded from the pseudo-game "common".
60 The game directory can contain the file minetest.conf, which will be used
61 to set default settings when running the particular game.
66 $path_share/games/gameid/mods/
67 $path_share/mods/gameid/
68 $path_user/games/gameid/mods/
69 $path_user/mods/gameid/ <-- User-installed mods
72 In a run-in-place version (eg. the distributed windows version):
73 minetest-0.4.x/games/gameid/mods/
74 minetest-0.4.x/mods/gameid/ <-- User-installed mods
75 minetest-0.4.x/worlds/worldname/worldmods/
77 On an installed version on linux:
78 /usr/share/minetest/games/gameid/mods/
79 ~/.minetest/mods/gameid/ <-- User-installed mods
80 ~/.minetest/worlds/worldname/worldmods
82 Mod load path for world-specific games
83 --------------------------------------
84 It is possible to include a game in a world; in this case, no mods or
85 games are loaded or checked from anywhere else.
87 This is useful for eg. adventure worlds.
89 This happens if the following directory exists:
92 Mods should be then be placed in:
97 Mods can be put in a subdirectory, if the parent directory, which otherwise
98 should be a mod, contains a file named modpack.txt. This file shall be
99 empty, except for lines starting with #, which are comments.
101 Mod directory structure
102 ------------------------
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
124 The main Lua script. Running this script should register everything it
125 wants to register. Subsequent execution depends on minetest calling the
126 registered callbacks.
128 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
129 to read custom or existing settings at load time, if necessary.
131 textures, sounds, media:
132 Media files (textures, sounds, whatever) that will be transferred to the
133 client and will be available for use by the mod.
135 Naming convention for registered textual names
136 ----------------------------------------------
137 Registered names should generally be in this format:
138 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
140 This is to prevent conflicting names from corrupting maps and is
141 enforced by the mod loader.
143 Example: mod "experimental", ideal item/node/entity name "tnt":
144 -> the name should be "experimental:tnt".
146 Enforcement can be overridden by prefixing the name with ":". This can
147 be used for overriding the registrations of some other mod.
149 Example: Any mod can redefine experimental:tnt by using the name
150 ":experimental:tnt" when registering it.
151 (also that mod is required to have "experimental" as a dependency)
153 The ":" prefix can also be used for maintaining backwards compatibility.
157 Aliases can be added by using minetest.register_alias(name, convert_to)
159 This will make Minetest to convert things called name to things called
162 This can be used for maintaining backwards compatibility.
164 This can be also used for setting quick access names for things, eg. if
165 you have an item called epiclylongmodname:stuff, you could do
166 minetest.register_alias("stuff", "epiclylongmodname:stuff")
167 and be able to use "/giveme stuff".
171 Mods should generally prefix their textures with modname_, eg. given
172 the mod name "foomod", a texture could be called
173 "foomod_foothing.png"
175 Textures are referred to by their complete name, or alternatively by
176 stripping out the file extension:
177 eg. foomod_foothing.png
182 Only OGG files are supported.
184 For positional playing of sounds, only single-channel (mono) files are
185 supported. Otherwise OpenAL will play them non-positionally.
187 Mods should generally prefix their sounds with modname_, eg. given
188 the mod name "foomod", a sound could be called
189 "foomod_foosound.ogg"
191 Sounds are referred to by their name with a dot, a single digit and the
192 file extension stripped out. When a sound is played, the actual sound file
193 is chosen randomly from the matching sounds.
195 When playing the sound "foomod_foosound", the sound is chosen randomly
196 from the available ones of the following files:
198 foomod_foosound.0.ogg
199 foomod_foosound.1.ogg
201 foomod_foosound.9.ogg
203 Examples of sound parameter tables:
204 -- Play locationless on all clients
206 gain = 1.0, -- default
208 -- Play locationless to a player
211 gain = 1.0, -- default
213 -- Play in a location
216 gain = 1.0, -- default
217 max_hear_distance = 32, -- default
219 -- Play connected to an object, looped
221 object = <an ObjectRef>,
222 gain = 1.0, -- default
223 max_hear_distance = 32, -- default
224 loop = true, -- only sounds connected to objects can be looped
229 eg. "default_place_node"
231 eg. {name="default_place_node"}
232 eg. {name="default_place_node", gain=1.0}
234 Registered definitions of stuff
235 --------------------------------
236 Anything added using certain minetest.register_* functions get added to
237 the global minetest.registered_* tables.
239 minetest.register_entity(name, prototype table)
240 -> minetest.registered_entities[name]
242 minetest.register_node(name, node definition)
243 -> minetest.registered_items[name]
244 -> minetest.registered_nodes[name]
246 minetest.register_tool(name, item definition)
247 -> minetest.registered_items[name]
249 minetest.register_craftitem(name, item definition)
250 -> minetest.registered_items[name]
252 Note that in some cases you will stumble upon things that are not contained
253 in these tables (eg. when a mod has been removed). Always check for
254 existence before trying to access the fields.
256 Example: If you want to check the drawtype of a node, you could do:
258 local function get_nodedef_field(nodename, fieldname)
259 if not minetest.registered_nodes[nodename] then
262 return minetest.registered_nodes[nodename][fieldname]
264 local drawtype = get_nodedef_field(nodename, "drawtype")
266 Example: minetest.get_item_group(name, group) has been implemented as:
268 function minetest.get_item_group(name, group)
269 if not minetest.registered_items[name] or not
270 minetest.registered_items[name].groups[group] then
273 return minetest.registered_items[name].groups[group]
278 Nodes are the bulk data of the world: cubes and other things that take the
279 space of a cube. Huge amounts of them are handled efficiently, but they
282 The definition of a node is stored and can be accessed by name in
283 minetest.registered_nodes[node.name]
284 See "Registered definitions of stuff".
286 Nodes are passed by value between Lua and the engine.
287 They are represented by a table:
288 {name="name", param1=num, param2=num}
290 param1 and param2 are 8 bit integers. The engine uses them for certain
291 automated functions. If you don't use these functions, you can use them to
292 store arbitrary values.
294 The functions of param1 and param2 are determined by certain fields in the
296 param1 is reserved for the engine when paramtype != "none":
298 ^ The value stores light with and without sun in it's
299 upper and lower 4 bits.
300 param2 is reserved for the engine when any of these are used:
301 liquidtype == "flowing"
302 ^ The level and some flags of the liquid is stored in param2
303 drawtype == "flowingliquid"
304 ^ The drawn liquid level is read from param2
305 drawtype == "torchlike"
306 drawtype == "signlike"
307 paramtype2 == "wallmounted"
308 ^ The rotation of the node is stored in param2. You can make this value
309 by using minetest.dir_to_wallmounted().
310 paramtype2 == "facedir"
311 ^ The rotation of the node is stored in param2. Furnaces and chests are
312 rotated this way. Can be made by using minetest.dir_to_facedir().
314 facedir modulo 4 = axisdir
315 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
316 facedir's two less significant bits are rotation around the axis
318 Nodes can also contain extra data. See "Node Metadata".
322 There are a bunch of different looking node types. These are mostly just
323 copied from Minetest 0.3; more may be made in the future.
325 Look for examples in games/minimal or games/minetest_game.
339 - nodebox -- See below. EXPERIMENTAL
343 Node selection boxes are defined using "node boxes"
345 The "nodebox" node drawtype allows defining visual of nodes consisting of
346 arbitrary number of boxes. It allows defining stuff like stairs. Only the
347 "fixed" box type is supported for these.
348 ^ Please note that this is still experimental, and may be incompatibly
349 changed in the future.
351 A nodebox is defined as any of:
353 -- A normal cube; the default in most things
357 -- A fixed box (facedir param2 is used, if applicable)
359 fixed = box OR {box1, box2, ...}
362 -- A box like the selection box for torches
363 -- (wallmounted param2 is used, if applicable)
364 type = "wallmounted",
371 {x1, y1, z1, x2, y2, z2}
372 A box of a regular node would look like:
373 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
377 These tell in what manner the ore is generated.
378 All default ores are of the uniformly-distributed scatter type.
381 Randomly chooses a location and generates a cluster of ore.
382 If noise_params is specified, the ore will be placed if the 3d perlin noise at
383 that point is greater than the noise_threshhold, giving the ability to create a non-equal
386 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
387 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
388 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
389 scale when comparing against the noise threshhold, but scale is used to determine relative height.
390 The height of the blob is randomly scattered, with a maximum height of clust_size.
391 clust_scarcity and clust_num_ores are ignored.
392 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
393 - claylike - NOT YET IMPLEMENTED
394 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
395 neighborhood of clust_size radius.
397 Representations of simple things
398 --------------------------------
400 {x=num, y=num, z=num}
401 Currently the API does not provide any helper functions for addition,
402 subtraction and whatever; you can define those that you need yourself.
406 {type="node", under=pos, above=pos}
407 {type="object", ref=ObjectRef}
411 Node (register_node):
412 A node from the world
413 Tool (register_tool):
414 A tool/weapon that can dig and damage things according to tool_capabilities
415 Craftitem (register_craftitem):
418 Items and item stacks can exist in three formats:
420 Serialized; This is called stackstring or itemstring:
422 eg. 'default:pick_wood 21323'
426 eg. {name="default:dirt", count=5, wear=0, metadata=""}
428 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
429 ^ a wooden pick about 1/3 weared out
430 eg. {name="default:apple", count=1, wear=0, metadata=""}
434 C++ native format with many helper methods. Useful for converting between
435 formats. See the Class reference section for details.
437 When an item must be passed to a function, it can usually be in any of
442 In a number of places, there is a group table. Groups define the
443 properties of a thing (item, node, armor of entity, capabilities of
444 tool) in such a way that the engine and other mods can can interact with
445 the thing without actually knowing what the thing is.
448 - Groups are stored in a table, having the group names with keys and the
449 group ratings as values. For example:
450 groups = {crumbly=3, soil=1}
451 ^ Default dirt (soil group actually currently not defined; TODO)
452 groups = {crumbly=2, soil=1, level=2, outerspace=1}
453 ^ A more special dirt-kind of thing
454 - Groups always have a rating associated with them. If there is no
455 useful meaning for a rating for an enabled group, it shall be 1.
456 - When not defined, the rating of a group defaults to 0. Thus when you
457 read groups, you must interpret nil and 0 as the same value, 0.
459 You can read the rating of a group for an item or a node by using
460 minetest.get_item_group(itemname, groupname)
464 Groups of items can define what kind of an item it is (eg. wool).
468 In addition to the general item things, groups are used to define whether
469 a node is destroyable and how long it takes to destroy by a tool.
473 For entities, groups are, as of now, used only for calculating damage.
475 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
476 object.set_armor_groups({level=2, fleshy=2, cracky=2})
480 Groups in tools define which groups of nodes and entities they are
483 Groups in crafting recipes
484 ---------------------------
485 An example: Make meat soup from any meat, any water and any bowl
487 output = 'food:meat_soup_raw',
493 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
495 An another example: Make red wool from white wool and red dye
499 recipe = {'wool:white', 'group:dye,basecolor_red'},
504 - immortal: Disables the group damage system for an entity
505 - level: Can be used to give an additional sense of progression in the game.
506 - A larger level will cause eg. a weapon of a lower level make much less
507 damage, and get weared out much faster, or not be able to get drops
508 from destroyed nodes.
509 - 0 is something that is directly accessible at the start of gameplay
510 - There is no upper limit
511 - dig_immediate: (player can always pick up node without tool wear)
512 - 2: node is removed without tool wear after 0.5 seconds or so
514 - 3: node is removed without tool wear immediately (torch)
515 - disable_jump: Player (and possibly other things) cannot jump from node
516 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
517 - bouncy: value is bounce speed in percent
518 - falling_node: if there is no walkable block under the node it will fall
519 - attached_node: if the node under it is not a walkable block the node will be
520 dropped as an item. If the node is wallmounted the
521 wallmounted direction is checked.
523 Known damage and digging time defining groups
524 ----------------------------------------------
525 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
526 - crumbly: dirt, sand
527 - cracky: tough but crackable stuff like stone.
528 - snappy: something that can be cut using fine tools; eg. leaves, small
529 plants, wire, sheets of metal
530 - choppy: something that can be cut using force; eg. trees, wooden planks
531 - fleshy: Living things like animals and the player. This could imply
532 some blood effects when hitting.
533 - explody: Especially prone to explosions
534 - oddly_breakable_by_hand:
535 Can be added to nodes that shouldn't logically be breakable by the
536 hand but are. Somewhat similar to dig_immediate, but times are more
537 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
538 speed of a tool if the tool can dig at a faster speed than this
539 suggests for the hand.
541 Examples of custom groups
542 --------------------------
543 Item groups are often used for defining, well, //groups of items//.
544 - meat: any meat-kind of a thing (rating might define the size or healing
545 ability or be irrelevant - it is not defined as of yet)
546 - eatable: anything that can be eaten. Rating might define HP gain in half
548 - flammable: can be set on fire. Rating might define the intensity of the
549 fire, affecting eg. the speed of the spreading of an open fire.
550 - wool: any wool (any origin, any color)
553 - heavy: anything considerably heavy
555 Digging time calculation specifics
556 -----------------------------------
557 Groups such as **crumbly**, **cracky** and **snappy** are used for this
558 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
561 The **level** group is used to limit the toughness of nodes a tool can dig
562 and to scale the digging times / damage to a greater extent.
564 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
567 Tools define their properties by a list of parameters for groups. They
568 cannot dig other groups; thus it is important to use a standard bunch of
569 groups to enable interaction with tools.
572 * Full punch interval
574 * For an arbitrary list of groups:
575 * Uses (until the tool breaks)
576 * Maximum level (usually 0, 1, 2 or 3)
579 **Full punch interval**:
580 When used as a weapon, the tool will do full damage if this time is spent
581 between punches. If eg. half the time is spent, the tool will do half
584 **Maximum drop level**
585 Suggests the maximum level of node, when dug with the tool, that will drop
586 it's useful item. (eg. iron ore to drop a lump of iron).
587 - This is not automated; it is the responsibility of the node definition
591 Determines how many uses the tool has when it is used for digging a node,
592 of this group, of the maximum level. For lower leveled nodes, the use count
593 is multiplied by 3^leveldiff.
594 - uses=10, leveldiff=0 -> actual uses: 10
595 - uses=10, leveldiff=1 -> actual uses: 30
596 - uses=10, leveldiff=2 -> actual uses: 90
599 Tells what is the maximum level of a node of this group that the tool will
603 List of digging times for different ratings of the group, for nodes of the
605 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
606 result in the tool to be able to dig nodes that have a rating of 2 or 3
607 for this group, and unable to dig the rating 1, which is the toughest.
608 Unless there is a matching group that enables digging otherwise.
609 * For entities, damage equals the amount of nodes dug in the time spent
610 between hits, with a maximum time of ''full_punch_interval''.
612 Example definition of the capabilities of a tool
613 -------------------------------------------------
614 tool_capabilities = {
615 full_punch_interval=1.5,
618 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
622 This makes the tool be able to dig nodes that fullfill both of these:
623 - Have the **crumbly** group
624 - Have a **level** group less or equal to 2
626 Table of resulting digging times:
627 crumbly 0 1 2 3 4 <- level
633 level diff: 2 1 0 -1 -2
635 Table of resulting tool uses:
642 - At crumbly=0, the node is not diggable.
643 - At crumbly=3, the level difference digging time divider kicks in and makes
644 easy nodes to be quickly breakable.
645 - At level > 2, the node is not diggable, because it's level > maxlevel
647 Entity damage mechanism
648 ------------------------
650 - Take the time spent after the last hit
651 - Limit time to full_punch_interval
652 - Take the damage groups and imagine a bunch of nodes that have them
653 - Damage in HP is the amount of nodes destroyed in this time.
655 Client predicts damage based on damage groups. Because of this, it is able to
656 give an immediate response when an entity is damaged or dies; the response is
657 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
659 - Currently a smoke puff will appear when an entity dies.
661 The group **immortal** completely disables normal damage.
663 Entities can define a special armor group, which is **punch_operable**. This
664 group disables the regular damage mechanism for players punching it by hand or
665 a non-tool item, so that it can do something else than take damage.
667 On the Lua side, every punch calls ''entity:on_punch(puncher,
668 time_from_last_punch, tool_capabilities, direction)''. This should never be
669 called directly, because damage is usually not handled by the entity itself.
670 * ''puncher'' is the object performing the punch. Can be nil. Should never be
671 accessed unless absolutely required, to encourage interoperability.
672 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
673 * ''tool_capabilities'' can be nil.
674 * ''direction'' is a unit vector, pointing from the source of the punch to
677 To punch an entity/object in Lua, call ''object:punch(puncher,
678 time_from_last_punch, tool_capabilities, direction)''.
679 * Return value is tool wear.
680 * Parameters are equal to the above callback.
681 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
682 automatically filled in based on the location of ''puncher''.
686 The instance of a node in the world normally only contains the three values
687 mentioned in "Nodes". However, it is possible to insert extra data into a
688 node. It is called "node metadata"; See "NodeMetaRef".
690 Metadata contains two things:
694 Some of the values in the key-value store are handled specially:
695 - formspec: Defines a right-click inventory menu. See "Formspec".
696 - infotext: Text shown on the screen when the node is pointed at
700 local meta = minetest.env:get_meta(pos)
701 meta:set_string("formspec",
703 "list[context;main;0,0;8,4;]"..
704 "list[current_player;main;0,5;8,4;]")
705 meta:set_string("infotext", "Chest");
706 local inv = meta:get_inventory()
707 inv:set_size("main", 8*4)
708 print(dump(meta:to_table()))
711 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] = ""}
714 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
721 Formspec defines a menu. Currently not much else than inventories are
722 supported. It is a string, with a somewhat strange format.
724 Spaces and newlines can be inserted between the blocks, as is used in the
730 list[context;main;0,0;8,4;]
731 list[current_player;main;0,5;8,4;]
734 list[context;fuel;2,3;1,1;]
735 list[context;src;2,1;1,1;]
736 list[context;dst;5,1;2,2;]
737 list[current_player;main;0,5;8,4;]
738 - Minecraft-like player inventory
740 image[1,0.6;1,2;player.png]
741 list[current_player;main;0,3.5;8,4;]
742 list[current_player;craft;3,0;3,3;]
743 list[current_player;craftpreview;7,1;1,1;]
748 ^ Define the size of the menu in inventory slots
749 ^ deprecated: invsize[<W>,<H>;]
751 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
752 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
753 ^ Show an inventory list
755 image[<X>,<Y>;<W>,<H>;<texture name>]
757 ^ Position and size units are inventory slots
759 item_image[<X>,<Y>;<W>,<H>;<item name>]
760 ^ Show an inventory image of registered item/node
761 ^ Position and size units are inventory slots
763 background[<X>,<Y>;<W>,<H>;<texture name>]
764 ^ Use a background. Inventory rectangles are not drawn then.
765 ^ Position and size units are inventory slots
766 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
768 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
769 ^ Textual field; will be sent to server when a button is clicked
770 ^ x and y position the field relative to the top left of the menu
771 ^ w and h are the size of the field
772 ^ fields are a set height, but will be vertically centred on h
773 ^ Position and size units are inventory slots
774 ^ name is the name of the field as returned in fields to on_receive_fields
775 ^ label, if not blank, will be text printed on the top left above the field
776 ^ default is the default value of the field
777 ^ default may contain variable references such as '${text}' which
778 will fill the value from the metadata value 'text'
779 ^ Note: no extra text or more than a single variable is supported ATM.
781 field[<name>;<label>;<default>]
782 ^ as above but without position/size units
783 ^ special field for creating simple forms, such as sign text input
784 ^ must be used without a size[] element
785 ^ a 'Proceed' button will be added automatically
787 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
788 ^ same as fields above, but with multi-line input
790 label[<X>,<Y>;<label>]
791 ^ x and y work as per field
792 ^ label is the text on the label
793 ^ Position and size units are inventory slots
795 button[<X>,<Y>;<W>,<H>;<name>;<label>]
796 ^ Clickable button. When clicked, fields will be sent.
797 ^ x, y and name work as per field
798 ^ w and h are the size of the button
799 ^ label is the text on the button
800 ^ Position and size units are inventory slots
802 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
803 ^ x, y, w, h, and name work as per button
804 ^ image is the filename of an image
805 ^ Position and size units are inventory slots
807 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
808 ^ x, y, w, h, name and label work as per button
809 ^ item name is the registered name of an item/node,
810 tooltip will be made out of its descritption
811 ^ Position and size units are inventory slots
813 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
814 ^ When clicked, fields will be sent and the form will quit.
816 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
817 ^ When clicked, fields will be sent and the form will quit.
821 - "context": Selected node metadata (deprecated: "current_name")
822 - "current_player": Player to whom the menu is shown
823 - "player:<name>": Any player
824 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
825 - "detached:<name>": A detached inventory
829 dump2(obj, name="_", dumped={})
830 ^ Return object serialized as a string, handles reference loops
832 ^ Return object serialized as a string
833 string:split(separator)
834 ^ eg. string:split("a,b", ",") == {"a","b"}
836 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
837 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
838 ^ Convert position to a printable string
839 minetest.string_to_pos(string) -> position
840 ^ Same but in reverse
841 minetest.formspec_escape(string) -> string
842 ^ escapes characters like [, ], and \ that can not be used in formspecs
844 minetest namespace reference
845 -----------------------------
846 minetest.get_current_modname() -> string
847 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
848 ^ Useful for loading additional .lua modules or static data from mod
849 minetest.get_modnames() -> list of installed mods
850 ^ Return a list of installed mods, sorted alphabetically
851 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
852 ^ Useful for storing custom data
853 minetest.is_singleplayer()
856 ^ Always printed to stderr and logfile (print() is redirected here)
858 minetest.log(loglevel, line)
859 ^ loglevel one of "error", "action", "info", "verbose"
861 Registration functions: (Call these only at load time)
862 minetest.register_entity(name, prototype table)
863 minetest.register_abm(abm definition)
864 minetest.register_node(name, node definition)
865 minetest.register_tool(name, item definition)
866 minetest.register_craftitem(name, item definition)
867 minetest.register_alias(name, convert_to)
868 minetest.register_craft(recipe)
869 minetest.register_ore(ore definition)
871 Global callback registration functions: (Call these only at load time)
872 minetest.register_globalstep(func(dtime))
873 ^ Called every server step, usually interval of 0.05s
874 minetest.register_on_shutdown(func())
875 ^ Called before server shutdown
876 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
877 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
878 semi-frequent intervals as well as on server shutdown.
879 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
880 ^ Called when a node has been placed
881 ^ If return true no item is taken from itemstack
882 ^ Deprecated: Use on_construct or after_place_node in node definition instead
883 minetest.register_on_dignode(func(pos, oldnode, digger))
884 ^ Called when a node has been dug.
885 ^ Deprecated: Use on_destruct or after_dig_node in node definition instead
886 minetest.register_on_punchnode(func(pos, node, puncher))
887 ^ Called when a node is punched
888 minetest.register_on_generated(func(minp, maxp, blockseed))
889 ^ Called after generating a piece of world. Modifying nodes inside the area
890 is a bit faster than usually.
891 minetest.register_on_newplayer(func(ObjectRef))
892 ^ Called after a new player has been created
893 minetest.register_on_dieplayer(func(ObjectRef))
894 ^ Called when a player dies
895 minetest.register_on_respawnplayer(func(ObjectRef))
896 ^ Called when player is to be respawned
897 ^ Called _before_ repositioning of player occurs
898 ^ return true in func to disable regular player placement
899 minetest.register_on_joinplayer(func(ObjectRef))
900 ^ Called when a player joins the game
901 minetest.register_on_leaveplayer(func(ObjectRef))
902 ^ Called when a player leaves the game
903 minetest.register_on_chat_message(func(name, message))
904 ^ Called always when a player says something
905 minetest.register_on_player_receive_fields(func(player, formname, fields))
906 ^ Called when a button is pressed in player's inventory form
907 ^ Newest functions are called first
908 ^ If function returns true, remaining functions are not called
910 Other registration functions:
911 minetest.register_chatcommand(cmd, chatcommand definition)
912 minetest.register_privilege(name, definition)
913 ^ definition: "description text"
915 description = "description text",
916 give_to_singleplayer = boolean, -- default: true
918 minetest.register_authentication_handler(handler)
919 ^ See minetest.builtin_auth_handler in builtin.lua for reference
922 minetest.setting_set(name, value)
923 minetest.setting_get(name) -> string or nil
924 minetest.setting_getbool(name) -> boolean value or nil
925 minetest.setting_get_pos(name) -> position or nil
926 minetest.setting_save() -> nil, save all settings to config file
927 minetest.add_to_creative_inventory(itemstring)
930 minetest.notify_authentication_modified(name)
931 ^ Should be called by the authentication handler if privileges change.
932 ^ To report everybody, set name=nil.
933 minetest.get_password_hash(name, raw_password)
934 ^ Convert a name-password pair to a password hash that minetest can use
935 minetest.string_to_privs(str) -> {priv1=true,...}
936 minetest.privs_to_string(privs) -> "priv1,priv2,..."
937 ^ Convert between two privilege representations
938 minetest.set_player_password(name, password_hash)
939 minetest.set_player_privs(name, {priv1=true,...})
940 minetest.get_player_privs(name) -> {priv1=true,...}
941 minetest.auth_reload()
942 ^ These call the authentication handler
943 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
944 ^ A quickhand for checking privileges
947 minetest.chat_send_all(text)
948 minetest.chat_send_player(name, text)
951 minetest.get_inventory(location) -> InvRef
952 ^ location = eg. {type="player", name="celeron55"}
953 {type="node", pos={x=, y=, z=}}
954 {type="detached", name="creative"}
955 minetest.create_detached_inventory(name, callbacks) -> InvRef
956 ^ callbacks: See "Detached inventory callbacks"
957 ^ Creates a detached inventory. If it already exists, it is cleared.
958 minetest.show_formspec(playername, formname, formspec)
959 ^ playername: name of player to show formspec
960 ^ formname: name passed to on_player_receive_fields callbacks
961 ^ should follow "modname:<whatever>" naming convention
962 ^ formspec: formspec to display
965 minetest.inventorycube(img1, img2, img3)
966 ^ Returns a string for making an image of a cube (useful as an item image)
967 minetest.get_pointed_thing_position(pointed_thing, above)
968 ^ Get position of a pointed_thing (that you can get from somewhere)
969 minetest.dir_to_facedir(dir)
970 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
971 minetest.dir_to_wallmounted(dir)
972 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
973 minetest.get_node_drops(nodename, toolname)
974 ^ Returns list of item names.
975 ^ Note: This will be removed or modified in a future version.
976 minetest.get_craft_result(input) -> output, decremented_input
977 ^ input.method = 'normal' or 'cooking' or 'fuel'
978 ^ input.width = for example 3
979 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
980 stack 5, stack 6, stack 7, stack 8, stack 9 }
981 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
982 ^ output.time = number, if unsuccessful: 0
983 ^ decremented_input = like input
984 minetest.get_craft_recipe(output) -> input
985 ^ returns last registered recipe for output item (node)
986 ^ output is a node or item type such as 'default:torch'
987 ^ input.method = 'normal' or 'cooking' or 'fuel'
988 ^ input.width = for example 3
989 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
990 stack 5, stack 6, stack 7, stack 8, stack 9 }
991 ^ input.items = nil if no recipe found
992 minetest.get_all_craft_recipes(output) -> table or nil
993 ^ returns table with all registered recipes for output item (node)
994 ^ returns nil if no recipe was found
995 ^ table entries have same format as minetest.get_craft_recipe
996 minetest.handle_node_drops(pos, drops, digger)
997 ^ drops: list of itemstrings
998 ^ Handles drops from nodes after digging: Default action is to put them into
1000 ^ Can be overridden to get different functionality (eg. dropping items on
1004 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1005 ^ Find who has done something to a node, or near a node
1006 ^ actor: "player:<name>", also "liquid".
1007 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1008 ^ Revert latest actions of someone
1009 ^ actor: "player:<name>", also "liquid".
1011 Defaults for the on_* item definition functions:
1012 (These return the leftover itemstack)
1013 minetest.item_place_node(itemstack, placer, pointed_thing)
1014 ^ Place item as a node
1015 minetest.item_place_object(itemstack, placer, pointed_thing)
1017 minetest.item_place(itemstack, placer, pointed_thing)
1018 ^ Use one of the above based on what the item is.
1019 ^ Calls on_rightclick of pointed_thing.under if defined instead
1020 ^ Note: is not called when wielded item overrides on_place
1021 minetest.item_drop(itemstack, dropper, pos)
1023 minetest.item_eat(hp_change, replace_with_item)
1024 ^ Eat the item. replace_with_item can be nil.
1026 Defaults for the on_punch and on_dig node definition callbacks:
1027 minetest.node_punch(pos, node, puncher)
1028 ^ Calls functions registered by minetest.register_on_punchnode()
1029 minetest.node_dig(pos, node, digger)
1030 ^ Checks if node can be dug, puts item into inventory, removes node
1031 ^ Calls functions registered by minetest.registered_on_dignodes()
1034 minetest.sound_play(spec, parameters) -> handle
1035 ^ spec = SimpleSoundSpec
1036 ^ parameters = sound parameter table
1037 minetest.sound_stop(handle)
1040 minetest.after(time, func, ...)
1041 ^ Call function after time seconds
1042 ^ Optional: Variable number of arguments that are passed to func
1045 minetest.request_shutdown() -> request for server shutdown
1046 minetest.get_server_status() -> server status string
1049 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1050 minetest.get_ban_description(ip_or_name) -> ban description (string)
1051 minetest.ban_player(name) -> ban a player
1052 minetest.unban_player_or_ip(name) -> unban player or IP address
1055 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1056 size, collisiondetection, texture, playername)
1057 ^ Spawn particle at pos with velocity and acceleration
1058 ^ Disappears after expirationtime seconds
1059 ^ collisiondetection: if true collides with physical objects
1060 ^ Uses texture (string)
1061 ^ Playername is optional, if specified spawns particle only on the player's client
1063 minetest.add_particlespawner(amount, time,
1067 minexptime, maxexptime,
1069 collisiondetection, texture, playername)
1070 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1071 ^ The particle's properties are random values in between the boundings:
1072 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1073 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1074 ^ collisiondetection: if true uses collisiondetection
1075 ^ Uses texture (string)
1076 ^ Playername is optional, if specified spawns particle only on the player's client
1077 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1080 minetest.delete_particlespawner(id, player)
1081 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1082 ^ If playername is specified, only deletes on the player's client,
1083 ^ otherwise on all clients
1086 minetest.get_connected_players() -> list of ObjectRefs
1087 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1088 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1089 minetest.get_item_group(name, group) -> rating
1090 ^ Get rating of a group of an item. (0 = not in group)
1091 minetest.get_node_group(name, group) -> rating
1092 ^ Deprecated: An alias for the former.
1093 minetest.serialize(table) -> string
1094 ^ Convert a table containing tables, strings, numbers, booleans and nils
1095 into string form readable by minetest.deserialize
1096 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1097 minetest.deserialize(string) -> table
1098 ^ Convert a string returned by minetest.deserialize into a table
1099 ^ String is loaded in an empty sandbox environment.
1100 ^ Will load functions, but they cannot access the global environment.
1101 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1102 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1103 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1106 minetest.env - EnvRef of the server environment and world.
1107 ^ Using this you can access nodes and entities
1110 minetest.registered_items
1111 ^ List of registered items, indexed by name
1112 minetest.registered_nodes
1113 ^ List of registered node definitions, indexed by name
1114 minetest.registered_craftitems
1115 ^ List of registered craft item definitions, indexed by name
1116 minetest.registered_tools
1117 ^ List of registered tool definitions, indexed by name
1118 minetest.registered_entities
1119 ^ List of registered entity prototypes, indexed by name
1120 minetest.object_refs
1121 ^ List of object references, indexed by active object id
1122 minetest.luaentities
1123 ^ List of lua entities, indexed by active object id
1125 Deprecated but defined for backwards compatibility:
1126 minetest.digprop_constanttime(time)
1127 minetest.digprop_stonelike(toughness)
1128 minetest.digprop_dirtlike(toughness)
1129 minetest.digprop_gravellike(toughness)
1130 minetest.digprop_woodlike(toughness)
1131 minetest.digprop_leaveslike(toughness)
1132 minetest.digprop_glasslike(toughness)
1136 EnvRef: basically ServerEnvironment and ServerMap combined.
1138 - set_node(pos, node)
1139 - add_node(pos, node): alias set_node(pos, node)
1140 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1142 ^ Equivalent to set_node(pos, "air")
1144 ^ Returns {name="ignore", ...} for unloaded area
1145 - get_node_or_nil(pos)
1146 ^ Returns nil for unloaded area
1147 - get_node_light(pos, timeofday) -> 0...15 or nil
1148 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1150 - place_node(pos, node)
1151 ^ Place node with the same effects that a player would cause
1153 ^ Dig node with the same effects that a player would cause
1155 ^ Punch node with the same effects that a player would cause
1157 - get_meta(pos) -- Get a NodeMetaRef at that position
1158 - get_node_timer(pos) -- Get NodeTimerRef
1160 - add_entity(pos, name): Spawn Lua-defined entity at position
1161 ^ Returns ObjectRef, or nil if failed
1162 - add_item(pos, item): Spawn item
1163 ^ Returns ObjectRef, or nil if failed
1164 - get_player_by_name(name) -- Get an ObjectRef to a player
1165 - get_objects_inside_radius(pos, radius)
1166 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1168 - find_node_near(pos, radius, nodenames) -> pos or nil
1169 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1170 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1171 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1172 - get_perlin(seeddiff, octaves, persistence, scale)
1173 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1175 ^ clear all objects in the environments
1176 - spawn_tree (pos, {treedef})
1177 ^ spawns L-System tree at given pos with definition in treedef table
1179 axiom, - string initial tree axiom
1180 rules_a, - string rules set A
1181 rules_b, - string rules set B
1182 rules_c, - string rules set C
1183 rules_d, - string rules set D
1184 trunk, - string trunk node name
1185 leaves, - string leaves node name
1186 leaves2, - string secondary leaves node name
1187 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1188 angle, - num angle in deg
1189 iterations, - num max # of iterations, usually 2 -5
1190 random_level, - num factor to lower nr of iterations, usually 0 - 3
1191 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1192 thin_branches, - boolean true -> use thin (1 node) branches
1193 fruit, - string fruit node name
1194 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1195 seed, - num random seed
1198 Key for Special L-System Symbols used in Axioms
1199 G - move forward one unit with the pen up
1200 F - move forward one unit with the pen down drawing trunks and branches
1201 f - move forward one unit with the pen down drawing leaves (100% chance)
1202 T - move forward one unit with the pen down drawing trunks only
1203 R - move forward one unit with the pen down placing fruit
1204 A - replace with rules set A
1205 B - replace with rules set B
1206 C - replace with rules set C
1207 D - replace with rules set D
1208 a - replace with rules set A, chance 90%
1209 b - replace with rules set B, chance 80%
1210 c - replace with rules set C, chance 70%
1211 d - replace with rules set D, chance 60%
1212 + - yaw the turtle right by angle parameter
1213 - - yaw the turtle left by angle parameter
1214 & - pitch the turtle down by angle parameter
1215 ^ - pitch the turtle up by angle parameter
1216 / - roll the turtle to the right by angle parameter
1217 * - roll the turtle to the left by angle parameter
1218 [ - save in stack current state info
1219 ] - recover from stack state info
1221 Example usage: spawn small apple tree
1224 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1225 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1226 trunk="default:tree",
1227 leaves="default:leaves",
1231 trunk_type="single",
1234 fruit="default:apple"
1236 minetest.env:spawn_tree(pos,apple_tree)
1239 - add_rat(pos): Add C++ rat object (no-op)
1240 - add_firefly(pos): Add C++ firefly object (no-op)
1242 NodeMetaRef: Node metadata - reference extra data and functionality stored
1244 - Can be gotten via minetest.env:get_nodemeta(pos)
1246 - set_string(name, value)
1248 - set_int(name, value)
1250 - set_float(name, value)
1252 - get_inventory() -> InvRef
1253 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1254 - from_table(nil or {})
1255 ^ See "Node Metadata"
1257 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1258 - Can be gotten via minetest.env:get_node_timer(pos)
1260 - set(timeout,elapsed)
1261 ^ set a timer's state
1262 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1263 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1264 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1267 ^ equivelent to set(timeout,0)
1270 - get_timeout() -> current timeout in seconds
1271 ^ if timeout is 0, timer is inactive
1272 - get_elapsed() -> current elapsed time in seconds
1273 ^ the node's on_timer function will be called after timeout-elapsed seconds
1274 - is_started() -> boolean state of timer
1275 ^ returns true if timer is started, otherwise false
1277 ObjectRef: Moving things in the game are generally these
1278 (basically reference to a C++ ServerActiveObject)
1280 - remove(): remove object (after returning from Lua)
1281 - getpos() -> {x=num, y=num, z=num}
1282 - setpos(pos); pos={x=num, y=num, z=num}
1283 - moveto(pos, continuous=false): interpolated move
1284 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1285 ^ puncher = an another ObjectRef,
1286 ^ time_from_last_punch = time since last punch action of the puncher
1287 ^ direction: can be nil
1288 - right_click(clicker); clicker = an another ObjectRef
1289 - get_hp(): returns number of hitpoints (2 * number of hearts)
1290 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1291 - get_inventory() -> InvRef
1292 - get_wield_list(): returns the name of the inventory list the wielded item is in
1293 - get_wield_index(): returns the index of the wielded item
1294 - get_wielded_item() -> ItemStack
1295 - set_wielded_item(item): replaces the wielded item, returns true if successful
1296 - set_armor_groups({group1=rating, group2=rating, ...})
1297 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1298 - set_attach(parent, bone, position, rotation)
1300 ^ position = {x=num, y=num, z=num} (relative)
1301 ^ rotation = {x=num, y=num, z=num}
1303 - set_bone_position(bone, position, rotation)
1305 ^ position = {x=num, y=num, z=num} (relative)
1306 ^ rotation = {x=num, y=num, z=num}
1307 - set_properties(object property table)
1308 LuaEntitySAO-only: (no-op for other objects)
1309 - setvelocity({x=num, y=num, z=num})
1310 - getvelocity() -> {x=num, y=num, z=num}
1311 - setacceleration({x=num, y=num, z=num})
1312 - getacceleration() -> {x=num, y=num, z=num}
1314 - getyaw() -> radians
1315 - settexturemod(mod)
1316 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1317 - select_horiz_by_yawpitch=false)
1318 ^ Select sprite from spritesheet with optional animation and DM-style
1319 texture selection based on yaw relative to camera
1320 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1322 Player-only: (no-op for other objects)
1323 - is_player(): true for players, false for others
1324 - get_player_name(): returns "" if is not a player
1325 - get_look_dir(): get camera direction as a unit vector
1326 - get_look_pitch(): pitch in radians
1327 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1328 - set_look_pitch(radians): sets look pitch
1329 - set_look_yaw(radians): sets look yaw
1330 - set_inventory_formspec(formspec)
1331 ^ Redefine player's inventory form
1332 ^ Should usually be called in on_joinplayer
1333 - get_inventory_formspec() -> formspec string
1334 - get_player_control(): returns table with player pressed keys
1335 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1336 - get_player_control_bits(): returns integer with bit packed player pressed keys
1337 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1339 InvRef: Reference to an inventory
1341 - is_empty(listname): return true if list is empty
1342 - get_size(listname): get size of a list
1343 - set_size(listname, size): set size of a list
1344 - get_width(listname): get width of a list
1345 - set_width(listname, width): set width of list; currently used for crafting
1346 - get_stack(listname, i): get a copy of stack index i in list
1347 - set_stack(listname, i, stack): copy stack to index i in list
1348 - get_list(listname): return full list
1349 - set_list(listname, list): set full list (size will not change)
1350 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1351 - room_for_item(listname, stack): returns true if the stack of items
1352 can be fully added to the list
1353 - contains_item(listname, stack): returns true if the stack of items
1354 can be fully taken from the list
1355 remove_item(listname, stack): take as many items as specified from the list,
1356 returns the items that were actually removed (as an ItemStack)
1357 - get_location() -> location compatible to minetest.get_inventory(location)
1358 -> {type="undefined"} in case location is not known
1360 ItemStack: A stack of items.
1361 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1363 - is_empty(): return true if stack is empty
1364 - get_name(): returns item name (e.g. "default:stone")
1365 - get_count(): returns number of items on the stack
1366 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1367 - get_metadata(): returns metadata (a string attached to an item stack)
1368 - clear(): removes all items from the stack, making it empty
1369 - replace(item): replace the contents of this stack (item can also
1370 be an itemstring or table)
1371 - to_string(): returns the stack in itemstring form
1372 - to_table(): returns the stack in Lua table form
1373 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1374 - get_free_space(): returns get_stack_max() - get_count()
1375 - is_known(): returns true if the item name refers to a defined item type
1376 - get_definition(): returns the item definition table
1377 - get_tool_capabilities(): returns the digging properties of the item,
1378 ^ or those of the hand if none are defined for this item type
1379 - add_wear(amount): increases wear by amount if the item is a tool
1380 - add_item(item): put some item or stack onto this stack,
1381 ^ returns leftover ItemStack
1382 - item_fits(item): returns true if item or stack can be fully added to this one
1383 - take_item(n): take (and remove) up to n items from this stack
1384 ^ returns taken ItemStack
1385 ^ if n is omitted, n=1 is used
1386 - peek_item(n): copy (don't remove) up to n items from this stack
1387 ^ returns copied ItemStack
1388 ^ if n is omitted, n=1 is used
1390 PseudoRandom: A pseudorandom number generator
1391 - Can be created via PseudoRandom(seed)
1393 - next(): return next integer random number [0...32767]
1394 - next(min, max): return next integer random number [min...max]
1395 (max - min) must be 32767 or <= 6553 due to the simple
1396 implementation making bad distribution otherwise.
1398 PerlinNoise: A perlin noise generator
1399 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1400 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
1402 - get2d(pos) -> 2d noise value at pos={x=,y=}
1403 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1406 --------------------
1407 - Functions receive a "luaentity" as self:
1408 - It has the member .name, which is the registered name ("mod:thing")
1409 - It has the member .object, which is an ObjectRef pointing to the object
1410 - The original prototype stuff is visible directly via a metatable
1412 - on_activate(self, staticdata)
1413 ^ Called when the object is instantiated.
1414 - on_step(self, dtime)
1415 ^ Called on every server tick (dtime is usually 0.05 seconds)
1416 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1417 ^ Called when somebody punches the object.
1418 ^ Note that you probably want to handle most punches using the
1419 automatic armor group system.
1420 ^ puncher: ObjectRef (can be nil)
1421 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1422 ^ tool_capabilities: capability table of used tool (can be nil)
1423 ^ dir: unit vector of direction of punch. Always defined. Points from
1424 the puncher to the punched.
1425 - on_rightclick(self, clicker)
1426 - get_staticdata(self)
1427 ^ Should return a string that will be passed to on_activate when
1428 the object is instantiated the next time.
1438 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1439 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1440 visual_size = {x=1, y=1},
1442 textures = {}, -- number of required textures depends on visual
1443 colors = {}, -- number of required colors depends on visual
1444 spritediv = {x=1, y=1},
1445 initial_sprite_basepos = {x=0, y=0},
1447 makes_footstep_sound = false,
1448 automatic_rotate = false,
1451 Entity definition (register_entity)
1453 (Deprecated: Everything in object properties is read directly from here)
1455 initial_properties = <initial object properties>,
1457 on_activate = function(self, staticdata, dtime_s),
1458 on_step = function(self, dtime),
1459 on_punch = function(self, hitter),
1460 on_rightclick = function(self, clicker),
1461 get_staticdata = function(self),
1462 ^ Called sometimes; the string returned is passed to on_activate when
1463 the entity is re-activated from static state
1465 # Also you can define arbitrary member variables here
1466 myvariable = whatever,
1469 ABM (ActiveBlockModifier) definition (register_abm)
1471 -- In the following two fields, also group:groupname will work.
1472 nodenames = {"default:lava_source"},
1473 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1474 ^ If left out or empty, any neighbor will do
1475 interval = 1.0, -- (operation interval)
1476 chance = 1, -- (chance of trigger is 1.0/this)
1477 action = func(pos, node, active_object_count, active_object_count_wider),
1480 Item definition (register_node, register_craftitem, register_tool)
1482 description = "Steel Axe",
1483 groups = {}, -- key=name, value=rating; rating=1..3.
1484 if rating not applicable, use 1.
1485 eg. {wool=1, fluffy=3}
1486 {soil=2, outerspace=1, crumbly=1}
1487 {bendy=2, snappy=1},
1488 {hard=1, metal=1, spikes=1}
1489 inventory_image = "default_tool_steelaxe.png",
1491 wield_scale = {x=1,y=1,z=1},
1493 liquids_pointable = false,
1494 tool_capabilities = {
1495 full_punch_interval = 1.0,
1499 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1500 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1501 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1504 node_placement_prediction = nil,
1505 ^ If nil and item is node, prediction is made automatically
1506 ^ If nil and item is not a node, no prediction is made
1507 ^ If "" and item is anything, no prediction is made
1508 ^ Otherwise should be name of node which the client immediately places
1509 on ground when the player places the item. Server will always update
1510 actual result to client in a short moment.
1512 on_place = func(itemstack, placer, pointed_thing),
1513 ^ Shall place item and return the leftover itemstack
1514 ^ default: minetest.item_place
1515 on_drop = func(itemstack, dropper, pos),
1516 ^ Shall drop item and return the leftover itemstack
1517 ^ default: minetest.item_drop
1518 on_use = func(itemstack, user, pointed_thing),
1520 ^ Function must return either nil if no item shall be removed from
1521 inventory, or an itemstack to replace the original itemstack.
1522 eg. itemstack:take_item(); return itemstack
1523 ^ Otherwise, the function is free to do what it wants.
1524 ^ The default functions handle regular use cases.
1529 - {name="image.png", animation={Tile Animation definition}}
1530 - {name="image.png", backface_culling=bool}
1531 ^ backface culling only supported in special tiles
1532 - deprecated still supported field names:
1535 Tile animation definition:
1536 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1538 Node definition (register_node)
1540 <all fields allowed in item definitions>,
1542 drawtype = "normal", -- See "Node drawtypes"
1544 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1545 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1546 ^ List can be shortened to needed length
1547 special_tiles = {tile definition 1, Tile definition 2},
1548 ^ Special textures of node; used rarely (old field name: special_materials)
1549 ^ List can be shortened to needed length
1551 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1552 paramtype = "none", -- See "Nodes"
1553 paramtype2 = "none", -- See "Nodes"
1554 is_ground_content = false, -- Currently not used for anything
1555 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1556 walkable = true, -- If true, objects collide with node
1557 pointable = true, -- If true, can be pointed at
1558 diggable = true, -- If false, can never be dug
1559 climbable = false, -- If true, can be climbed on (ladder)
1560 buildable_to = false, -- If true, placed nodes can replace this node
1561 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1562 liquidtype = "none", -- "none"/"source"/"flowing"
1563 liquid_alternative_flowing = "", -- Flowing version of source liquid
1564 liquid_alternative_source = "", -- Source version of flowing liquid
1565 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1566 liquid_renewable = true, -- Can new liquid source be created by placing
1567 two or more sources nearly?
1568 light_source = 0, -- Amount of light emitted by node
1569 damage_per_second = 0, -- If player is inside node, this damage is caused
1570 node_box = {type="regular"}, -- See "Node boxes"
1571 selection_box = {type="regular"}, -- See "Node boxes"
1572 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1573 legacy_wallmounted = false, -- Support maps made in and before January 2012
1575 footstep = <SimpleSoundSpec>,
1576 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1577 dug = <SimpleSoundSpec>,
1580 on_construct = func(pos),
1581 ^ Node constructor; always called after adding node
1582 ^ Can set up metadata and stuff like that
1584 on_destruct = func(pos),
1585 ^ Node destructor; always called before removing node
1587 after_destruct = func(pos, oldnode),
1588 ^ Node destructor; always called after removing node
1591 after_place_node = func(pos, placer, itemstack),
1592 ^ Called after constructing node when node was placed using
1593 minetest.item_place_node / minetest.env:place_node
1594 ^ If return true no item is taken from itemstack
1596 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1597 ^ oldmetadata is in table format
1598 ^ Called after destructing node when node was dug using
1599 minetest.node_dig / minetest.env:dig_node
1601 can_dig = function(pos,player)
1602 ^ returns true if node can be dug, or false if not
1605 on_punch = func(pos, node, puncher),
1606 ^ default: minetest.node_punch
1607 ^ By default: does nothing
1608 on_rightclick = func(pos, node, clicker, itemstack),
1610 ^ if defined, itemstack will hold clicker's wielded item
1611 Shall return the leftover itemstack
1612 on_dig = func(pos, node, digger),
1613 ^ default: minetest.node_dig
1614 ^ By default: checks privileges, wears out tool and removes node
1616 on_timer = function(pos,elapsed),
1618 ^ called by NodeTimers, see EnvRef and NodeTimerRef
1619 ^ elapsed is the total time passed since the timer was started
1620 ^ return true to run the timer for another cycle with the same timeout value
1622 on_receive_fields = func(pos, formname, fields, sender),
1623 ^ fields = {name1 = value1, name2 = value2, ...}
1624 ^ Called when an UI form (eg. sign text input) returns data
1627 allow_metadata_inventory_move = func(pos, from_list, from_index,
1628 to_list, to_index, count, player),
1629 ^ Called when a player wants to move items inside the inventory
1630 ^ Return value: number of items allowed to move
1632 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
1633 ^ Called when a player wants to put something into the inventory
1634 ^ Return value: number of items allowed to put
1635 ^ Return value: -1: Allow and don't modify item count in inventory
1637 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
1638 ^ Called when a player wants to take something out of the inventory
1639 ^ Return value: number of items allowed to take
1640 ^ Return value: -1: Allow and don't modify item count in inventory
1642 on_metadata_inventory_move = func(pos, from_list, from_index,
1643 to_list, to_index, count, player),
1644 on_metadata_inventory_put = func(pos, listname, index, stack, player),
1645 on_metadata_inventory_take = func(pos, listname, index, stack, player),
1646 ^ Called after the actual action has happened, according to what was allowed.
1649 on_blast = func(pos, intensity),
1650 ^ intensity: 1.0 = mid range of regular TNT
1651 ^ If defined, called when an explosion touches the node, instead of
1655 Recipe for register_craft: (shaped)
1657 output = 'default:pick_stone',
1659 {'default:cobble', 'default:cobble', 'default:cobble'},
1660 {'', 'default:stick', ''},
1661 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
1663 replacements = <optional list of item pairs,
1664 replace one input item with another item on crafting>
1667 Recipe for register_craft (shapeless)
1670 output = 'mushrooms:mushroom_stew',
1673 "mushrooms:mushroom_brown",
1674 "mushrooms:mushroom_red",
1676 replacements = <optional list of item pairs,
1677 replace one input item with another item on crafting>
1680 Recipe for register_craft (tool repair)
1682 type = "toolrepair",
1683 additional_wear = -0.02,
1686 Recipe for register_craft (cooking)
1689 output = "default:glass",
1690 recipe = "default:sand",
1694 Recipe for register_craft (furnace fuel)
1697 recipe = "default:leaves",
1701 Ore definition (register_ore)
1703 ore_type = "scatter" -- See "Ore types"
1704 ore = "default:stone_with_coal",
1705 wherein = "default:stone",
1706 clust_scarcity = 8*8*8,
1707 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
1708 ^ This value should be *MUCH* higher than your intuition might tell you!
1710 ^ Number of ores in a cluster
1712 ^ Size of the bounding box of the cluster
1713 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
1714 height_min = -31000,
1716 noise_threshhold = 0.5,
1717 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
1718 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
1719 ^ NoiseParams structure describing the perlin noise used for ore distribution.
1720 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
1723 Chatcommand definition (register_chatcommand)
1725 params = "<name> <privilege>", -- short parameter description
1726 description = "Remove privilege from player", -- full description
1727 privs = {privs=true}, -- require the "privs" privilege to run
1728 func = function(name, param), -- called when command is run
1731 Detached inventory callbacks
1733 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1734 ^ Called when a player wants to move items inside the inventory
1735 ^ Return value: number of items allowed to move
1737 allow_put = func(inv, listname, index, stack, player),
1738 ^ Called when a player wants to put something into the inventory
1739 ^ Return value: number of items allowed to put
1740 ^ Return value: -1: Allow and don't modify item count in inventory
1742 allow_take = func(inv, listname, index, stack, player),
1743 ^ Called when a player wants to take something out of the inventory
1744 ^ Return value: number of items allowed to take
1745 ^ Return value: -1: Allow and don't modify item count in inventory
1747 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
1748 on_put = func(inv, listname, index, stack, player),
1749 on_take = func(inv, listname, index, stack, player),
1750 ^ Called after the actual action has happened, according to what was allowed.