1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
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 directory structure
50 ------------------------
56 | | |-- modname_stuff.png
57 | | `-- modname_something_else.png
64 The location of this directory can be fetched by using
65 minetest.get_modpath(modname)
68 List of mods that have to be loaded before loading this mod.
69 A single line contains a single modname.
72 The main Lua script. Running this script should register everything it
73 wants to register. Subsequent execution depends on minetest calling the
76 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
77 to read custom or existing settings at load time, if necessary.
79 textures, sounds, media:
80 Media files (textures, sounds, whatever) that will be transferred to the
81 client and will be available for use by the mod.
83 Naming convention for registered textual names
84 ----------------------------------------------
85 Registered names should generally be in this format:
86 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
88 This is to prevent conflicting names from corrupting maps and is
89 enforced by the mod loader.
91 Example: mod "experimental", ideal item/node/entity name "tnt":
92 -> the name should be "experimental:tnt".
94 Enforcement can be overridden by prefixing the name with ":". This can
95 be used for overriding the registrations of some other mod.
97 Example: Any mod can redefine experimental:tnt by using the name
98 ":experimental:tnt" when registering it.
99 (also that mod is required to have "experimental" as a dependency)
101 The ":" prefix can also be used for maintaining backwards compatibility.
105 Aliases can be added by using minetest.register_alias(name, convert_to)
107 This will make Minetest to convert things called name to things called
110 This can be used for maintaining backwards compatibility.
112 This can be also used for setting quick access names for things, eg. if
113 you have an item called epiclylongmodname:stuff, you could do
114 minetest.register_alias("stuff", "epiclylongmodname:stuff")
115 and be able to use "/giveme stuff".
119 Mods should generally prefix their textures with modname_, eg. given
120 the mod name "foomod", a texture could be called
121 "foomod_foothing.png"
123 Textures are referred to by their complete name, or alternatively by
124 stripping out the file extension:
125 eg. foomod_foothing.png
130 Only OGG files are supported.
132 For positional playing of sounds, only single-channel (mono) files are
133 supported. Otherwise OpenAL will play them non-positionally.
135 Mods should generally prefix their sounds with modname_, eg. given
136 the mod name "foomod", a sound could be called
137 "foomod_foosound.ogg"
139 Sounds are referred to by their name with a dot, a single digit and the
140 file extension stripped out. When a sound is played, the actual sound file
141 is chosen randomly from the matching sounds.
143 When playing the sound "foomod_foosound", the sound is chosen randomly
144 from the available ones of the following files:
146 foomod_foosound.0.ogg
147 foomod_foosound.1.ogg
149 foomod_foosound.9.ogg
151 Examples of sound parameter tables:
152 -- Play locationless on all clients
154 gain = 1.0, -- default
156 -- Play locationless to a player
159 gain = 1.0, -- default
161 -- Play in a location
164 gain = 1.0, -- default
165 max_hear_distance = 32, -- default
167 -- Play connected to an object, looped
169 object = <an ObjectRef>,
170 gain = 1.0, -- default
171 max_hear_distance = 32, -- default
172 loop = true, -- only sounds connected to objects can be looped
175 Representations of simple things
176 --------------------------------
177 MapNode representation:
178 {name="name", param1=num, param2=num}
180 MapNodes do not directly have any other data associated with them.
181 If you want to access the definition of the node, you access
182 minetest.registered_nodes[node.name]
184 param1 and param2 are 8 bit and 4 bit integers, respectively. They
185 are reserved for certain automated functions. If you don't use these
186 functions, you can use them to store arbitrary values.
188 param1 is reserved for the engine when:
190 param2 is reserved for the engine when any of these are used:
191 liquidtype == "flowing"
192 drawtype == "flowingliquid"
193 drawtype == "torchlike"
194 drawtype == "signlike"
197 {x=num, y=num, z=num}
198 Currently the API does not provide any helper functions for addition,
199 subtraction and whatever; you can define those that you need yourself.
201 stackstring/itemstring: A stack of items in serialized format.
203 eg. 'default:pick_wood 21323'
206 item: A stack of items in Lua table format.
207 eg. {name="default:dirt", count=5, wear=0, metadata=""}
209 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
210 ^ a wooden pick about 1/3 weared out
211 eg. {name="default:apple", count=1, wear=0, metadata=""}
214 Any time an item must be passed to a function, it can be an
215 ItemStack (see below), an itemstring or a table in the above format.
219 eg. "default_place_node"
221 eg. {name="default_place_node"}
222 eg. {name="default_place_node", gain=1.0}
226 Node (register_node):
227 A node from the world
228 Tool (register_tool):
229 A tool/weapon that can dig and damage things according to tool_capabilities
230 Craftitem (register_craftitem):
235 In a number of places, there is a group table. Groups define the
236 properties of a thing (item, node, armor of entity, capabilities of
237 tool) in such a way that the engine and other mods can can interact with
238 the thing without actually knowing what the thing is.
241 - Groups are stored in a table, having the group names with keys and the
242 group ratings as values. For example:
243 groups = {crumbly=3, soil=1}
244 ^ Default dirt (soil group actually currently not defined; TODO)
245 groups = {crumbly=2, soil=1, level=2, outerspace=1}
246 ^ A more special dirt-kind of thing
247 - Groups always have a rating associated with them. If there is no
248 useful meaning for a rating for an enabled group, it shall be 1.
249 - When not defined, the rating of a group defaults to 0. Thus when you
250 read groups, you must interpret nil and 0 as the same value, 0.
254 Groups of items can define what kind of an item it is (eg. wool).
258 In addition to the general item things, whether a node is diggable and how
259 long it takes is defined by using groups.
263 For entities, groups are, as of now, used only for calculating damage.
265 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
266 object.set_armor_groups({level=2, fleshy=2, cracky=2})
270 Groups in tools define which groups of nodes and entities they are
273 Groups in crafting recipes
274 ---------------------------
275 - Not implemented yet. (TODO)
276 - Will probably look like this:
278 output = 'food:meat_soup_raw',
284 preserve = {'group:bowl'},
289 - immortal: Disables the group damage system for an entity
290 - level: Can be used to give an additional sense of progression in the game.
291 - A larger level will cause eg. a weapon of a lower level make much less
292 damage, and get weared out much faster, or not be able to get drops
293 from destroyed nodes.
294 - 0 is something that is directly accessible at the start of gameplay
295 - dig_immediate: (player can always pick up node without tool wear)
296 - 2: node is removed without tool wear after 0.5 seconds or so
298 - 3: node is removed without tool wear immediately (torch)
300 Known damage and digging time defining groups
301 ----------------------------------------------
302 - crumbly: dirt, sand
303 - cracky: tough but crackable stuff like stone.
304 - snappy: something that can be cut using fine tools; eg. leaves, small
305 plants, wire, sheets of metal
306 - choppy: something that can be cut using force; eg. trees, wooden planks
307 - fleshy: Living things like animals and the player. This could imply
308 some blood effects when hitting.
309 - explody: Especially prone to explosions
310 - oddly_breakable_by_hand:
311 Can be added to nodes that shouldn't logically be breakable by the
312 hand but are. Somewhat similar to dig_immediate, but times are more
313 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
314 speed of a tool if the tool can dig at a larger speed than this
315 suggests for the hand.
317 Examples of custom groups
318 --------------------------
319 Item groups are often used for defining, well, //groups of items//.
320 - meat: any meat-kind of a thing (rating might define the size or healing
321 ability or be irrelevant - it is not defined as of yet)
322 - eatable: anything that can be eaten. Rating might define HP gain in half
324 - flammable: can be set on fire. Rating might define the intensity of the
325 fire, affecting eg. the speed of the spreading of an open fire.
326 - wool: any wool (any origin, any color)
329 - heavy: anything considerably heavy
331 Digging time calculation specifics
332 -----------------------------------
333 Groups such as **crumbly**, **cracky** and **snappy** are used for this
334 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
337 Also, the **level** group is used.
339 Tools define their properties by a list of parameters for groups. They
340 cannot dig other groups; thus it is important to use a standard bunch of
341 groups to enable interaction with tools.
343 **Example definition of the digging capabilities of a tool:**
344 tool_capabilities = {
345 full_punch_interval=1.5,
348 crumbly={maxwear=0.01, maxlevel=2, times={[1]=0.80, [2]=0.60, [3]=0.40}}
353 * Full punch interval Maximum drop level For an arbitrary list of groups:
354 * Maximum level (usually 0, 1, 2 or 3) Maximum wear (0...1) Digging times
356 **Full punch interval**: When used as a weapon, the tool will do full
357 damage if this time is spent between punches. If eg. half the time is
358 spent, the tool will do half damage.
360 **Maximum drop level** suggests the maximum level of node, when dug with
361 the tool, that will drop it's useful item. (eg. iron ore to drop a lump of
364 **Maximum level** tells what is the maximum level of a node of this group
365 that the tool will be able to dig.
367 **Maximum wear** determines how much the tool wears out when it is used for
368 digging a node, of this group, of the maximum level. For lower leveled
369 tools, the wear is divided by //4// to the exponent //level difference//.
370 This means for a maximum wear of 0.1, a level difference 1 will result in
371 wear=0.1/4=0.025, and a level difference of 2 will result in
372 wear=0.1/(4*4)=0.00625.
374 **Digging times** is basically a list of digging times for different
375 ratings of the group. It also determines the damage done to entities, based
376 on their "armor groups".
377 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
378 * result the tool to be able to dig nodes that have a rating of 2 or 3
379 * for this group, and unable to dig the rating 1, which is the toughest.
380 * Unless there is a matching group that enables digging otherwise. For
381 * entities, damage equals the amount of nodes dug in the time spent
382 * between hits, with a maximum of ''full_punch_interval''.
384 Entity damage mechanism
385 ------------------------
386 Client predicts damage based on damage groups. Because of this, it is able to
387 give an immediate response when an entity is damaged or dies; the response is
388 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
391 The group **immortal** will completely disable normal damage.
393 Entities can define a special armor group, which is **punch_operable**. This
394 group will disable the regular damage mechanism for players punching it by hand
397 On the Lua side, every punch calls ''entity:on_punch(puncher,
398 time_from_last_punch, tool_capabilities, direction)''. This should never be
399 called directly, because damage is usually not handled by the entity itself.
400 * ''puncher'' is the object performing the punch. Can be nil. Should never be
401 accessed unless absolutely required.
402 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
403 * ''tool_capabilities'' can be nil.
404 * ''direction'' is a unit vector, pointing from the source of the punch to
407 To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''.
408 * Return value is tool wear.
409 * Parameters are equal to the above callback.
410 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
411 automatically filled in based on the location of ''puncher''.
415 dump2(obj, name="_", dumped={})
416 ^ Return object serialized as a string, handles reference loops
418 ^ Return object serialized as a string
420 minetest namespace reference
421 -----------------------------
422 minetest.get_current_modname() -> string
423 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
424 ^ Useful for loading additional .lua modules or static data from mod
425 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
426 ^ Useful for storing custom data
427 minetest.is_singleplayer()
432 minetest.log(loglevel, line)
433 ^ loglevel one of "error", "action", "info", "verbose"
435 minetest.register_entity(name, prototype table)
436 minetest.register_abm(abm definition)
437 minetest.register_node(name, node definition)
438 minetest.register_tool(name, item definition)
439 minetest.register_craftitem(name, item definition)
440 minetest.register_alias(name, convert_to)
441 minetest.register_craft(recipe)
443 minetest.register_globalstep(func(dtime))
444 minetest.register_on_placenode(func(pos, newnode, placer))
445 minetest.register_on_dignode(func(pos, oldnode, digger))
446 minetest.register_on_punchnode(func(pos, node, puncher))
447 minetest.register_on_generated(func(minp, maxp))
448 minetest.register_on_newplayer(func(ObjectRef))
449 minetest.register_on_dieplayer(func(ObjectRef))
450 minetest.register_on_respawnplayer(func(ObjectRef))
451 ^ return true in func to disable regular player placement
452 ^ currently called _before_ repositioning of player occurs
453 minetest.register_on_chat_message(func(name, message))
455 minetest.add_to_creative_inventory(itemstring)
456 minetest.setting_get(name) -> string or nil
457 minetest.setting_getbool(name) -> boolean value or nil
459 minetest.chat_send_all(text)
460 minetest.chat_send_player(name, text)
461 minetest.get_player_privs(name) -> set of privs
462 minetest.get_inventory(location) -> InvRef
463 ^ location = eg. {type="player", name="celeron55"}
464 {type="node", pos={x=, y=, z=}}
466 minetest.sound_play(spec, parameters) -> handle
467 ^ spec = SimpleSoundSpec
468 ^ parameters = sound parameter table
469 minetest.sound_stop(handle)
471 minetest.after(time, func, param)
472 ^ Call function after time seconds
473 ^ param is optional; to pass multiple parameters, pass a table.
476 minetest.env - environment reference
479 minetest.registered_items
480 ^ List of registered items, indexed by name
481 minetest.registered_nodes
482 ^ List of registered node definitions, indexed by name
483 minetest.registered_craftitems
484 ^ List of registered craft item definitions, indexed by name
485 minetest.registered_tools
486 ^ List of registered tool definitions, indexed by name
487 minetest.registered_entities
488 ^ List of registered entity prototypes, indexed by name
490 ^ List of object references, indexed by active object id
492 ^ List of lua entities, indexed by active object id
494 Deprecated but defined for backwards compatibility:
495 minetest.digprop_constanttime(time)
496 minetest.digprop_stonelike(toughness)
497 minetest.digprop_dirtlike(toughness)
498 minetest.digprop_gravellike(toughness)
499 minetest.digprop_woodlike(toughness)
500 minetest.digprop_leaveslike(toughness)
501 minetest.digprop_glasslike(toughness)
505 EnvRef: basically ServerEnvironment and ServerMap combined.
507 - add_node(pos, node)
510 ^ Returns {name="ignore", ...} for unloaded area
511 - get_node_or_nil(pos)
512 ^ Returns nil for unloaded area
513 - get_node_light(pos, timeofday) -> 0...15 or nil
514 ^ timeofday: nil = current time, 0 = night, 0.5 = day
515 - add_entity(pos, name): Returns ObjectRef or nil if failed
516 - add_item(pos, itemstring)
519 - get_meta(pos) -- Get a NodeMetaRef at that position
520 - get_player_by_name(name) -- Get an ObjectRef to a player
521 - get_objects_inside_radius(pos, radius)
522 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
525 NodeMetaRef (this stuff is subject to change in a future version)
528 - allows_text_input()
529 - set_text(text) -- eg. set the text of a sign
533 Generic node metadata specific:
534 - set_infotext(infotext)
535 - get_inventory() -> InvRef
536 - set_inventory_draw_spec(string)
537 - set_allow_text_input(bool)
538 - set_allow_removal(bool)
539 - set_enforce_owner(bool)
540 - is_inventory_modified()
541 - reset_inventory_modified()
543 - reset_text_modified()
544 - set_string(name, value)
547 ObjectRef: Moving things in the game are generally these
548 (basically reference to a C++ ServerActiveObject)
550 - remove(): remove object (after returning from Lua)
551 - getpos() -> {x=num, y=num, z=num}
552 - setpos(pos); pos={x=num, y=num, z=num}
553 - moveto(pos, continuous=false): interpolated move
554 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
555 ^ puncher = an another ObjectRef,
556 ^ time_from_last_punch = time since last punch action of the puncher
557 - right_click(clicker); clicker = an another ObjectRef
558 - get_hp(): returns number of hitpoints (2 * number of hearts)
559 - set_hp(hp): set number of hitpoints (2 * number of hearts)
560 - get_inventory() -> InvRef
561 - get_wield_list(): returns the name of the inventory list the wielded item is in
562 - get_wield_index(): returns the index of the wielded item
563 - get_wielded_item() -> ItemStack
564 - set_wielded_item(item): replaces the wielded item, returns true if successful
565 LuaEntitySAO-only: (no-op for other objects)
566 - setvelocity({x=num, y=num, z=num})
567 - getvelocity() -> {x=num, y=num, z=num}
568 - setacceleration({x=num, y=num, z=num})
569 - getacceleration() -> {x=num, y=num, z=num}
571 - getyaw() -> radians
573 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
574 - select_horiz_by_yawpitch=false)
575 - ^ Select sprite from spritesheet with optional animation and DM-style
576 - texture selection based on yaw relative to camera
577 - set_armor_groups({group1=rating, group2=rating, ...})
578 - get_entity_name() (DEPRECATED: Will be removed in a future version)
580 Player-only: (no-op for other objects)
581 - get_player_name(): will return nil if is not a player
582 - get_look_dir(): get camera direction as a unit vector
583 - get_look_pitch(): pitch in radians
584 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
586 InvRef: Reference to an inventory
588 - get_size(listname): get size of a list
589 - set_size(listname, size): set size of a list
590 - get_stack(listname, i): get a copy of stack index i in list
591 - set_stack(listname, i, stack): copy stack to index i in list
592 - get_list(listname): return full list
593 - set_list(listname, list): set full list (size will not change)
594 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
595 - room_for_item(listname, stack): returns true if the stack of items
596 can be fully added to the list
597 - contains_item(listname, stack): returns true if the stack of items
598 can be fully taken from the list
599 remove_item(listname, stack): take as many items as specified from the list,
600 returns the items that were actually removed (as an ItemStack)
602 ItemStack: A stack of items.
603 - Can be created via ItemStack(itemstack or itemstring or table or nil)
605 - is_empty(): return true if stack is empty
606 - get_name(): returns item name (e.g. "default:stone")
607 - get_count(): returns number of items on the stack
608 - get_wear(): returns tool wear (0-65535), 0 for non-tools
609 - get_metadata(): returns metadata (a string attached to an item stack)
610 - clear(): removes all items from the stack, making it empty
611 - replace(item): replace the contents of this stack (item can also
612 be an itemstring or table)
613 - to_string(): returns the stack in itemstring form
614 - to_table(): returns the stack in Lua table form
615 - get_stack_max(): returns the maximum size of the stack (depends on the item)
616 - get_free_space(): returns get_stack_max() - get_count()
617 - is_known(): returns true if the item name refers to a defined item type
618 - get_definition(): returns the item definition table
619 - get_tool_capabilities(): returns the digging properties of the item,
620 ^ or those of the hand if none are defined for this item type
621 - add_wear(amount): increases wear by amount if the item is a tool
622 - add_item(item): put some item or stack onto this stack,
623 ^ returns leftover ItemStack
624 - item_fits(item): returns true if item or stack can be fully added to this one
625 - take_item(n): take (and remove) up to n items from this stack
626 ^ returns taken ItemStack
627 ^ if n is omitted, n=1 is used
628 - peek_item(n): copy (don't remove) up to n items from this stack
629 ^ returns copied ItemStack
630 ^ if n is omitted, n=1 is used
632 PseudoRandom: A pseudorandom number generator
633 - Can be created via PseudoRandom(seed)
635 - next(): return next random number [0...32767]
639 - Functions receive a "luaentity" as self:
640 - It has the member .name, which is the registered name ("mod:thing")
641 - It has the member .object, which is an ObjectRef pointing to the object
642 - The original prototype stuff is visible directly via a metatable
644 - on_activate(self, staticdata)
645 ^ Called when the object is instantiated.
646 - on_step(self, dtime)
647 ^ Called on every server tick (dtime is usually 0.05 seconds)
648 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
649 ^ Called when somebody punches the object.
650 ^ Note that you probably want to handle most punches using the
651 automatic armor group system.
652 ^ puncher: ObjectRef (can be nil)
653 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
654 ^ tool_capabilities: capability table of used tool (can be nil)
655 ^ dir: unit vector of direction of punch. Always defined. Points from
656 the puncher to the punched.
657 - on_rightclick(self, clicker)
658 - get_staticdata(self)
659 ^ Should return a string that will be passed to on_activate when
660 the object is instantiated the next time.
665 Entity definition (register_entity)
668 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
669 visual = "cube"/"sprite",
670 visual_size = {x=1, y=1},
671 textures = {texture,texture,texture,texture,texture,texture},
672 spritediv = {x=1, y=1},
673 initial_sprite_basepos = {x=0, y=0},
674 on_activate = function(self, staticdata),
675 on_step = function(self, dtime),
676 on_punch = function(self, hitter),
677 on_rightclick = function(self, clicker),
678 get_staticdata = function(self),
679 # Also you can define arbitrary member variables here
680 myvariable = whatever,
683 ABM (ActiveBlockModifier) definition (register_abm)
685 nodenames = {"default:lava_source"},
686 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
687 ^ If left out or empty, any neighbor will do
688 interval = 1.0, -- (operation interval)
689 chance = 1, -- (chance of trigger is 1.0/this)
690 action = func(pos, node, active_object_count, active_object_count_wider),
693 Item definition (register_node, register_craftitem, register_tool)
695 description = "Steel Axe",
696 groups = {}, -- key=name, value=rating; rating=1..3.
697 if rating not applicable, use 1.
698 eg. {wool=1, fluffy=3}
699 {soil=2, outerspace=1, crumbly=1}
701 {hard=1, metal=1, spikes=1}
702 inventory_image = "default_tool_steelaxe.png",
704 wield_scale = {x=1,y=1,z=1},
706 liquids_pointable = false,
707 tool_capabilities = {
708 full_punch_interval = 1.0,
712 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
713 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
714 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
717 on_drop = func(item, dropper, pos),
718 on_place = func(item, placer, pointed_thing),
719 on_use = func(item, user, pointed_thing),
722 Node definition (register_node)
724 <all fields allowed in item definitions>,
728 tile_images = {"default_unknown_block.png"},
729 special_materials = {
730 {image="", backface_culling=true},
731 {image="", backface_culling=true},
734 post_effect_color = {a=0, r=0, g=0, b=0},
737 is_ground_content = false,
738 sunlight_propagates = false,
743 buildable_to = false,
745 -- alternatively drop = { max_items = ..., items = { ... } }
748 liquid_alternative_flowing = "",
749 liquid_alternative_source = "",
750 liquid_viscosity = 0,
752 damage_per_second = 0,
753 selection_box = {type="regular"},
754 legacy_facedir_simple = false, -- Support maps made in and before January 2012
755 legacy_wallmounted = false, -- Support maps made in and before January 2012
757 footstep = <SimpleSoundSpec>,
758 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
759 dug = <SimpleSoundSpec>,
763 Recipe: (register_craft)
765 output = 'default:pick_stone',
767 {'default:cobble', 'default:cobble', 'default:cobble'},
768 {'', 'default:stick', ''},
769 {'', 'default:stick', ''},
771 replacements = <optional list of item pairs,
772 replace one input item with another item on crafting>
778 output = 'mushrooms:mushroom_stew',
781 "mushrooms:mushroom_brown",
782 "mushrooms:mushroom_red",
784 replacements = <optional list of item pairs,
785 replace one input item with another item on crafting>
788 Recipe (tool repair):
791 additional_wear = -0.02,
797 output = "default:glass",
798 recipe = "default:sand",
802 Recipe (furnace fuel):
805 recipe = "default:leaves",