1 Minetest Lua Modding API Reference 0.4.7
2 ========================================
3 More information at http://www.minetest.net/
4 Developer Wiki: http://dev.minetest.net/
8 Content and functionality can be added to Minetest 0.4 by using Lua
9 scripting in run-time loaded mods.
11 A mod is a self-contained bunch of scripts, textures and other related
12 things that is loaded by and interfaces with Minetest.
14 Mods are contained and ran solely on the server side. Definitions and media
15 files are automatically transferred to the client.
17 If you see a deficiency in the API, feel free to attempt to add the
18 functionality in the engine and API. You can send such improvements as
19 source code patches to <celeron55@gmail.com>.
23 If you have any difficulty in understanding this, please read:
24 http://www.lua.org/pil/
28 Mods are loaded during server startup from the mod load paths by running
29 the init.lua scripts in a shared environment.
33 RUN_IN_PLACE=1: (Windows release, local build)
34 $path_user: Linux: <build directory>
35 Windows: <build directory>
36 $path_share: Linux: <build directory>
37 Windows: <build directory>
39 RUN_IN_PLACE=0: (Linux release)
40 $path_share: Linux: /usr/share/minetest
41 Windows: <install directory>/minetest-0.4.x
42 $path_user: Linux: ~/.minetest
43 Windows: C:/users/<user>/AppData/minetest (maybe)
47 Games are looked up from:
48 $path_share/games/gameid/
49 $path_user/games/gameid/
50 where gameid is unique to each game.
52 The game directory contains the file game.conf, which contains these fields:
53 name = <Human-readable full name of the game>
57 The game directory can contain the file minetest.conf, which will be used
58 to set default settings when running the particular game.
63 $path_share/games/gameid/mods/
65 $path_user/games/gameid/mods/
66 $path_user/mods/ <-- User-installed mods
69 In a run-in-place version (eg. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/gameid/ <-- User-installed mods
72 minetest-0.4.x/worlds/worldname/worldmods/
74 On an installed version on linux:
75 /usr/share/minetest/games/gameid/mods/
76 ~/.minetest/mods/gameid/ <-- User-installed mods
77 ~/.minetest/worlds/worldname/worldmods
79 Mod load path for world-specific games
80 --------------------------------------
81 It is possible to include a game in a world; in this case, no mods or
82 games are loaded or checked from anywhere else.
84 This is useful for eg. adventure worlds.
86 This happens if the following directory exists:
89 Mods should be then be placed in:
94 Mods can be put in a subdirectory, if the parent directory, which otherwise
95 should be a mod, contains a file named modpack.txt. This file shall be
96 empty, except for lines starting with #, which are comments.
98 Mod directory structure
99 ------------------------
105 | | |-- modname_stuff.png
106 | | `-- modname_something_else.png
113 The location of this directory can be fetched by using
114 minetest.get_modpath(modname)
117 List of mods that have to be loaded before loading this mod.
118 A single line contains a single modname.
120 Optional dependencies can be defined by appending a question mark
121 to a single modname. Their meaning is that if the specified mod
122 is missing, that does not prevent this mod from being loaded.
125 An alternative way of specifying optional dependencies.
126 Like depends.txt, a single line contains a single modname.
128 NOTE: This file exists for compatibility purposes only and
129 support for it will be removed from the engine by the end of 2013.
132 The main Lua script. Running this script should register everything it
133 wants to register. Subsequent execution depends on minetest calling the
134 registered callbacks.
136 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
137 to read custom or existing settings at load time, if necessary.
139 textures, sounds, media:
140 Media files (textures, sounds, whatever) that will be transferred to the
141 client and will be available for use by the mod.
143 Naming convention for registered textual names
144 ----------------------------------------------
145 Registered names should generally be in this format:
146 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
148 This is to prevent conflicting names from corrupting maps and is
149 enforced by the mod loader.
151 Example: mod "experimental", ideal item/node/entity name "tnt":
152 -> the name should be "experimental:tnt".
154 Enforcement can be overridden by prefixing the name with ":". This can
155 be used for overriding the registrations of some other mod.
157 Example: Any mod can redefine experimental:tnt by using the name
158 ":experimental:tnt" when registering it.
159 (also that mod is required to have "experimental" as a dependency)
161 The ":" prefix can also be used for maintaining backwards compatibility.
165 Aliases can be added by using minetest.register_alias(name, convert_to)
167 This will make Minetest to convert things called name to things called
170 This can be used for maintaining backwards compatibility.
172 This can be also used for setting quick access names for things, eg. if
173 you have an item called epiclylongmodname:stuff, you could do
174 minetest.register_alias("stuff", "epiclylongmodname:stuff")
175 and be able to use "/giveme stuff".
179 Mods should generally prefix their textures with modname_, eg. given
180 the mod name "foomod", a texture could be called
181 "foomod_foothing.png"
183 Textures are referred to by their complete name, or alternatively by
184 stripping out the file extension:
185 eg. foomod_foothing.png
190 Only OGG files are supported.
192 For positional playing of sounds, only single-channel (mono) files are
193 supported. Otherwise OpenAL will play them non-positionally.
195 Mods should generally prefix their sounds with modname_, eg. given
196 the mod name "foomod", a sound could be called
197 "foomod_foosound.ogg"
199 Sounds are referred to by their name with a dot, a single digit and the
200 file extension stripped out. When a sound is played, the actual sound file
201 is chosen randomly from the matching sounds.
203 When playing the sound "foomod_foosound", the sound is chosen randomly
204 from the available ones of the following files:
206 foomod_foosound.0.ogg
207 foomod_foosound.1.ogg
209 foomod_foosound.9.ogg
211 Examples of sound parameter tables:
212 -- Play locationless on all clients
214 gain = 1.0, -- default
216 -- Play locationless to a player
219 gain = 1.0, -- default
221 -- Play in a location
224 gain = 1.0, -- default
225 max_hear_distance = 32, -- default
227 -- Play connected to an object, looped
229 object = <an ObjectRef>,
230 gain = 1.0, -- default
231 max_hear_distance = 32, -- default
232 loop = true, -- only sounds connected to objects can be looped
237 eg. "default_place_node"
239 eg. {name="default_place_node"}
240 eg. {name="default_place_node", gain=1.0}
242 Registered definitions of stuff
243 --------------------------------
244 Anything added using certain minetest.register_* functions get added to
245 the global minetest.registered_* tables.
247 minetest.register_entity(name, prototype table)
248 -> minetest.registered_entities[name]
250 minetest.register_node(name, node definition)
251 -> minetest.registered_items[name]
252 -> minetest.registered_nodes[name]
254 minetest.register_tool(name, item definition)
255 -> minetest.registered_items[name]
257 minetest.register_craftitem(name, item definition)
258 -> minetest.registered_items[name]
260 Note that in some cases you will stumble upon things that are not contained
261 in these tables (eg. when a mod has been removed). Always check for
262 existence before trying to access the fields.
264 Example: If you want to check the drawtype of a node, you could do:
266 local function get_nodedef_field(nodename, fieldname)
267 if not minetest.registered_nodes[nodename] then
270 return minetest.registered_nodes[nodename][fieldname]
272 local drawtype = get_nodedef_field(nodename, "drawtype")
274 Example: minetest.get_item_group(name, group) has been implemented as:
276 function minetest.get_item_group(name, group)
277 if not minetest.registered_items[name] or not
278 minetest.registered_items[name].groups[group] then
281 return minetest.registered_items[name].groups[group]
286 Nodes are the bulk data of the world: cubes and other things that take the
287 space of a cube. Huge amounts of them are handled efficiently, but they
290 The definition of a node is stored and can be accessed by name in
291 minetest.registered_nodes[node.name]
292 See "Registered definitions of stuff".
294 Nodes are passed by value between Lua and the engine.
295 They are represented by a table:
296 {name="name", param1=num, param2=num}
298 param1 and param2 are 8 bit integers. The engine uses them for certain
299 automated functions. If you don't use these functions, you can use them to
300 store arbitrary values.
302 The functions of param1 and param2 are determined by certain fields in the
304 param1 is reserved for the engine when paramtype != "none":
306 ^ The value stores light with and without sun in it's
307 upper and lower 4 bits.
308 param2 is reserved for the engine when any of these are used:
309 liquidtype == "flowing"
310 ^ The level and some flags of the liquid is stored in param2
311 drawtype == "flowingliquid"
312 ^ The drawn liquid level is read from param2
313 drawtype == "torchlike"
314 drawtype == "signlike"
315 paramtype2 == "wallmounted"
316 ^ The rotation of the node is stored in param2. You can make this value
317 by using minetest.dir_to_wallmounted().
318 paramtype2 == "facedir"
319 ^ The rotation of the node is stored in param2. Furnaces and chests are
320 rotated this way. Can be made by using minetest.dir_to_facedir().
322 facedir modulo 4 = axisdir
323 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
324 facedir's two less significant bits are rotation around the axis
326 Nodes can also contain extra data. See "Node Metadata".
330 There are a bunch of different looking node types. These are mostly just
331 copied from Minetest 0.3; more may be made in the future.
333 Look for examples in games/minimal or games/minetest_game.
348 - nodebox -- See below. EXPERIMENTAL
352 Node selection boxes are defined using "node boxes"
354 The "nodebox" node drawtype allows defining visual of nodes consisting of
355 arbitrary number of boxes. It allows defining stuff like stairs. Only the
356 "fixed" box type is supported for these.
357 ^ Please note that this is still experimental, and may be incompatibly
358 changed in the future.
360 A nodebox is defined as any of:
362 -- A normal cube; the default in most things
366 -- A fixed box (facedir param2 is used, if applicable)
368 fixed = box OR {box1, box2, ...}
371 -- A box like the selection box for torches
372 -- (wallmounted param2 is used, if applicable)
373 type = "wallmounted",
380 {x1, y1, z1, x2, y2, z2}
381 A box of a regular node would look like:
382 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
386 These tell in what manner the ore is generated.
387 All default ores are of the uniformly-distributed scatter type.
390 Randomly chooses a location and generates a cluster of ore.
391 If noise_params is specified, the ore will be placed if the 3d perlin noise at
392 that point is greater than the noise_threshhold, giving the ability to create a non-equal
395 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
396 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
397 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
398 scale when comparing against the noise threshhold, but scale is used to determine relative height.
399 The height of the blob is randomly scattered, with a maximum height of clust_size.
400 clust_scarcity and clust_num_ores are ignored.
401 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
402 - claylike - NOT YET IMPLEMENTED
403 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
404 neighborhood of clust_size radius.
408 Currently supported flags: absheight
410 Also produce this same ore between the height range of -height_max and -height_min.
411 Useful for having ore in sky realms without having to duplicate ore entries.
415 The varying types of decorations that can be placed.
416 The default value is simple, and is currently the only type supported.
419 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
420 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
421 for example. Can also generate a decoration of random height between a specified lower and
422 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
425 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
426 probability of a node randomly appearing when placed. This decoration type is intended to be used
427 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
431 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
432 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
433 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
434 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
436 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
437 probability of that node appearing in the structure.
438 When passed to minetest.create_schematic, probability is an integer value ranging from -1 to 255:
439 - A probability value of 0 means that node will always appear.
440 - A probability value of -1 means the node will never appear.
441 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
442 will appear when the schematic is placed on the map.
444 If registering a structure in the raw format, however, -1 is not a valid probability value; in order to
445 have a node that is not placed, it must be CONTENT_IGNORE (the name for which is "ignore").
447 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
450 ---------------------
451 Currently supported flags: place_center_x, place_center_y, place_center_z
453 Placement of this decoration is centered along the X axis.
455 Placement of this decoration is centered along the Y axis.
457 Placement of this decoration is centered along the Z axis.
461 The position field is used for all element types.
462 To account for differing resolutions, the position coordinates are the percentage of the screen,
463 ranging in value from 0 to 1.
464 The name field is not yet used, but should contain a description of what the HUD element represents.
465 The direction field is the direction in which something is drawn.
466 0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
467 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
468 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
470 The offset field specifies a pixel offset from the position. Contrary to position,
471 the offset is not scaled to screen size. This allows for some precisely-positioned
473 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
475 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
478 Displays an image on the HUD.
479 - scale: The scale of the image, with 1 being the original texture size.
480 Only the X coordinate scale is used.
481 - text: The name of the texture that is displayed.
482 - alignment: The alignment of the image.
483 - offset: offset in pixels from position.
485 Displays text on the HUD.
486 - scale: Defines the bounding rectangle of the text.
487 A value such as {x=100, y=100} should work.
488 - text: The text to be displayed in the HUD element.
489 - number: An integer containing the RGB value of the color used to draw the text.
490 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
491 - alignment: The alignment of the text.
492 - offset: offset in pixels from position.
494 Displays a horizontal bar made up of half-images.
495 - text: The name of the texture that is used.
496 - number: The number of half-textures that are displayed.
497 If odd, will end with a vertically center-split texture.
499 - offset: offset in pixels from position.
501 - text: The name of the inventory list to be displayed.
502 - number: Number of items in the inventory to be displayed.
503 - item: Position of item that is selected.
506 Representations of simple things
507 --------------------------------
509 {x=num, y=num, z=num}
510 For helper functions see "Vector helpers".
514 {type="node", under=pos, above=pos}
515 {type="object", ref=ObjectRef}
519 Node (register_node):
520 A node from the world
521 Tool (register_tool):
522 A tool/weapon that can dig and damage things according to tool_capabilities
523 Craftitem (register_craftitem):
526 Items and item stacks can exist in three formats:
528 Serialized; This is called stackstring or itemstring:
530 eg. 'default:pick_wood 21323'
534 eg. {name="default:dirt", count=5, wear=0, metadata=""}
536 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
537 ^ a wooden pick about 1/3 weared out
538 eg. {name="default:apple", count=1, wear=0, metadata=""}
542 C++ native format with many helper methods. Useful for converting between
543 formats. See the Class reference section for details.
545 When an item must be passed to a function, it can usually be in any of
550 In a number of places, there is a group table. Groups define the
551 properties of a thing (item, node, armor of entity, capabilities of
552 tool) in such a way that the engine and other mods can can interact with
553 the thing without actually knowing what the thing is.
556 - Groups are stored in a table, having the group names with keys and the
557 group ratings as values. For example:
558 groups = {crumbly=3, soil=1}
560 groups = {crumbly=2, soil=1, level=2, outerspace=1}
561 ^ A more special dirt-kind of thing
562 - Groups always have a rating associated with them. If there is no
563 useful meaning for a rating for an enabled group, it shall be 1.
564 - When not defined, the rating of a group defaults to 0. Thus when you
565 read groups, you must interpret nil and 0 as the same value, 0.
567 You can read the rating of a group for an item or a node by using
568 minetest.get_item_group(itemname, groupname)
572 Groups of items can define what kind of an item it is (eg. wool).
576 In addition to the general item things, groups are used to define whether
577 a node is destroyable and how long it takes to destroy by a tool.
581 For entities, groups are, as of now, used only for calculating damage.
582 The rating is the percentage of damage caused by tools with this damage group.
583 See "Entity damage mechanism".
585 object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
586 object.set_armor_groups({fleshy=30, cracky=80})
590 Groups in tools define which groups of nodes and entities they are
593 Groups in crafting recipes
594 ---------------------------
595 An example: Make meat soup from any meat, any water and any bowl
597 output = 'food:meat_soup_raw',
603 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
605 An another example: Make red wool from white wool and red dye
609 recipe = {'wool:white', 'group:dye,basecolor_red'},
614 - immortal: Disables the group damage system for an entity
615 - level: Can be used to give an additional sense of progression in the game.
616 - A larger level will cause eg. a weapon of a lower level make much less
617 damage, and get weared out much faster, or not be able to get drops
618 from destroyed nodes.
619 - 0 is something that is directly accessible at the start of gameplay
620 - There is no upper limit
621 - dig_immediate: (player can always pick up node without tool wear)
622 - 2: node is removed without tool wear after 0.5 seconds or so
624 - 3: node is removed without tool wear immediately (torch)
625 - disable_jump: Player (and possibly other things) cannot jump from node
626 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
627 - bouncy: value is bounce speed in percent
628 - falling_node: if there is no walkable block under the node it will fall
629 - attached_node: if the node under it is not a walkable block the node will be
630 dropped as an item. If the node is wallmounted the
631 wallmounted direction is checked.
632 - soil: saplings will grow on nodes in this group
633 - connect_to_raillike: makes nodes of raillike drawtype connect to
634 other group members with same drawtype
636 Known damage and digging time defining groups
637 ----------------------------------------------
638 - crumbly: dirt, sand
639 - cracky: tough but crackable stuff like stone.
640 - snappy: something that can be cut using fine tools; eg. leaves, small
641 plants, wire, sheets of metal
642 - choppy: something that can be cut using force; eg. trees, wooden planks
643 - fleshy: Living things like animals and the player. This could imply
644 some blood effects when hitting.
645 - explody: Especially prone to explosions
646 - oddly_breakable_by_hand:
647 Can be added to nodes that shouldn't logically be breakable by the
648 hand but are. Somewhat similar to dig_immediate, but times are more
649 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
650 speed of a tool if the tool can dig at a faster speed than this
651 suggests for the hand.
653 Examples of custom groups
654 --------------------------
655 Item groups are often used for defining, well, //groups of items//.
656 - meat: any meat-kind of a thing (rating might define the size or healing
657 ability or be irrelevant - it is not defined as of yet)
658 - eatable: anything that can be eaten. Rating might define HP gain in half
660 - flammable: can be set on fire. Rating might define the intensity of the
661 fire, affecting eg. the speed of the spreading of an open fire.
662 - wool: any wool (any origin, any color)
665 - heavy: anything considerably heavy
667 Digging time calculation specifics
668 -----------------------------------
669 Groups such as **crumbly**, **cracky** and **snappy** are used for this
670 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
673 The **level** group is used to limit the toughness of nodes a tool can dig
674 and to scale the digging times / damage to a greater extent.
676 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
679 Tools define their properties by a list of parameters for groups. They
680 cannot dig other groups; thus it is important to use a standard bunch of
681 groups to enable interaction with tools.
684 * Full punch interval
686 * For an arbitrary list of groups:
687 * Uses (until the tool breaks)
688 * Maximum level (usually 0, 1, 2 or 3)
692 **Full punch interval**:
693 When used as a weapon, the tool will do full damage if this time is spent
694 between punches. If eg. half the time is spent, the tool will do half
697 **Maximum drop level**
698 Suggests the maximum level of node, when dug with the tool, that will drop
699 it's useful item. (eg. iron ore to drop a lump of iron).
700 - This is not automated; it is the responsibility of the node definition
704 Determines how many uses the tool has when it is used for digging a node,
705 of this group, of the maximum level. For lower leveled nodes, the use count
706 is multiplied by 3^leveldiff.
707 - uses=10, leveldiff=0 -> actual uses: 10
708 - uses=10, leveldiff=1 -> actual uses: 30
709 - uses=10, leveldiff=2 -> actual uses: 90
712 Tells what is the maximum level of a node of this group that the tool will
716 List of digging times for different ratings of the group, for nodes of the
718 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
719 result in the tool to be able to dig nodes that have a rating of 2 or 3
720 for this group, and unable to dig the rating 1, which is the toughest.
721 Unless there is a matching group that enables digging otherwise.
724 List of damage for groups of entities. See "Entity damage mechanism".
726 Example definition of the capabilities of a tool
727 -------------------------------------------------
728 tool_capabilities = {
729 full_punch_interval=1.5,
732 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
734 damage_groups = {fleshy=2},
737 This makes the tool be able to dig nodes that fullfill both of these:
738 - Have the **crumbly** group
739 - Have a **level** group less or equal to 2
741 Table of resulting digging times:
742 crumbly 0 1 2 3 4 <- level
748 level diff: 2 1 0 -1 -2
750 Table of resulting tool uses:
757 - At crumbly=0, the node is not diggable.
758 - At crumbly=3, the level difference digging time divider kicks in and makes
759 easy nodes to be quickly breakable.
760 - At level > 2, the node is not diggable, because it's level > maxlevel
762 Entity damage mechanism
763 ------------------------
766 foreach group in cap.damage_groups:
767 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
768 * (object.armor_groups[group] / 100.0)
769 -- Where object.armor_groups[group] is 0 for inexisting values
772 Client predicts damage based on damage groups. Because of this, it is able to
773 give an immediate response when an entity is damaged or dies; the response is
774 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
776 - Currently a smoke puff will appear when an entity dies.
778 The group **immortal** completely disables normal damage.
780 Entities can define a special armor group, which is **punch_operable**. This
781 group disables the regular damage mechanism for players punching it by hand or
782 a non-tool item, so that it can do something else than take damage.
784 On the Lua side, every punch calls ''entity:on_punch(puncher,
785 time_from_last_punch, tool_capabilities, direction)''. This should never be
786 called directly, because damage is usually not handled by the entity itself.
787 * ''puncher'' is the object performing the punch. Can be nil. Should never be
788 accessed unless absolutely required, to encourage interoperability.
789 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
790 * ''tool_capabilities'' can be nil.
791 * ''direction'' is a unit vector, pointing from the source of the punch to
794 To punch an entity/object in Lua, call ''object:punch(puncher,
795 time_from_last_punch, tool_capabilities, direction)''.
796 * Return value is tool wear.
797 * Parameters are equal to the above callback.
798 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
799 automatically filled in based on the location of ''puncher''.
803 The instance of a node in the world normally only contains the three values
804 mentioned in "Nodes". However, it is possible to insert extra data into a
805 node. It is called "node metadata"; See "NodeMetaRef".
807 Metadata contains two things:
811 Some of the values in the key-value store are handled specially:
812 - formspec: Defines a right-click inventory menu. See "Formspec".
813 - infotext: Text shown on the screen when the node is pointed at
817 local meta = minetest.get_meta(pos)
818 meta:set_string("formspec",
820 "list[context;main;0,0;8,4;]"..
821 "list[current_player;main;0,5;8,4;]")
822 meta:set_string("infotext", "Chest");
823 local inv = meta:get_inventory()
824 inv:set_size("main", 8*4)
825 print(dump(meta:to_table()))
828 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] = ""}
831 formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
838 Formspec defines a menu. Currently not much else than inventories are
839 supported. It is a string, with a somewhat strange format.
841 Spaces and newlines can be inserted between the blocks, as is used in the
847 list[context;main;0,0;8,4;]
848 list[current_player;main;0,5;8,4;]
851 list[context;fuel;2,3;1,1;]
852 list[context;src;2,1;1,1;]
853 list[context;dst;5,1;2,2;]
854 list[current_player;main;0,5;8,4;]
855 - Minecraft-like player inventory
857 image[1,0.6;1,2;player.png]
858 list[current_player;main;0,3.5;8,4;]
859 list[current_player;craft;3,0;3,3;]
860 list[current_player;craftpreview;7,1;1,1;]
865 ^ Define the size of the menu in inventory slots
866 ^ deprecated: invsize[<W>,<H>;]
868 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
869 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
870 ^ Show an inventory list
872 image[<X>,<Y>;<W>,<H>;<texture name>]
874 ^ Position and size units are inventory slots
876 item_image[<X>,<Y>;<W>,<H>;<item name>]
877 ^ Show an inventory image of registered item/node
878 ^ Position and size units are inventory slots
880 background[<X>,<Y>;<W>,<H>;<texture name>]
881 ^ Use a background. Inventory rectangles are not drawn then.
882 ^ Position and size units are inventory slots
883 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
885 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
886 ^ Textual password style field; will be sent to server when a button is clicked
887 ^ x and y position the field relative to the top left of the menu
888 ^ w and h are the size of the field
889 ^ fields are a set height, but will be vertically centred on h
890 ^ Position and size units are inventory slots
891 ^ name is the name of the field as returned in fields to on_receive_fields
892 ^ label, if not blank, will be text printed on the top left above the field
894 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
895 ^ Textual field; will be sent to server when a button is clicked
896 ^ x and y position the field relative to the top left of the menu
897 ^ w and h are the size of the field
898 ^ fields are a set height, but will be vertically centred on h
899 ^ Position and size units are inventory slots
900 ^ name is the name of the field as returned in fields to on_receive_fields
901 ^ label, if not blank, will be text printed on the top left above the field
902 ^ default is the default value of the field
903 ^ default may contain variable references such as '${text}' which
904 will fill the value from the metadata value 'text'
905 ^ Note: no extra text or more than a single variable is supported ATM.
907 field[<name>;<label>;<default>]
908 ^ as above but without position/size units
909 ^ special field for creating simple forms, such as sign text input
910 ^ must be used without a size[] element
911 ^ a 'Proceed' button will be added automatically
913 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
914 ^ same as fields above, but with multi-line input
916 label[<X>,<Y>;<label>]
917 ^ x and y work as per field
918 ^ label is the text on the label
919 ^ Position and size units are inventory slots
921 vertlabel[<X>,<Y>;<label>]
922 ^ Textual label drawn verticaly
923 ^ x and y work as per field
924 ^ label is the text on the label
925 ^ Position and size units are inventory slots
927 button[<X>,<Y>;<W>,<H>;<name>;<label>]
928 ^ Clickable button. When clicked, fields will be sent.
929 ^ x, y and name work as per field
930 ^ w and h are the size of the button
931 ^ label is the text on the button
932 ^ Position and size units are inventory slots
934 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
935 ^ x, y, w, h, and name work as per button
936 ^ image is the filename of an image
937 ^ Position and size units are inventory slots
939 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
940 ^ x, y, w, h, and name work as per button
941 ^ image is the filename of an image
942 ^ Position and size units are inventory slots
943 ^ noclip true meand imagebutton doesn't need to be within specified formsize
944 ^ drawborder draw button bodrer or not
946 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
947 ^ x, y, w, h, name and label work as per button
948 ^ item name is the registered name of an item/node,
949 tooltip will be made out of its descritption
950 ^ Position and size units are inventory slots
952 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
953 ^ When clicked, fields will be sent and the form will quit.
955 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
956 ^ When clicked, fields will be sent and the form will quit.
958 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
959 ^Scrollabel itemlist showing arbitrary text elements
960 ^ x and y position the itemlist relative to the top left of the menu
961 ^ w and h are the size of the itemlist
962 ^ name fieldname sent to server on doubleclick value is current selected element
963 ^ listelements can be prepended by #colorkey (see colorkeys),
964 ^ if you want a listelement to start with # write ##
966 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
967 ^Scrollabel itemlist showing arbitrary text elements
968 ^ x and y position the itemlist relative to the top left of the menu
969 ^ w and h are the size of the itemlist
970 ^ name fieldname sent to server on doubleclick value is current selected element
971 ^ listelements can be prepended by #RRGGBB in hexadecimal format
972 ^ if you want a listelement to start with # write ##
973 ^ index to be selected within textlist
974 ^ true/false draw transparent background
976 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
977 ^ show a tabHEADER at specific position (ignores formsize)
978 ^ x and y position the itemlist relative to the top left of the menu
979 ^ name fieldname data is transfered to lua
980 ^ caption 1... name shown on top of tab
981 ^ current_tab index of selected tab 1...
982 ^ transparent (optional) show transparent
983 ^ draw_border (optional) draw border
985 box[<X>,<Y>;<W>,<H>;<color>]
986 ^ simple colored semitransparent box
987 ^ x and y position the box relative to the top left of the menu
988 ^ w and h are the size of box
989 ^ colorkey (see colorkeys)
991 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
992 ^ show a dropdown field
993 ^ x and y position of dropdown
995 ^ fieldname data is transfered to lua
996 ^ items to be shown in dropdown
997 ^ index of currently selected dropdown item
998 ^ color in hexadecimal format RRGGBB
1000 Note: do NOT use a element name starting with "key_" those names are reserved to
1001 pass key press events to formspec!
1005 - "context": Selected node metadata (deprecated: "current_name")
1006 - "current_player": Player to whom the menu is shown
1007 - "player:<name>": Any player
1008 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1009 - "detached:<name>": A detached inventory
1013 vector.new([x[, y, z]]) -> vector
1014 ^ x is a table or the x position.
1015 vector.direction(p1, p2) -> vector
1016 vector.distance(p1, p2) -> number
1017 vector.length(v) -> number
1018 vector.normalize(v) -> vector
1019 vector.round(v) -> vector
1020 vector.equal(v1, v2) -> bool
1021 vector.add(v, x) -> vector
1022 ^ x can be annother vector or a number
1023 vector.subtract(v, x) -> vector
1024 vector.multiply(v, x) -> vector
1025 vector.divide(v, x) -> vector
1027 You can also use Lua operators on vectors.
1039 dump2(obj, name="_", dumped={})
1040 ^ Return object serialized as a string, handles reference loops
1041 dump(obj, dumped={})
1042 ^ Return object serialized as a string
1044 ^ Get the hypotenuse of a triangle with legs x and y.
1045 Usefull for distance calculation.
1046 string:split(separator)
1047 ^ eg. string:split("a,b", ",") == {"a","b"}
1049 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1050 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1051 ^ Convert position to a printable string
1052 minetest.string_to_pos(string) -> position
1053 ^ Same but in reverse
1054 minetest.formspec_escape(string) -> string
1055 ^ escapes characters like [, ], and \ that can not be used in formspecs
1057 minetest namespace reference
1058 -----------------------------
1060 minetest.get_current_modname() -> string
1061 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
1062 ^ Useful for loading additional .lua modules or static data from mod
1063 minetest.get_modnames() -> list of installed mods
1064 ^ Return a list of installed mods, sorted alphabetically
1065 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
1066 ^ Useful for storing custom data
1067 minetest.is_singleplayer()
1069 ^ table containing API feature flags: {foo=true, bar=true}
1070 minetest.has_feature(arg) -> bool, missing_features
1071 ^ arg: string or table in format {foo=true, bar=true}
1072 ^ missing_features: {foo=true, bar=true}
1075 minetest.debug(line)
1076 ^ Always printed to stderr and logfile (print() is redirected here)
1078 minetest.log(loglevel, line)
1079 ^ loglevel one of "error", "action", "info", "verbose"
1081 Registration functions: (Call these only at load time)
1082 minetest.register_entity(name, prototype table)
1083 minetest.register_abm(abm definition)
1084 minetest.register_node(name, node definition)
1085 minetest.register_tool(name, item definition)
1086 minetest.register_craftitem(name, item definition)
1087 minetest.register_alias(name, convert_to)
1088 minetest.register_craft(recipe)
1089 minetest.register_ore(ore definition)
1090 minetest.register_decoration(decoration definition)
1092 Global callback registration functions: (Call these only at load time)
1093 minetest.register_globalstep(func(dtime))
1094 ^ Called every server step, usually interval of 0.05s
1095 minetest.register_on_shutdown(func())
1096 ^ Called before server shutdown
1097 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1098 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1099 semi-frequent intervals as well as on server shutdown.
1100 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
1101 ^ Called when a node has been placed
1102 ^ If return true no item is taken from itemstack
1103 ^ Not recommended; use on_construct or after_place_node in node definition
1105 minetest.register_on_dignode(func(pos, oldnode, digger))
1106 ^ Called when a node has been dug.
1107 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1109 minetest.register_on_punchnode(func(pos, node, puncher))
1110 ^ Called when a node is punched
1111 minetest.register_on_generated(func(minp, maxp, blockseed))
1112 ^ Called after generating a piece of world. Modifying nodes inside the area
1113 is a bit faster than usually.
1114 minetest.register_on_newplayer(func(ObjectRef))
1115 ^ Called after a new player has been created
1116 minetest.register_on_dieplayer(func(ObjectRef))
1117 ^ Called when a player dies
1118 minetest.register_on_respawnplayer(func(ObjectRef))
1119 ^ Called when player is to be respawned
1120 ^ Called _before_ repositioning of player occurs
1121 ^ return true in func to disable regular player placement
1122 minetest.register_on_joinplayer(func(ObjectRef))
1123 ^ Called when a player joins the game
1124 minetest.register_on_leaveplayer(func(ObjectRef))
1125 ^ Called when a player leaves the game
1126 minetest.register_on_chat_message(func(name, message))
1127 ^ Called always when a player says something
1128 minetest.register_on_player_receive_fields(func(player, formname, fields))
1129 ^ Called when a button is pressed in player's inventory form
1130 ^ Newest functions are called first
1131 ^ If function returns true, remaining functions are not called
1132 minetest.register_on_mapgen_init(func(MapgenParams))
1133 ^ Called just before the map generator is initialized but before the environment is initialized
1134 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1136 Other registration functions:
1137 minetest.register_chatcommand(cmd, chatcommand definition)
1138 minetest.register_privilege(name, definition)
1139 ^ definition: "description text"
1141 description = "description text",
1142 give_to_singleplayer = boolean, -- default: true
1144 minetest.register_authentication_handler(handler)
1145 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1148 minetest.setting_set(name, value)
1149 minetest.setting_get(name) -> string or nil
1150 minetest.setting_getbool(name) -> boolean value or nil
1151 minetest.setting_get_pos(name) -> position or nil
1152 minetest.setting_save() -> nil, save all settings to config file
1155 minetest.notify_authentication_modified(name)
1156 ^ Should be called by the authentication handler if privileges change.
1157 ^ To report everybody, set name=nil.
1158 minetest.get_password_hash(name, raw_password)
1159 ^ Convert a name-password pair to a password hash that minetest can use
1160 minetest.string_to_privs(str) -> {priv1=true,...}
1161 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1162 ^ Convert between two privilege representations
1163 minetest.set_player_password(name, password_hash)
1164 minetest.set_player_privs(name, {priv1=true,...})
1165 minetest.get_player_privs(name) -> {priv1=true,...}
1166 minetest.auth_reload()
1167 ^ These call the authentication handler
1168 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1169 ^ A quickhand for checking privileges
1170 minetest.get_player_ip(name) -> IP address string
1173 minetest.chat_send_all(text)
1174 minetest.chat_send_player(name, text, prepend)
1175 ^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message
1179 minetest.set_node(pos, node)
1180 minetest.add_node(pos, node): alias set_node(pos, node)
1181 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1182 minetest.remove_node(pos)
1183 ^ Equivalent to set_node(pos, "air")
1184 minetest.get_node(pos)
1185 ^ Returns {name="ignore", ...} for unloaded area
1186 minetest.get_node_or_nil(pos)
1187 ^ Returns nil for unloaded area
1188 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1189 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1191 minetest.place_node(pos, node)
1192 ^ Place node with the same effects that a player would cause
1193 minetest.dig_node(pos)
1194 ^ Dig node with the same effects that a player would cause
1195 minetest.punch_node(pos)
1196 ^ Punch node with the same effects that a player would cause
1198 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1199 minetest.get_node_timer(pos) -- Get NodeTimerRef
1201 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1202 ^ Returns ObjectRef, or nil if failed
1203 minetest.add_item(pos, item): Spawn item
1204 ^ Returns ObjectRef, or nil if failed
1205 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1206 minetest.get_objects_inside_radius(pos, radius)
1207 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1208 minetest.get_timeofday()
1209 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1210 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1211 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1212 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
1213 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1214 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1215 minetest.get_voxel_manip()
1216 ^ Return voxel manipulator object
1217 minetest.get_mapgen_object(objectname)
1218 ^ Return requested mapgen object if available (see Mapgen objects)
1219 minetest.set_mapgen_params(MapgenParams)
1220 ^ Set map generation parameters
1221 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1222 ^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
1223 ^ Leave field unset to leave that parameter unchanged
1224 ^ flagmask field must be set to all mapgen flags that are being modified
1225 ^ flags contains only the flags that are being set
1226 ^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
1227 minetest.clear_objects()
1228 ^ clear all objects in the environments
1229 minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
1230 ^ checkif there is a direct line of sight between pos1 and pos2
1231 ^ pos1 First position
1232 ^ pos2 Second position
1233 ^ stepsize smaller gives more accurate results but requires more computing
1235 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1236 ^ -> table containing path
1237 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1238 ^ pos1: start position
1239 ^ pos2: end position
1240 ^ searchdistance: number of blocks to search in each direction
1241 ^ max_jump: maximum height difference to consider walkable
1242 ^ max_drop: maximum height difference to consider droppable
1243 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1244 minetest.spawn_tree (pos, {treedef})
1245 ^ spawns L-System tree at given pos with definition in treedef table
1248 minetest.get_inventory(location) -> InvRef
1249 ^ location = eg. {type="player", name="celeron55"}
1250 {type="node", pos={x=, y=, z=}}
1251 {type="detached", name="creative"}
1252 minetest.create_detached_inventory(name, callbacks) -> InvRef
1253 ^ callbacks: See "Detached inventory callbacks"
1254 ^ Creates a detached inventory. If it already exists, it is cleared.
1255 minetest.show_formspec(playername, formname, formspec)
1256 ^ playername: name of player to show formspec
1257 ^ formname: name passed to on_player_receive_fields callbacks
1258 ^ should follow "modname:<whatever>" naming convention
1259 ^ formspec: formspec to display
1262 minetest.inventorycube(img1, img2, img3)
1263 ^ Returns a string for making an image of a cube (useful as an item image)
1264 minetest.get_pointed_thing_position(pointed_thing, above)
1265 ^ Get position of a pointed_thing (that you can get from somewhere)
1266 minetest.dir_to_facedir(dir)
1267 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
1268 minetest.dir_to_wallmounted(dir)
1269 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1270 minetest.get_node_drops(nodename, toolname)
1271 ^ Returns list of item names.
1272 ^ Note: This will be removed or modified in a future version.
1273 minetest.get_craft_result(input) -> output, decremented_input
1274 ^ input.method = 'normal' or 'cooking' or 'fuel'
1275 ^ input.width = for example 3
1276 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1277 stack 5, stack 6, stack 7, stack 8, stack 9 }
1278 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1279 ^ output.time = number, if unsuccessful: 0
1280 ^ decremented_input = like input
1281 minetest.get_craft_recipe(output) -> input
1282 ^ returns last registered recipe for output item (node)
1283 ^ output is a node or item type such as 'default:torch'
1284 ^ input.method = 'normal' or 'cooking' or 'fuel'
1285 ^ input.width = for example 3
1286 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1287 stack 5, stack 6, stack 7, stack 8, stack 9 }
1288 ^ input.items = nil if no recipe found
1289 minetest.get_all_craft_recipes(query item) -> table or nil
1290 ^ returns indexed table with all registered recipes for query item (node)
1291 or nil if no recipe was found
1294 method = 'normal' or 'cooking' or 'fuel'
1295 width = 0-3, 0 means shapeless recipe
1296 items = indexed [1-9] table with recipe items
1297 output = string with item name and quantity
1299 Example query for default:gold_ingot will return table:
1301 1={type = "cooking", width = 3, output = "default:gold_ingot",
1302 items = {1 = "default:gold_lump"}},
1303 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1304 items = {1 = "default:goldblock"}}
1306 minetest.handle_node_drops(pos, drops, digger)
1307 ^ drops: list of itemstrings
1308 ^ Handles drops from nodes after digging: Default action is to put them into
1310 ^ Can be overridden to get different functionality (eg. dropping items on
1314 minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
1315 ^ Find who has done something to a node, or near a node
1316 ^ actor: "player:<name>", also "liquid".
1317 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1318 ^ Revert latest actions of someone
1319 ^ actor: "player:<name>", also "liquid".
1321 Defaults for the on_* item definition functions:
1322 (These return the leftover itemstack)
1323 minetest.item_place_node(itemstack, placer, pointed_thing)
1324 ^ Place item as a node
1325 minetest.item_place_object(itemstack, placer, pointed_thing)
1327 minetest.item_place(itemstack, placer, pointed_thing)
1328 ^ Use one of the above based on what the item is.
1329 ^ Calls on_rightclick of pointed_thing.under if defined instead
1330 ^ Note: is not called when wielded item overrides on_place
1331 minetest.item_drop(itemstack, dropper, pos)
1333 minetest.item_eat(hp_change, replace_with_item)
1334 ^ Eat the item. replace_with_item can be nil.
1336 Defaults for the on_punch and on_dig node definition callbacks:
1337 minetest.node_punch(pos, node, puncher)
1338 ^ Calls functions registered by minetest.register_on_punchnode()
1339 minetest.node_dig(pos, node, digger)
1340 ^ Checks if node can be dug, puts item into inventory, removes node
1341 ^ Calls functions registered by minetest.registered_on_dignodes()
1344 minetest.sound_play(spec, parameters) -> handle
1345 ^ spec = SimpleSoundSpec
1346 ^ parameters = sound parameter table
1347 minetest.sound_stop(handle)
1350 minetest.after(time, func, ...)
1351 ^ Call function after time seconds
1352 ^ Optional: Variable number of arguments that are passed to func
1355 minetest.request_shutdown() -> request for server shutdown
1356 minetest.get_server_status() -> server status string
1359 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1360 minetest.get_ban_description(ip_or_name) -> ban description (string)
1361 minetest.ban_player(name) -> ban a player
1362 minetest.unban_player_or_ip(name) -> unban player or IP address
1365 minetest.add_particle(pos, velocity, acceleration, expirationtime,
1366 size, collisiondetection, texture, playername)
1367 ^ Spawn particle at pos with velocity and acceleration
1368 ^ Disappears after expirationtime seconds
1369 ^ collisiondetection: if true collides with physical objects
1370 ^ Uses texture (string)
1371 ^ Playername is optional, if specified spawns particle only on the player's client
1373 minetest.add_particlespawner(amount, time,
1377 minexptime, maxexptime,
1379 collisiondetection, texture, playername)
1380 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1381 ^ The particle's properties are random values in between the boundings:
1382 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1383 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1384 ^ collisiondetection: if true uses collisiondetection
1385 ^ Uses texture (string)
1386 ^ Playername is optional, if specified spawns particle only on the player's client
1387 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1390 minetest.delete_particlespawner(id, player)
1391 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1392 ^ If playername is specified, only deletes on the player's client,
1393 ^ otherwise on all clients
1396 minetest.create_schematic(p1, p2, probability_list, filename)
1397 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1398 ^ Apply the specified probability values to the specified nodes in probability_list.
1399 ^ probability_list is an array of tables containing two fields, pos and prob.
1400 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1401 ^ and prob is the integer value from -1 to 255 of the probability (see: Schematic specifier).
1402 ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
1403 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1404 ^ If probability_list is nil, no probabilities are applied.
1405 ^ Saves schematic in the Minetest Schematic format to filename.
1407 minetest.place_schematic(pos, schematic, rotation)
1408 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1409 ^ Rotation can be "0", "90", "180", "270", or "random".
1410 ^ If the rotation parameter is omitted, the schematic is not rotated.
1413 minetest.get_connected_players() -> list of ObjectRefs
1414 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1415 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1416 minetest.get_item_group(name, group) -> rating
1417 ^ Get rating of a group of an item. (0 = not in group)
1418 minetest.get_node_group(name, group) -> rating
1419 ^ Deprecated: An alias for the former.
1420 minetest.get_content_id(name) -> integer
1421 ^ Gets the internal content ID of name
1422 minetest.get_name_from_content_id(content_id) -> string
1423 ^ Gets the name of the content with that content ID
1424 minetest.serialize(table) -> string
1425 ^ Convert a table containing tables, strings, numbers, booleans and nils
1426 into string form readable by minetest.deserialize
1427 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1428 minetest.deserialize(string) -> table
1429 ^ Convert a string returned by minetest.deserialize into a table
1430 ^ String is loaded in an empty sandbox environment.
1431 ^ Will load functions, but they cannot access the global environment.
1432 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1433 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1434 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1437 minetest.env - EnvRef of the server environment and world.
1438 ^ Any function in the minetest namespace can be called using the syntax
1439 minetest.env:somefunction(somearguments)
1441 minetest.somefunction(somearguments)
1442 ^ Deprecated, but support is not to be dropped soon
1445 minetest.registered_items
1446 ^ List of registered items, indexed by name
1447 minetest.registered_nodes
1448 ^ List of registered node definitions, indexed by name
1449 minetest.registered_craftitems
1450 ^ List of registered craft item definitions, indexed by name
1451 minetest.registered_tools
1452 ^ List of registered tool definitions, indexed by name
1453 minetest.registered_entities
1454 ^ List of registered entity prototypes, indexed by name
1455 minetest.object_refs
1456 ^ List of object references, indexed by active object id
1457 minetest.luaentities
1458 ^ List of lua entities, indexed by active object id
1462 NodeMetaRef: Node metadata - reference extra data and functionality stored
1464 - Can be gotten via minetest.get_nodemeta(pos)
1466 - set_string(name, value)
1468 - set_int(name, value)
1470 - set_float(name, value)
1472 - get_inventory() -> InvRef
1473 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1474 - from_table(nil or {})
1475 ^ See "Node Metadata"
1477 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1478 - Can be gotten via minetest.get_node_timer(pos)
1480 - set(timeout,elapsed)
1481 ^ set a timer's state
1482 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1483 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1484 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1487 ^ equivelent to set(timeout,0)
1490 - get_timeout() -> current timeout in seconds
1491 ^ if timeout is 0, timer is inactive
1492 - get_elapsed() -> current elapsed time in seconds
1493 ^ the node's on_timer function will be called after timeout-elapsed seconds
1494 - is_started() -> boolean state of timer
1495 ^ returns true if timer is started, otherwise false
1497 ObjectRef: Moving things in the game are generally these
1498 (basically reference to a C++ ServerActiveObject)
1500 - remove(): remove object (after returning from Lua)
1501 - getpos() -> {x=num, y=num, z=num}
1502 - setpos(pos); pos={x=num, y=num, z=num}
1503 - moveto(pos, continuous=false): interpolated move
1504 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1505 ^ puncher = an another ObjectRef,
1506 ^ time_from_last_punch = time since last punch action of the puncher
1507 ^ direction: can be nil
1508 - right_click(clicker); clicker = an another ObjectRef
1509 - get_hp(): returns number of hitpoints (2 * number of hearts)
1510 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1511 - get_inventory() -> InvRef
1512 - get_wield_list(): returns the name of the inventory list the wielded item is in
1513 - get_wield_index(): returns the index of the wielded item
1514 - get_wielded_item() -> ItemStack
1515 - set_wielded_item(item): replaces the wielded item, returns true if successful
1516 - set_armor_groups({group1=rating, group2=rating, ...})
1517 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1518 - set_attach(parent, bone, position, rotation)
1520 ^ position = {x=num, y=num, z=num} (relative)
1521 ^ rotation = {x=num, y=num, z=num}
1523 - set_bone_position(bone, position, rotation)
1525 ^ position = {x=num, y=num, z=num} (relative)
1526 ^ rotation = {x=num, y=num, z=num}
1527 - set_properties(object property table)
1528 LuaEntitySAO-only: (no-op for other objects)
1529 - setvelocity({x=num, y=num, z=num})
1530 - getvelocity() -> {x=num, y=num, z=num}
1531 - setacceleration({x=num, y=num, z=num})
1532 - getacceleration() -> {x=num, y=num, z=num}
1534 - getyaw() -> radians
1535 - settexturemod(mod)
1536 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1537 - select_horiz_by_yawpitch=false)
1538 ^ Select sprite from spritesheet with optional animation and DM-style
1539 texture selection based on yaw relative to camera
1540 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1542 Player-only: (no-op for other objects)
1543 - is_player(): true for players, false for others
1544 - get_player_name(): returns "" if is not a player
1545 - get_look_dir(): get camera direction as a unit vector
1546 - get_look_pitch(): pitch in radians
1547 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1548 - set_look_pitch(radians): sets look pitch
1549 - set_look_yaw(radians): sets look yaw
1550 - get_breath() : returns players breath
1551 - set_breath(value) : sets players breath
1552 values: 0 player is drowning,
1553 1-10 number of bubbles remain,
1554 11 bubbles bar is not shown
1555 - set_inventory_formspec(formspec)
1556 ^ Redefine player's inventory form
1557 ^ Should usually be called in on_joinplayer
1558 - get_inventory_formspec() -> formspec string
1559 - get_player_control(): returns table with player pressed keys
1560 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1561 - get_player_control_bits(): returns integer with bit packed player pressed keys
1562 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1563 - set_physics_override(speed, jump, gravity)
1564 modifies per-player walking speed, jump height, and gravity.
1565 Values default to 1 and act as offsets to the physics settings
1566 in minetest.conf. nil will keep the current setting.
1567 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1568 - hud_remove(id): remove the HUD element of the specified id
1569 - hud_change(id, stat, value): change a value of a previously added HUD element
1570 ^ element stat values: position, name, scale, text, number, item, dir
1571 - hud_get(id): gets the HUD element definition structure of the specified ID
1572 - hud_set_flags(flags): sets specified HUD flags to true/false
1573 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1574 ^ pass a table containing a true/false value of each flag to be set or unset
1575 ^ if a flag is nil, the flag is not modified
1576 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1577 ^ count: number of items, must be between 1 and 23
1579 InvRef: Reference to an inventory
1581 - is_empty(listname): return true if list is empty
1582 - get_size(listname): get size of a list
1583 - set_size(listname, size): set size of a list
1584 - get_width(listname): get width of a list
1585 - set_width(listname, width): set width of list; currently used for crafting
1586 - get_stack(listname, i): get a copy of stack index i in list
1587 - set_stack(listname, i, stack): copy stack to index i in list
1588 - get_list(listname): return full list
1589 - set_list(listname, list): set full list (size will not change)
1590 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
1591 - room_for_item(listname, stack): returns true if the stack of items
1592 can be fully added to the list
1593 - contains_item(listname, stack): returns true if the stack of items
1594 can be fully taken from the list
1595 remove_item(listname, stack): take as many items as specified from the list,
1596 returns the items that were actually removed (as an ItemStack)
1597 - get_location() -> location compatible to minetest.get_inventory(location)
1598 -> {type="undefined"} in case location is not known
1600 ItemStack: A stack of items.
1601 - Can be created via ItemStack(itemstack or itemstring or table or nil)
1603 - is_empty(): return true if stack is empty
1604 - get_name(): returns item name (e.g. "default:stone")
1605 - get_count(): returns number of items on the stack
1606 - get_wear(): returns tool wear (0-65535), 0 for non-tools
1607 - get_metadata(): returns metadata (a string attached to an item stack)
1608 - clear(): removes all items from the stack, making it empty
1609 - replace(item): replace the contents of this stack (item can also
1610 be an itemstring or table)
1611 - to_string(): returns the stack in itemstring form
1612 - to_table(): returns the stack in Lua table form
1613 - get_stack_max(): returns the maximum size of the stack (depends on the item)
1614 - get_free_space(): returns get_stack_max() - get_count()
1615 - is_known(): returns true if the item name refers to a defined item type
1616 - get_definition(): returns the item definition table
1617 - get_tool_capabilities(): returns the digging properties of the item,
1618 ^ or those of the hand if none are defined for this item type
1619 - add_wear(amount): increases wear by amount if the item is a tool
1620 - add_item(item): put some item or stack onto this stack,
1621 ^ returns leftover ItemStack
1622 - item_fits(item): returns true if item or stack can be fully added to this one
1623 - take_item(n): take (and remove) up to n items from this stack
1624 ^ returns taken ItemStack
1625 ^ if n is omitted, n=1 is used
1626 - peek_item(n): copy (don't remove) up to n items from this stack
1627 ^ returns copied ItemStack
1628 ^ if n is omitted, n=1 is used
1630 PseudoRandom: A pseudorandom number generator
1631 - Can be created via PseudoRandom(seed)
1633 - next(): return next integer random number [0...32767]
1634 - next(min, max): return next integer random number [min...max]
1635 (max - min) must be 32767 or <= 6553 due to the simple
1636 implementation making bad distribution otherwise.
1638 PerlinNoise: A perlin noise generator
1639 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
1640 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
1642 - get2d(pos) -> 2d noise value at pos={x=,y=}
1643 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
1645 PerlinNoiseMap: A fast, bulk perlin noise generator
1646 - Can be created via PerlinNoiseMap(noiseparams, size)
1647 - Also minetest.get_perlin_map(noiseparams, size)
1649 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
1650 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
1651 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
1652 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
1654 VoxelManip: An interface to the MapVoxelManipulator for Lua
1655 - Can be created via VoxelManip()
1656 - Also minetest.get_voxel_manip()
1658 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
1659 ^ returns actual emerged pmin, actual emerged pmax
1660 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
1661 ^ important: data must be set using VoxelManip:set_data before calling this
1662 - get_data(): Gets the data read into the VoxelManip object
1663 ^ returns raw node data is in the form of an array of node content ids
1664 - set_data(data): Sets the data contents of the VoxelManip object
1665 - update_map(): Update map after writing chunk back to map.
1666 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
1667 ^ retrieved from minetest.get_mapgen_object
1668 - set_lighting(light): Set the lighting within the VoxelManip
1669 ^ light is a table, {day=<0...15>, night=<0...15>}
1670 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1671 - calc_lighting(): Calculate lighting within the VoxelManip
1672 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
1673 - update_liquids(): Update liquid flow
1675 VoxelArea: A helper class for voxel areas
1676 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
1677 - Coordinates are *inclusive*, like most other things in Minetest
1679 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
1680 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
1681 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
1682 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
1683 - indexp(p): same as above, except takes a vector
1684 - position(i): returns the absolute position vector corresponding to index i
1685 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
1686 - containsp(p): same as above, except takes a vector
1687 - containsi(i): same as above, except takes an index
1688 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
1689 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
1690 - iterp(minp, maxp): same as above, except takes a vector
1694 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
1695 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
1696 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
1697 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
1699 The following Mapgen objects are currently available:
1702 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
1703 order. All mapgens support this object.
1706 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
1707 generated chunk by the current mapgen.
1710 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
1714 Returns an array containing the temperature values of nodes in the most recently generated chunk by
1718 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
1722 --------------------
1723 - Functions receive a "luaentity" as self:
1724 - It has the member .name, which is the registered name ("mod:thing")
1725 - It has the member .object, which is an ObjectRef pointing to the object
1726 - The original prototype stuff is visible directly via a metatable
1728 - on_activate(self, staticdata)
1729 ^ Called when the object is instantiated.
1730 - on_step(self, dtime)
1731 ^ Called on every server tick (dtime is usually 0.05 seconds)
1732 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
1733 ^ Called when somebody punches the object.
1734 ^ Note that you probably want to handle most punches using the
1735 automatic armor group system.
1736 ^ puncher: ObjectRef (can be nil)
1737 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
1738 ^ tool_capabilities: capability table of used tool (can be nil)
1739 ^ dir: unit vector of direction of punch. Always defined. Points from
1740 the puncher to the punched.
1741 - on_rightclick(self, clicker)
1742 - get_staticdata(self)
1743 ^ Should return a string that will be passed to on_activate when
1744 the object is instantiated the next time.
1749 axiom, - string initial tree axiom
1750 rules_a, - string rules set A
1751 rules_b, - string rules set B
1752 rules_c, - string rules set C
1753 rules_d, - string rules set D
1754 trunk, - string trunk node name
1755 leaves, - string leaves node name
1756 leaves2, - string secondary leaves node name
1757 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
1758 angle, - num angle in deg
1759 iterations, - num max # of iterations, usually 2 -5
1760 random_level, - num factor to lower nr of iterations, usually 0 - 3
1761 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
1762 thin_branches, - boolean true -> use thin (1 node) branches
1763 fruit, - string fruit node name
1764 fruit_chance, - num chance (0-100) to replace leaves with fruit node
1765 seed, - num random seed
1768 Key for Special L-System Symbols used in Axioms
1769 G - move forward one unit with the pen up
1770 F - move forward one unit with the pen down drawing trunks and branches
1771 f - move forward one unit with the pen down drawing leaves (100% chance)
1772 T - move forward one unit with the pen down drawing trunks only
1773 R - move forward one unit with the pen down placing fruit
1774 A - replace with rules set A
1775 B - replace with rules set B
1776 C - replace with rules set C
1777 D - replace with rules set D
1778 a - replace with rules set A, chance 90%
1779 b - replace with rules set B, chance 80%
1780 c - replace with rules set C, chance 70%
1781 d - replace with rules set D, chance 60%
1782 + - yaw the turtle right by angle parameter
1783 - - yaw the turtle left by angle parameter
1784 & - pitch the turtle down by angle parameter
1785 ^ - pitch the turtle up by angle parameter
1786 / - roll the turtle to the right by angle parameter
1787 * - roll the turtle to the left by angle parameter
1788 [ - save in stack current state info
1789 ] - recover from stack state info
1791 Example usage: spawn small apple tree
1794 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
1795 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
1796 trunk="default:tree",
1797 leaves="default:leaves",
1801 trunk_type="single",
1804 fruit="default:apple"
1806 minetest.spawn_tree(pos,apple_tree)
1816 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
1817 visual = "cube"/"sprite"/"upright_sprite"/"mesh",
1818 visual_size = {x=1, y=1},
1820 textures = {}, -- number of required textures depends on visual
1821 colors = {}, -- number of required colors depends on visual
1822 spritediv = {x=1, y=1},
1823 initial_sprite_basepos = {x=0, y=0},
1825 makes_footstep_sound = false,
1826 automatic_rotate = false,
1829 Entity definition (register_entity)
1831 (Deprecated: Everything in object properties is read directly from here)
1833 initial_properties = <initial object properties>,
1835 on_activate = function(self, staticdata, dtime_s),
1836 on_step = function(self, dtime),
1837 on_punch = function(self, hitter),
1838 on_rightclick = function(self, clicker),
1839 get_staticdata = function(self),
1840 ^ Called sometimes; the string returned is passed to on_activate when
1841 the entity is re-activated from static state
1843 # Also you can define arbitrary member variables here
1844 myvariable = whatever,
1847 ABM (ActiveBlockModifier) definition (register_abm)
1849 -- In the following two fields, also group:groupname will work.
1850 nodenames = {"default:lava_source"},
1851 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
1852 ^ If left out or empty, any neighbor will do
1853 interval = 1.0, -- (operation interval)
1854 chance = 1, -- (chance of trigger is 1.0/this)
1855 action = func(pos, node, active_object_count, active_object_count_wider),
1858 Item definition (register_node, register_craftitem, register_tool)
1860 description = "Steel Axe",
1861 groups = {}, -- key=name, value=rating; rating=1..3.
1862 if rating not applicable, use 1.
1863 eg. {wool=1, fluffy=3}
1864 {soil=2, outerspace=1, crumbly=1}
1865 {bendy=2, snappy=1},
1866 {hard=1, metal=1, spikes=1}
1867 inventory_image = "default_tool_steelaxe.png",
1869 wield_scale = {x=1,y=1,z=1},
1871 liquids_pointable = false,
1872 tool_capabilities = {
1873 full_punch_interval = 1.0,
1877 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
1878 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
1880 damage_groups = {groupname=damage},
1882 node_placement_prediction = nil,
1883 ^ If nil and item is node, prediction is made automatically
1884 ^ If nil and item is not a node, no prediction is made
1885 ^ If "" and item is anything, no prediction is made
1886 ^ Otherwise should be name of node which the client immediately places
1887 on ground when the player places the item. Server will always update
1888 actual result to client in a short moment.
1890 place = <SimpleSoundSpec>,
1893 on_place = func(itemstack, placer, pointed_thing),
1894 ^ Shall place item and return the leftover itemstack
1895 ^ default: minetest.item_place
1896 on_drop = func(itemstack, dropper, pos),
1897 ^ Shall drop item and return the leftover itemstack
1898 ^ default: minetest.item_drop
1899 on_use = func(itemstack, user, pointed_thing),
1901 ^ Function must return either nil if no item shall be removed from
1902 inventory, or an itemstack to replace the original itemstack.
1903 eg. itemstack:take_item(); return itemstack
1904 ^ Otherwise, the function is free to do what it wants.
1905 ^ The default functions handle regular use cases.
1910 - {name="image.png", animation={Tile Animation definition}}
1911 - {name="image.png", backface_culling=bool}
1912 ^ backface culling only supported in special tiles
1913 - deprecated still supported field names:
1916 Tile animation definition:
1917 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
1919 Node definition (register_node)
1921 <all fields allowed in item definitions>,
1923 drawtype = "normal", -- See "Node drawtypes"
1925 tiles = {tile definition 1, def2, def3, def4, def5, def6},
1926 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
1927 ^ List can be shortened to needed length
1928 special_tiles = {tile definition 1, Tile definition 2},
1929 ^ Special textures of node; used rarely (old field name: special_materials)
1930 ^ List can be shortened to needed length
1932 use_texture_alpha = false, -- Use texture's alpha channel
1933 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
1934 paramtype = "none", -- See "Nodes"
1935 paramtype2 = "none", -- See "Nodes"
1936 is_ground_content = false, -- Currently not used for anything
1937 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
1938 walkable = true, -- If true, objects collide with node
1939 pointable = true, -- If true, can be pointed at
1940 diggable = true, -- If false, can never be dug
1941 climbable = false, -- If true, can be climbed on (ladder)
1942 buildable_to = false, -- If true, placed nodes can replace this node
1943 drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
1944 liquidtype = "none", -- "none"/"source"/"flowing"
1945 liquid_alternative_flowing = "", -- Flowing version of source liquid
1946 liquid_alternative_source = "", -- Source version of flowing liquid
1947 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
1948 liquid_renewable = true, -- Can new liquid source be created by placing
1949 drowning = true, -- Player will drown in these
1950 two or more sources nearly?
1951 light_source = 0, -- Amount of light emitted by node
1952 damage_per_second = 0, -- If player is inside node, this damage is caused
1953 node_box = {type="regular"}, -- See "Node boxes"
1954 selection_box = {type="regular"}, -- See "Node boxes"
1955 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
1956 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1957 legacy_wallmounted = false, -- Support maps made in and before January 2012
1959 footstep = <SimpleSoundSpec>,
1960 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1961 dug = <SimpleSoundSpec>,
1962 place = <SimpleSoundSpec>,
1965 on_construct = func(pos),
1966 ^ Node constructor; always called after adding node
1967 ^ Can set up metadata and stuff like that
1969 on_destruct = func(pos),
1970 ^ Node destructor; always called before removing node
1972 after_destruct = func(pos, oldnode),
1973 ^ Node destructor; always called after removing node
1976 after_place_node = func(pos, placer, itemstack),
1977 ^ Called after constructing node when node was placed using
1978 minetest.item_place_node / minetest.place_node
1979 ^ If return true no item is taken from itemstack
1981 after_dig_node = func(pos, oldnode, oldmetadata, digger),
1982 ^ oldmetadata is in table format
1983 ^ Called after destructing node when node was dug using
1984 minetest.node_dig / minetest.dig_node
1986 can_dig = function(pos,player)
1987 ^ returns true if node can be dug, or false if not
1990 on_punch = func(pos, node, puncher),
1991 ^ default: minetest.node_punch
1992 ^ By default: does nothing
1993 on_rightclick = func(pos, node, clicker, itemstack),
1995 ^ if defined, itemstack will hold clicker's wielded item
1996 Shall return the leftover itemstack
1997 on_dig = func(pos, node, digger),
1998 ^ default: minetest.node_dig
1999 ^ By default: checks privileges, wears out tool and removes node
2001 on_timer = function(pos,elapsed),
2003 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2004 ^ elapsed is the total time passed since the timer was started
2005 ^ return true to run the timer for another cycle with the same timeout value
2007 on_receive_fields = func(pos, formname, fields, sender),
2008 ^ fields = {name1 = value1, name2 = value2, ...}
2009 ^ Called when an UI form (eg. sign text input) returns data
2012 allow_metadata_inventory_move = func(pos, from_list, from_index,
2013 to_list, to_index, count, player),
2014 ^ Called when a player wants to move items inside the inventory
2015 ^ Return value: number of items allowed to move
2017 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2018 ^ Called when a player wants to put something into the inventory
2019 ^ Return value: number of items allowed to put
2020 ^ Return value: -1: Allow and don't modify item count in inventory
2022 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2023 ^ Called when a player wants to take something out of the inventory
2024 ^ Return value: number of items allowed to take
2025 ^ Return value: -1: Allow and don't modify item count in inventory
2027 on_metadata_inventory_move = func(pos, from_list, from_index,
2028 to_list, to_index, count, player),
2029 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2030 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2031 ^ Called after the actual action has happened, according to what was allowed.
2034 on_blast = func(pos, intensity),
2035 ^ intensity: 1.0 = mid range of regular TNT
2036 ^ If defined, called when an explosion touches the node, instead of
2040 Recipe for register_craft: (shaped)
2042 output = 'default:pick_stone',
2044 {'default:cobble', 'default:cobble', 'default:cobble'},
2045 {'', 'default:stick', ''},
2046 {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
2048 replacements = <optional list of item pairs,
2049 replace one input item with another item on crafting>
2052 Recipe for register_craft (shapeless)
2055 output = 'mushrooms:mushroom_stew',
2058 "mushrooms:mushroom_brown",
2059 "mushrooms:mushroom_red",
2061 replacements = <optional list of item pairs,
2062 replace one input item with another item on crafting>
2065 Recipe for register_craft (tool repair)
2067 type = "toolrepair",
2068 additional_wear = -0.02,
2071 Recipe for register_craft (cooking)
2074 output = "default:glass",
2075 recipe = "default:sand",
2079 Recipe for register_craft (furnace fuel)
2082 recipe = "default:leaves",
2086 Ore definition (register_ore)
2088 ore_type = "scatter", -- See "Ore types"
2089 ore = "default:stone_with_coal",
2090 wherein = "default:stone",
2091 clust_scarcity = 8*8*8,
2092 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2093 ^ This value should be *MUCH* higher than your intuition might tell you!
2095 ^ Number of ores in a cluster
2097 ^ Size of the bounding box of the cluster
2098 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2099 height_min = -31000,
2102 ^ Attributes for this ore generation
2103 noise_threshhold = 0.5,
2104 ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution
2105 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2106 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2107 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2110 Decoration definition (register_decoration)
2112 deco_type = "simple", -- See "Decoration types"
2113 place_on = "default:dirt_with_grass",
2114 ^ Node that decoration can be placed on
2116 ^ Size of divisions made in the chunk being generated.
2117 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2119 ^ Ratio of the area to be uniformly filled by the decoration.
2120 ^ Used only if noise_params is not specified.
2121 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2122 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2123 ^ The result of this is multiplied by the 2d area of the division being decorated.
2124 biomes = {"Oceanside", "Hills", "Plains"},
2125 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2126 ^ and ignored if the Mapgen being used does not support biomes.
2128 ----- Simple-type parameters
2129 decoration = "default:grass",
2130 ^ The node name used as the decoration.
2131 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2133 ^ Number of nodes high the decoration is made.
2134 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2136 ^ Number of nodes the decoration can be at maximum.
2137 ^ If absent, the parameter 'height' is used as a constant.
2138 spawn_by = "default:water",
2139 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2141 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2142 ^ If absent or -1, decorations occur next to any nodes.
2144 ----- Schematic-type parameters
2145 schematic = "foobar.mts",
2146 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2147 ^ specified Minetest schematic file.
2148 ^ - OR -, could instead be a table containing two fields, size and data:
2150 size = {x=4, y=6, z=4},
2152 {name="cobble", param1=0, param2=0},
2153 {name="dirt_with_grass", param1=0, param2=0},
2157 ^ See 'Schematic specifier' for details.
2158 flags = "place_center_x, place_center_z",
2159 ^ Flags for schematic decorations. See 'Schematic attributes'.
2160 rotation = "90" --rotate schematic 90 degrees on placement
2161 ^ Rotation can be "0", "90", "180", "270", or "random".
2164 Chatcommand definition (register_chatcommand)
2166 params = "<name> <privilege>", -- short parameter description
2167 description = "Remove privilege from player", -- full description
2168 privs = {privs=true}, -- require the "privs" privilege to run
2169 func = function(name, param), -- called when command is run
2172 Detached inventory callbacks
2174 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2175 ^ Called when a player wants to move items inside the inventory
2176 ^ Return value: number of items allowed to move
2178 allow_put = func(inv, listname, index, stack, player),
2179 ^ Called when a player wants to put something into the inventory
2180 ^ Return value: number of items allowed to put
2181 ^ Return value: -1: Allow and don't modify item count in inventory
2183 allow_take = func(inv, listname, index, stack, player),
2184 ^ Called when a player wants to take something out of the inventory
2185 ^ Return value: number of items allowed to take
2186 ^ Return value: -1: Allow and don't modify item count in inventory
2188 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2189 on_put = func(inv, listname, index, stack, player),
2190 on_take = func(inv, listname, index, stack, player),
2191 ^ Called after the actual action has happened, according to what was allowed.
2195 HUD Definition (hud_add, hud_get)
2197 hud_elem_type = "image", -- see HUD element types
2198 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2199 position = {x=0.5, y=0.5},
2200 ^ Left corner position of element
2206 ^ Selected item in inventory. 0 for no item selected.
2208 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2209 alignment = {x=0, y=0},
2210 ^ See "HUD Element Types"
2211 offset = {x=0, y=0},
2212 ^ See "HUD Element Types"