1 Minetest Lua Modding API Reference 0.4.10
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 (e.g. the distributed windows version):
70 minetest-0.4.x/games/gameid/mods/
71 minetest-0.4.x/mods/ <-- 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/ <-- 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 e.g. 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 ------------------------
104 | |-- description.txt
108 | | |-- modname_stuff.png
109 | | `-- modname_something_else.png
116 The location of this directory can be fetched by using
117 minetest.get_modpath(modname)
120 List of mods that have to be loaded before loading this mod.
121 A single line contains a single modname.
123 Optional dependencies can be defined by appending a question mark
124 to a single modname. Their meaning is that if the specified mod
125 is missing, that does not prevent this mod from being loaded.
128 A screenshot shown in modmanager within mainmenu.
131 File containing description to be shown within mainmenu.
134 The main Lua script. Running this script should register everything it
135 wants to register. Subsequent execution depends on minetest calling the
136 registered callbacks.
138 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
139 to read custom or existing settings at load time, if necessary.
142 Models for entities or meshnodes.
144 textures, sounds, media:
145 Media files (textures, sounds, whatever) that will be transferred to the
146 client and will be available for use by the mod.
148 Naming convention for registered textual names
149 ----------------------------------------------
150 Registered names should generally be in this format:
151 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
153 This is to prevent conflicting names from corrupting maps and is
154 enforced by the mod loader.
156 Example: mod "experimental", ideal item/node/entity name "tnt":
157 -> the name should be "experimental:tnt".
159 Enforcement can be overridden by prefixing the name with ":". This can
160 be used for overriding the registrations of some other mod.
162 Example: Any mod can redefine experimental:tnt by using the name
163 ":experimental:tnt" when registering it.
164 (also that mod is required to have "experimental" as a dependency)
166 The ":" prefix can also be used for maintaining backwards compatibility.
170 Aliases can be added by using minetest.register_alias(name, convert_to)
172 This will make Minetest to convert things called name to things called
175 This can be used for maintaining backwards compatibility.
177 This can be also used for setting quick access names for things, e.g. if
178 you have an item called epiclylongmodname:stuff, you could do
179 minetest.register_alias("stuff", "epiclylongmodname:stuff")
180 and be able to use "/giveme stuff".
184 Mods should generally prefix their textures with modname_, e.g. given
185 the mod name "foomod", a texture could be called
186 "foomod_foothing.png"
188 Textures are referred to by their complete name, or alternatively by
189 stripping out the file extension:
190 e.g. foomod_foothing.png
195 There are various texture modifiers that can be used
196 to generate textures on-the-fly.
199 Textures can be overlaid by putting a ^ between them.
200 Example: default_dirt.png^default_grass_side.png
201 default_grass_side.png is overlayed over default_dirt.png
204 Textures can be grouped together by enclosing them in ( and ).
205 Example: cobble.png^(thing1.png^thing2.png)
206 A texture for 'thing1.png^thing2.png' is created and the resulting
207 texture is overlaid over cobble.png.
209 Advanced texture modifiers:
211 n = animation frame count, p = current animation frame
212 Draw a step of the crack animation on the texture.
213 Example: default_cobble.png^[crack:10:1
215 [combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>
216 w = width, h = height, x1/x2 = x position, y1/y1 = y position,
217 file1/file2 = texture to combine
218 Create a texture of size <w> x <h> and blit <file1> to (<x1>,<y1>)
219 and blit <file2> to (<x2>,<y2>).
220 Example: [combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
223 Brightens the texture.
224 Example: tnt_tnt_side.png^[brighten
227 Makes the texture completely opaque.
228 Example: default_leaves.png^[noalpha
230 [makealpha:<r>,<g>,<b>
231 Convert one color to transparency.
232 Example: default_cobble.png^[makealpha:128,128,128
235 t = transformation(s) to apply
236 Rotates and/or flips the image.
237 <t> can be a number (between 0 and 7) or a transform name.
238 Rotations are counter-clockwise.
240 1 R90 rotate by 90 degrees
241 2 R180 rotate by 180 degrees
242 3 R270 rotate by 270 degrees
244 5 FXR90 flip X then rotate by 90 degrees
246 7 FYR90 flip Y then rotate by 90 degrees
247 Example: default_stone.png^[transformFXR90
249 [inventorycube{<top>{<left>{<right>
250 '^' is replaced by '&' in texture names
251 Create an inventory cube texture using the side textures.
252 Example: [inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
253 Creates an inventorycube with 'grass.png', 'dirt.png^grass_side.png' and
254 'dirt.png^grass_side.png' textures
256 [lowpart:<percent>:<file>
257 Blit the lower <percent>% part of <file> on the texture:
258 Example: base.png^[lowpart:25:overlay.png
260 [verticalframe:<t>:<n>
261 t = animation frame count, n = current animation frame
262 Crops the texture to a frame of a vertical animation.
263 Example: default_torch_animated.png^[verticalframe:16:8
266 Apply a mask to the base image.
267 The mask is applied using binary AND.
270 Colorize the textures with given color
271 <color> as ColorString
275 Only OGG Vorbis files are supported.
277 For positional playing of sounds, only single-channel (mono) files are
278 supported. Otherwise OpenAL will play them non-positionally.
280 Mods should generally prefix their sounds with modname_, e.g. given
281 the mod name "foomod", a sound could be called
282 "foomod_foosound.ogg"
284 Sounds are referred to by their name with a dot, a single digit and the
285 file extension stripped out. When a sound is played, the actual sound file
286 is chosen randomly from the matching sounds.
288 When playing the sound "foomod_foosound", the sound is chosen randomly
289 from the available ones of the following files:
291 foomod_foosound.0.ogg
292 foomod_foosound.1.ogg
294 foomod_foosound.9.ogg
296 Examples of sound parameter tables:
297 -- Play location-less on all clients
299 gain = 1.0, -- default
301 -- Play location-less to a player
304 gain = 1.0, -- default
306 -- Play in a location
309 gain = 1.0, -- default
310 max_hear_distance = 32, -- default
312 -- Play connected to an object, looped
314 object = <an ObjectRef>,
315 gain = 1.0, -- default
316 max_hear_distance = 32, -- default
317 loop = true, -- only sounds connected to objects can be looped
322 e.g. "default_place_node"
324 e.g. {name="default_place_node"}
325 e.g. {name="default_place_node", gain=1.0}
327 Registered definitions of stuff
328 --------------------------------
329 Anything added using certain minetest.register_* functions get added to
330 the global minetest.registered_* tables.
332 minetest.register_entity(name, prototype table)
333 -> minetest.registered_entities[name]
335 minetest.register_node(name, node definition)
336 -> minetest.registered_items[name]
337 -> minetest.registered_nodes[name]
339 minetest.register_tool(name, item definition)
340 -> minetest.registered_items[name]
342 minetest.register_craftitem(name, item definition)
343 -> minetest.registered_items[name]
345 Note that in some cases you will stumble upon things that are not contained
346 in these tables (e.g. when a mod has been removed). Always check for
347 existence before trying to access the fields.
349 Example: If you want to check the drawtype of a node, you could do:
351 local function get_nodedef_field(nodename, fieldname)
352 if not minetest.registered_nodes[nodename] then
355 return minetest.registered_nodes[nodename][fieldname]
357 local drawtype = get_nodedef_field(nodename, "drawtype")
359 Example: minetest.get_item_group(name, group) has been implemented as:
361 function minetest.get_item_group(name, group)
362 if not minetest.registered_items[name] or not
363 minetest.registered_items[name].groups[group] then
366 return minetest.registered_items[name].groups[group]
371 Nodes are the bulk data of the world: cubes and other things that take the
372 space of a cube. Huge amounts of them are handled efficiently, but they
375 The definition of a node is stored and can be accessed by name in
376 minetest.registered_nodes[node.name]
377 See "Registered definitions of stuff".
379 Nodes are passed by value between Lua and the engine.
380 They are represented by a table:
381 {name="name", param1=num, param2=num}
383 param1 and param2 are 8 bit integers. The engine uses them for certain
384 automated functions. If you don't use these functions, you can use them to
385 store arbitrary values.
387 The functions of param1 and param2 are determined by certain fields in the
389 param1 is reserved for the engine when paramtype != "none":
391 ^ The value stores light with and without sun in it's
392 upper and lower 4 bits.
393 param2 is reserved for the engine when any of these are used:
394 liquidtype == "flowing"
395 ^ The level and some flags of the liquid is stored in param2
396 drawtype == "flowingliquid"
397 ^ The drawn liquid level is read from param2
398 drawtype == "torchlike"
399 drawtype == "signlike"
400 paramtype2 == "wallmounted"
401 ^ The rotation of the node is stored in param2. You can make this value
402 by using minetest.dir_to_wallmounted().
403 paramtype2 == "facedir"
404 ^ The rotation of the node is stored in param2. Furnaces and chests are
405 rotated this way. Can be made by using minetest.dir_to_facedir().
407 facedir modulo 4 = axisdir
408 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
409 facedir's two less significant bits are rotation around the axis
410 paramtype2 == "leveled"
414 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
417 ^ defines list of collision boxes for the node. If empty, collision boxes
418 will be the same as nodeboxes, in case of any other nodes will be full cube
419 as in the example above.
421 Nodes can also contain extra data. See "Node Metadata".
425 There are a bunch of different looking node types.
427 Look for examples in games/minimal or games/minetest_game.
435 - glasslike_framed_optional
444 - nodebox -- See below. EXPERIMENTAL
445 - mesh -- use models for nodes
447 *_optional drawtypes need less rendering time if deactivated (always client side)
451 Node selection boxes are defined using "node boxes"
453 The "nodebox" node drawtype allows defining visual of nodes consisting of
454 arbitrary number of boxes. It allows defining stuff like stairs. Only the
455 "fixed" and "leveled" box type is supported for these.
456 ^ Please note that this is still experimental, and may be incompatibly
457 changed in the future.
459 A nodebox is defined as any of:
461 -- A normal cube; the default in most things
465 -- A fixed box (facedir param2 is used, if applicable)
467 fixed = box OR {box1, box2, ...}
470 -- A box like the selection box for torches
471 -- (wallmounted param2 is used, if applicable)
472 type = "wallmounted",
479 {x1, y1, z1, x2, y2, z2}
480 A box of a regular node would look like:
481 {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
483 type = "leveled" is same as "fixed", but y2 will be automatically set to level from param2
487 If drawtype "mesh" is used tiles should hold model materials textures.
488 Only static meshes are implemented.
489 For supported model formats see Irrlicht engine documentation.
493 These tell in what manner the ore is generated.
494 All default ores are of the uniformly-distributed scatter type.
497 Randomly chooses a location and generates a cluster of ore.
498 If noise_params is specified, the ore will be placed if the 3d perlin noise at
499 that point is greater than the noise_threshold, giving the ability to create a non-equal
502 Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
503 The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
504 a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or
505 scale when comparing against the noise threshold, but scale is used to determine relative height.
506 The height of the blob is randomly scattered, with a maximum height of clust_size.
507 clust_scarcity and clust_num_ores are ignored.
508 This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
509 - claylike - NOT YET IMPLEMENTED
510 Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
511 neighborhood of clust_size radius.
515 See section Flag Specifier Format.
516 Currently supported flags: absheight
518 Also produce this same ore between the height range of -height_max and -height_min.
519 Useful for having ore in sky realms without having to duplicate ore entries.
523 The varying types of decorations that can be placed.
524 The default value is simple, and is currently the only type supported.
527 Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
528 list is specified). Can specify a certain node it must spawn next to, such as water or lava,
529 for example. Can also generate a decoration of random height between a specified lower and
530 upper bound. This type of decoration is intended for placement of grass, flowers, cacti,
533 Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a
534 probability of a node randomly appearing when placed. This decoration type is intended to be used
535 for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.
539 A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
540 or through raw data supplied through Lua, in the form of a table. This table must specify two fields:
541 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
542 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
543 Important: The default value for param1 in MapNodes here is 255, which represents "always place".
545 In the bulk MapNode data, param1, instead of the typical light values, instead represents the
546 probability of that node appearing in the structure.
547 When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
548 - A probability value of 0 means that node will never appear (0% chance).
549 - A probability value of 255 means the node will always appear (100% chance).
550 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
551 will appear when the schematic is placed on the map.
553 Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
556 ---------------------
557 See section Flag Specifier Format.
558 Currently supported flags: place_center_x, place_center_y, place_center_z
560 Placement of this decoration is centered along the X axis.
562 Placement of this decoration is centered along the Y axis.
564 Placement of this decoration is centered along the Z axis.
568 The position field is used for all element types.
569 To account for differing resolutions, the position coordinates are the percentage of the screen,
570 ranging in value from 0 to 1.
571 The name field is not yet used, but should contain a description of what the HUD element represents.
572 The direction field is the direction in which something is drawn.
573 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.
574 The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
575 with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
577 The offset field specifies a pixel offset from the position. Contrary to position,
578 the offset is not scaled to screen size. This allows for some precisely-positioned
580 Note offset WILL adapt to screen dpi as well as user defined scaling factor!
581 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
583 Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
586 Displays an image on the HUD.
587 - scale: The scale of the image, with 1 being the original texture size.
588 Only the X coordinate scale is used (positive values)
589 Negative values represent that percentage of the screen it
590 should take; e.g. x=-100 means 100% (width)
591 - text: The name of the texture that is displayed.
592 - alignment: The alignment of the image.
593 - offset: offset in pixels from position.
595 Displays text on the HUD.
596 - scale: Defines the bounding rectangle of the text.
597 A value such as {x=100, y=100} should work.
598 - text: The text to be displayed in the HUD element.
599 - number: An integer containing the RGB value of the color used to draw the text.
600 Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
601 - alignment: The alignment of the text.
602 - offset: offset in pixels from position.
604 Displays a horizontal bar made up of half-images.
605 - text: The name of the texture that is used.
606 - number: The number of half-textures that are displayed.
607 If odd, will end with a vertically center-split texture.
609 - offset: offset in pixels from position.
610 - size: If used will force full-image size to this value (override texture pack image size)
612 - text: The name of the inventory list to be displayed.
613 - number: Number of items in the inventory to be displayed.
614 - item: Position of item that is selected.
617 Displays distance to selected world position.
618 - name: The name of the waypoint.
619 - text: Distance suffix. Can be blank.
620 - number: An integer containing the RGB value of the color used to draw the text.
621 - world_pos: World position of the waypoint.
623 Representations of simple things
624 --------------------------------
626 {x=num, y=num, z=num}
627 For helper functions see "Vector helpers".
631 {type="node", under=pos, above=pos}
632 {type="object", ref=ObjectRef}
634 Flag Specifier Format
635 -----------------------
636 Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
637 The string format is a comma-delimited set of flag names; whitespace and unrecognized flag fields are ignored.
638 Specifying a flag in the string sets the flag, and specifying a flag prefixed by the string "no" explicitly
639 clears the flag from whatever the default may be.
640 In addition to the standard string flag format, the schematic flags field can also be a table of flag names
641 to boolean values representing whether or not the flag is set. Additionally, if a field with the flag name
642 prefixed with "no" is present, mapped to a boolean of any value, the specified flag is unset.
644 e.g. A flag field of value
645 {place_center_x = true, place_center_y=false, place_center_z=true}
647 {place_center_x = true, noplace_center_y=true, place_center_z=true}
648 which is equivalent to
649 "place_center_x, noplace_center_y, place_center_z"
651 "place_center_x, place_center_z"
652 since, by default, no schematic attributes are set.
656 Node (register_node):
657 A node from the world
658 Tool (register_tool):
659 A tool/weapon that can dig and damage things according to tool_capabilities
660 Craftitem (register_craftitem):
663 Items and item stacks can exist in three formats:
665 Serialized; This is called stackstring or itemstring:
666 e.g. 'default:dirt 5'
667 e.g. 'default:pick_wood 21323'
671 e.g. {name="default:dirt", count=5, wear=0, metadata=""}
673 e.g. {name="default:pick_wood", count=1, wear=21323, metadata=""}
674 ^ a wooden pick about 1/3 worn out
675 e.g. {name="default:apple", count=1, wear=0, metadata=""}
679 C++ native format with many helper methods. Useful for converting between
680 formats. See the Class reference section for details.
682 When an item must be passed to a function, it can usually be in any of
687 In a number of places, there is a group table. Groups define the
688 properties of a thing (item, node, armor of entity, capabilities of
689 tool) in such a way that the engine and other mods can can interact with
690 the thing without actually knowing what the thing is.
693 - Groups are stored in a table, having the group names with keys and the
694 group ratings as values. For example:
695 groups = {crumbly=3, soil=1}
697 groups = {crumbly=2, soil=1, level=2, outerspace=1}
698 ^ A more special dirt-kind of thing
699 - Groups always have a rating associated with them. If there is no
700 useful meaning for a rating for an enabled group, it shall be 1.
701 - When not defined, the rating of a group defaults to 0. Thus when you
702 read groups, you must interpret nil and 0 as the same value, 0.
704 You can read the rating of a group for an item or a node by using
705 minetest.get_item_group(itemname, groupname)
709 Groups of items can define what kind of an item it is (e.g. wool).
713 In addition to the general item things, groups are used to define whether
714 a node is destroyable and how long it takes to destroy by a tool.
718 For entities, groups are, as of now, used only for calculating damage.
719 The rating is the percentage of damage caused by tools with this damage group.
720 See "Entity damage mechanism".
722 object.get_armor_groups() -> a group-rating table (e.g. {fleshy=100})
723 object.set_armor_groups({fleshy=30, cracky=80})
727 Groups in tools define which groups of nodes and entities they are
730 Groups in crafting recipes
731 ---------------------------
732 An example: Make meat soup from any meat, any water and any bowl
734 output = 'food:meat_soup_raw',
740 -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
742 An another example: Make red wool from white wool and red dye
746 recipe = {'wool:white', 'group:dye,basecolor_red'},
751 - immortal: Disables the group damage system for an entity
752 - level: Can be used to give an additional sense of progression in the game.
753 - A larger level will cause e.g. a weapon of a lower level make much less
754 damage, and get worn out much faster, or not be able to get drops
755 from destroyed nodes.
756 - 0 is something that is directly accessible at the start of gameplay
757 - There is no upper limit
758 - dig_immediate: (player can always pick up node without tool wear)
759 - 2: node is removed without tool wear after 0.5 seconds or so
761 - 3: node is removed without tool wear immediately (torch)
762 - disable_jump: Player (and possibly other things) cannot jump from node
763 - fall_damage_add_percent: damage speed = speed * (1 + value/100)
764 - bouncy: value is bounce speed in percent
765 - falling_node: if there is no walkable block under the node it will fall
766 - attached_node: if the node under it is not a walkable block the node will be
767 dropped as an item. If the node is wallmounted the
768 wallmounted direction is checked.
769 - soil: saplings will grow on nodes in this group
770 - connect_to_raillike: makes nodes of raillike drawtype connect to
771 other group members with same drawtype
773 Known damage and digging time defining groups
774 ----------------------------------------------
775 - crumbly: dirt, sand
776 - cracky: tough but crackable stuff like stone.
777 - snappy: something that can be cut using fine tools; e.g. leaves, small
778 plants, wire, sheets of metal
779 - choppy: something that can be cut using force; e.g. trees, wooden planks
780 - fleshy: Living things like animals and the player. This could imply
781 some blood effects when hitting.
782 - explody: Especially prone to explosions
783 - oddly_breakable_by_hand:
784 Can be added to nodes that shouldn't logically be breakable by the
785 hand but are. Somewhat similar to dig_immediate, but times are more
786 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
787 speed of a tool if the tool can dig at a faster speed than this
788 suggests for the hand.
790 Examples of custom groups
791 --------------------------
792 Item groups are often used for defining, well, //groups of items//.
793 - meat: any meat-kind of a thing (rating might define the size or healing
794 ability or be irrelevant - it is not defined as of yet)
795 - eatable: anything that can be eaten. Rating might define HP gain in half
797 - flammable: can be set on fire. Rating might define the intensity of the
798 fire, affecting e.g. the speed of the spreading of an open fire.
799 - wool: any wool (any origin, any color)
802 - heavy: anything considerably heavy
804 Digging time calculation specifics
805 -----------------------------------
806 Groups such as **crumbly**, **cracky** and **snappy** are used for this
807 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
810 The **level** group is used to limit the toughness of nodes a tool can dig
811 and to scale the digging times / damage to a greater extent.
813 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
816 Tools define their properties by a list of parameters for groups. They
817 cannot dig other groups; thus it is important to use a standard bunch of
818 groups to enable interaction with tools.
821 * Full punch interval
823 * For an arbitrary list of groups:
824 * Uses (until the tool breaks)
825 * Maximum level (usually 0, 1, 2 or 3)
829 **Full punch interval**:
830 When used as a weapon, the tool will do full damage if this time is spent
831 between punches. If e.g. half the time is spent, the tool will do half
834 **Maximum drop level**
835 Suggests the maximum level of node, when dug with the tool, that will drop
836 it's useful item. (e.g. iron ore to drop a lump of iron).
837 - This is not automated; it is the responsibility of the node definition
841 Determines how many uses the tool has when it is used for digging a node,
842 of this group, of the maximum level. For lower leveled nodes, the use count
843 is multiplied by 3^leveldiff.
844 - uses=10, leveldiff=0 -> actual uses: 10
845 - uses=10, leveldiff=1 -> actual uses: 30
846 - uses=10, leveldiff=2 -> actual uses: 90
849 Tells what is the maximum level of a node of this group that the tool will
853 List of digging times for different ratings of the group, for nodes of the
855 * For example, as a Lua table, ''times={2=2.00, 3=0.70}''. This would
856 result in the tool to be able to dig nodes that have a rating of 2 or 3
857 for this group, and unable to dig the rating 1, which is the toughest.
858 Unless there is a matching group that enables digging otherwise.
861 List of damage for groups of entities. See "Entity damage mechanism".
863 Example definition of the capabilities of a tool
864 -------------------------------------------------
865 tool_capabilities = {
866 full_punch_interval=1.5,
869 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
871 damage_groups = {fleshy=2},
874 This makes the tool be able to dig nodes that fulfil both of these:
875 - Have the **crumbly** group
876 - Have a **level** group less or equal to 2
878 Table of resulting digging times:
879 crumbly 0 1 2 3 4 <- level
885 level diff: 2 1 0 -1 -2
887 Table of resulting tool uses:
894 - At crumbly=0, the node is not diggable.
895 - At crumbly=3, the level difference digging time divider kicks in and makes
896 easy nodes to be quickly breakable.
897 - At level > 2, the node is not diggable, because it's level > maxlevel
899 Entity damage mechanism
900 ------------------------
903 foreach group in cap.damage_groups:
904 damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
905 * (object.armor_groups[group] / 100.0)
906 -- Where object.armor_groups[group] is 0 for inexistent values
909 Client predicts damage based on damage groups. Because of this, it is able to
910 give an immediate response when an entity is damaged or dies; the response is
911 pre-defined somehow (e.g. by defining a sprite animation) (not implemented;
913 - Currently a smoke puff will appear when an entity dies.
915 The group **immortal** completely disables normal damage.
917 Entities can define a special armor group, which is **punch_operable**. This
918 group disables the regular damage mechanism for players punching it by hand or
919 a non-tool item, so that it can do something else than take damage.
921 On the Lua side, every punch calls ''entity:on_punch(puncher,
922 time_from_last_punch, tool_capabilities, direction)''. This should never be
923 called directly, because damage is usually not handled by the entity itself.
924 * ''puncher'' is the object performing the punch. Can be nil. Should never be
925 accessed unless absolutely required, to encourage interoperability.
926 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
927 * ''tool_capabilities'' can be nil.
928 * ''direction'' is a unit vector, pointing from the source of the punch to
931 To punch an entity/object in Lua, call ''object:punch(puncher,
932 time_from_last_punch, tool_capabilities, direction)''.
933 * Return value is tool wear.
934 * Parameters are equal to the above callback.
935 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
936 automatically filled in based on the location of ''puncher''.
940 The instance of a node in the world normally only contains the three values
941 mentioned in "Nodes". However, it is possible to insert extra data into a
942 node. It is called "node metadata"; See "NodeMetaRef".
944 Metadata contains two things:
948 Some of the values in the key-value store are handled specially:
949 - formspec: Defines a right-click inventory menu. See "Formspec".
950 - infotext: Text shown on the screen when the node is pointed at
954 local meta = minetest.get_meta(pos)
955 meta:set_string("formspec",
957 "list[context;main;0,0;8,4;]"..
958 "list[current_player;main;0,5;8,4;]")
959 meta:set_string("infotext", "Chest");
960 local inv = meta:get_inventory()
961 inv:set_size("main", 8*4)
962 print(dump(meta:to_table()))
965 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] = ""}
968 formspec = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
975 Formspec defines a menu. Currently not much else than inventories are
976 supported. It is a string, with a somewhat strange format.
978 Spaces and newlines can be inserted between the blocks, as is used in the
984 list[context;main;0,0;8,4;]
985 list[current_player;main;0,5;8,4;]
988 list[context;fuel;2,3;1,1;]
989 list[context;src;2,1;1,1;]
990 list[context;dst;5,1;2,2;]
991 list[current_player;main;0,5;8,4;]
992 - Minecraft-like player inventory
994 image[1,0.6;1,2;player.png]
995 list[current_player;main;0,3.5;8,4;]
996 list[current_player;craft;3,0;3,3;]
997 list[current_player;craftpreview;7,1;1,1;]
1001 size[<W>,<H>,<fixed_size>]
1002 ^ Define the size of the menu in inventory slots
1003 ^ fixed_size true/false (optional)
1004 ^ deprecated: invsize[<W>,<H>;]
1006 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
1007 list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
1008 ^ Show an inventory list
1010 listcolors[<slot_bg_normal>;<slot_bg_hover>]
1011 ^ Sets background color of slots as ColorString
1012 ^ Sets background color of slots on mouse hovering
1014 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
1015 ^ Sets background color of slots as ColorString
1016 ^ Sets background color of slots on mouse hovering
1017 ^ Sets color of slots border
1019 listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
1020 ^ Sets background color of slots as ColorString
1021 ^ Sets background color of slots on mouse hovering
1022 ^ Sets color of slots border
1023 ^ Sets default background color of tooltips
1024 ^ Sets default font color of tooltips
1026 tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
1027 ^ Adds tooltip for an element
1028 ^ <bgcolor> tooltip background color as ColorString (optional)
1029 ^ <fontcolor> tooltip font color as ColorString (optional)
1032 image[<X>,<Y>;<W>,<H>;<texture name>]
1034 ^ Position and size units are inventory slots
1036 item_image[<X>,<Y>;<W>,<H>;<item name>]
1037 ^ Show an inventory image of registered item/node
1038 ^ Position and size units are inventory slots
1040 bgcolor[<color>;<fullscreen>]
1041 ^ Sets background color of formspec as ColorString
1042 ^ If true the background color is drawn fullscreen (does not effect the size of the formspec)
1044 background[<X>,<Y>;<W>,<H>;<texture name>]
1045 ^ Use a background. Inventory rectangles are not drawn then.
1046 ^ Position and size units are inventory slots
1047 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1049 background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
1050 ^ Use a background. Inventory rectangles are not drawn then.
1051 ^ Position and size units are inventory slots
1052 ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
1053 ^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)
1055 pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
1056 ^ Textual password style field; will be sent to server when a button is clicked
1057 ^ x and y position the field relative to the top left of the menu
1058 ^ w and h are the size of the field
1059 ^ fields are a set height, but will be vertically centred on h
1060 ^ Position and size units are inventory slots
1061 ^ name is the name of the field as returned in fields to on_receive_fields
1062 ^ label, if not blank, will be text printed on the top left above the field
1064 field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1065 ^ Textual field; will be sent to server when a button is clicked
1066 ^ x and y position the field relative to the top left of the menu
1067 ^ w and h are the size of the field
1068 ^ fields are a set height, but will be vertically centred on h
1069 ^ Position and size units are inventory slots
1070 ^ name is the name of the field as returned in fields to on_receive_fields
1071 ^ label, if not blank, will be text printed on the top left above the field
1072 ^ default is the default value of the field
1073 ^ default may contain variable references such as '${text}' which
1074 will fill the value from the metadata value 'text'
1075 ^ Note: no extra text or more than a single variable is supported ATM.
1077 field[<name>;<label>;<default>]
1078 ^ as above but without position/size units
1079 ^ special field for creating simple forms, such as sign text input
1080 ^ must be used without a size[] element
1081 ^ a 'Proceed' button will be added automatically
1083 textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
1084 ^ same as fields above, but with multi-line input
1086 label[<X>,<Y>;<label>]
1087 ^ x and y work as per field
1088 ^ label is the text on the label
1089 ^ Position and size units are inventory slots
1091 vertlabel[<X>,<Y>;<label>]
1092 ^ Textual label drawn vertically
1093 ^ x and y work as per field
1094 ^ label is the text on the label
1095 ^ Position and size units are inventory slots
1097 button[<X>,<Y>;<W>,<H>;<name>;<label>]
1098 ^ Clickable button. When clicked, fields will be sent.
1099 ^ x, y and name work as per field
1100 ^ w and h are the size of the button
1101 ^ label is the text on the button
1102 ^ Position and size units are inventory slots
1104 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1105 ^ x, y, w, h, and name work as per button
1106 ^ texture name is the filename of an image
1107 ^ Position and size units are inventory slots
1109 image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
1110 ^ x, y, w, h, and name work as per button
1111 ^ texture name is the filename of an image
1112 ^ Position and size units are inventory slots
1113 ^ noclip=true means imagebutton doesn't need to be within specified formsize
1114 ^ drawborder draw button border or not
1115 ^ pressed texture name is the filename of an image on pressed state
1117 item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
1118 ^ x, y, w, h, name and label work as per button
1119 ^ item name is the registered name of an item/node,
1120 tooltip will be made out of its description
1121 to override it use tooltip element
1122 ^ Position and size units are inventory slots
1124 button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
1125 ^ When clicked, fields will be sent and the form will quit.
1127 image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
1128 ^ When clicked, fields will be sent and the form will quit.
1130 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
1131 ^ Scrollable item list showing arbitrary text elements
1132 ^ x and y position the itemlist relative to the top left of the menu
1133 ^ w and h are the size of the itemlist
1134 ^ name fieldname sent to server on doubleclick value is current selected element
1135 ^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
1136 ^ if you want a listelement to start with # write ##
1138 textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
1139 ^ Scrollable itemlist showing arbitrary text elements
1140 ^ x and y position the itemlist relative to the top left of the menu
1141 ^ w and h are the size of the itemlist
1142 ^ name fieldname sent to server on doubleclick value is current selected element
1143 ^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
1144 ^ if you want a listelement to start with # write ##
1145 ^ index to be selected within textlist
1146 ^ true/false draw transparent background
1147 ^ see also minetest.explode_textlist_event (main menu: engine.explode_textlist_event)
1149 tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
1150 ^ show a tabHEADER at specific position (ignores formsize)
1151 ^ x and y position the itemlist relative to the top left of the menu
1152 ^ name fieldname data is transferred to Lua
1153 ^ caption 1... name shown on top of tab
1154 ^ current_tab index of selected tab 1...
1155 ^ transparent (optional) show transparent
1156 ^ draw_border (optional) draw border
1158 box[<X>,<Y>;<W>,<H>;<color>]
1159 ^ simple colored semitransparent box
1160 ^ x and y position the box relative to the top left of the menu
1161 ^ w and h are the size of box
1162 ^ color as ColorString
1164 dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
1165 ^ show a dropdown field
1166 ^ IMPORTANT NOTE: There are two different operation modes:
1167 ^ 1) handle directly on change (only changed dropdown is submitted)
1168 ^ 2) read the value on pressing a button (all dropdown values are available)
1169 ^ x and y position of dropdown
1171 ^ fieldname data is transferred to Lua
1172 ^ items to be shown in dropdown
1173 ^ index of currently selected dropdown item
1175 checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]
1177 ^ x and y position of checkbox
1178 ^ name fieldname data is transferred to Lua
1179 ^ label to be shown left of checkbox
1180 ^ selected (optional) true/false
1181 ^ tooltip (optional)
1183 scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
1185 ^ there are two ways to use it:
1186 ^ 1) handle the changed event (only changed scrollbar is available)
1187 ^ 2) read the value on pressing a button (all scrollbars are available)
1188 ^ x and y position of trackbar
1190 ^ orientation vertical/horizontal
1191 ^ fieldname data is transferred to lua
1192 ^ value this trackbar is set to (0-1000)
1193 ^ see also minetest.explode_scrollbar_event (main menu: engine.explode_scrollbar_event)
1195 table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
1196 ^ show scrollable table using options defined by the previous tableoptions[]
1197 ^ displays cells as defined by the previous tablecolumns[]
1198 ^ x and y position the itemlist relative to the top left of the menu
1199 ^ w and h are the size of the itemlist
1200 ^ name fieldname sent to server on row select or doubleclick
1201 ^ cell 1...n cell contents given in row-major order
1202 ^ selected idx: index of row to be selected within table (first row = 1)
1203 ^ see also minetest.explode_table_event (main menu: engine.explode_table_event)
1205 tableoptions[<opt 1>;<opt 2>;...]
1206 ^ sets options for table[]:
1208 ^^ default text color (ColorString), defaults to #FFFFFF
1209 ^ background=#RRGGBB
1210 ^^ table background color (ColorString), defaults to #000000
1211 ^ border=<true/false>
1212 ^^ should the table be drawn with a border? (default true)
1214 ^^ highlight background color (ColorString), defaults to #466432
1215 ^ highlight_text=#RRGGBB
1216 ^^ highlight text color (ColorString), defaults to #FFFFFF
1218 ^^ all subtrees up to depth < value are open (default value = 0)
1219 ^^ only useful when there is a column of type "tree"
1221 tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
1222 ^ sets columns for table[]:
1223 ^ types: text, image, color, indent, tree
1224 ^^ text: show cell contents as text
1225 ^^ image: cell contents are an image index, use column options to define images
1226 ^^ color: cell contents are a ColorString and define color of following cell
1227 ^^ indent: cell contents are a number and define indentation of following cell
1228 ^^ tree: same as indent, but user can open and close subtrees (treeview-like)
1230 ^^ align=<value> for "text" and "image": content alignment within cells
1231 ^^ available values: left (default), center, right, inline
1232 ^^ width=<value> for "text" and "image": minimum width in em (default 0)
1233 ^^ for "indent" and "tree": indent width in em (default 1.5)
1234 ^^ padding=<value> padding left of the column, in em (default 0.5)
1235 ^^ exception: defaults to 0 for indent columns
1236 ^^ tooltip=<value> tooltip text (default empty)
1237 ^ "image" column options:
1238 ^^ 0=<value> sets image for image index 0
1239 ^^ 1=<value> sets image for image index 1
1240 ^^ 2=<value> sets image for image index 2
1241 ^^ and so on; defined indices need not be contiguous
1242 ^^ empty or non-numeric cells are treated as 0
1243 ^ "color" column options:
1244 ^^ span=<value> number of following columns to affect (default infinite)
1246 Note: do NOT use a element name starting with "key_" those names are reserved to
1247 pass key press events to formspec!
1251 - "context": Selected node metadata (deprecated: "current_name")
1252 - "current_player": Player to whom the menu is shown
1253 - "player:<name>": Any player
1254 - "nodemeta:<X>,<Y>,<Z>": Any node metadata
1255 - "detached:<name>": A detached inventory
1260 ^ defines a color in hexadecimal format
1262 ^ defines a color in hexadecimal format and alpha channel
1264 ^ defines a color in hexadecimal format
1266 ^ defines a color in hexadecimal format and alpha channel
1270 vector.new([x[, y, z]]) -> vector
1271 ^ x is a table or the x position.
1272 vector.direction(p1, p2) -> vector
1273 vector.distance(p1, p2) -> number
1274 vector.length(v) -> number
1275 vector.normalize(v) -> vector
1276 vector.round(v) -> vector
1277 vector.equals(v1, v2) -> bool
1278 For the following functions x can be either a vector or a number.
1279 vector.add(v, x) -> vector
1280 vector.subtract(v, x) -> vector
1281 vector.multiply(v, x) -> vector
1282 vector.divide(v, x) -> vector
1286 dump2(obj, name="_", dumped={})
1287 ^ Return object serialized as a string, handles reference loops
1288 dump(obj, dumped={})
1289 ^ Return object serialized as a string
1291 ^ Get the hypotenuse of a triangle with legs x and y.
1292 Useful for distance calculation.
1293 string:split(separator)
1294 ^ e.g. string:split("a,b", ",") == {"a","b"}
1296 ^ e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
1297 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
1298 ^ Convert position to a printable string
1299 minetest.string_to_pos(string) -> position
1300 ^ Same but in reverse
1301 minetest.formspec_escape(string) -> string
1302 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1303 minetest.is_yes(arg)
1304 ^ returns whether arg can be interpreted as yes
1305 minetest.get_us_time()
1306 ^ returns time with microsecond precision
1308 minetest namespace reference
1309 -----------------------------
1311 minetest.get_current_modname() -> string
1312 minetest.get_modpath(modname) -> e.g. "/home/user/.minetest/usermods/modname"
1313 ^ Useful for loading additional .lua modules or static data from mod
1314 minetest.get_modnames() -> list of installed mods
1315 ^ Return a list of installed mods, sorted alphabetically
1316 minetest.get_worldpath() -> e.g. "/home/user/.minetest/world"
1317 ^ Useful for storing custom data
1318 minetest.is_singleplayer()
1320 ^ table containing API feature flags: {foo=true, bar=true}
1321 minetest.has_feature(arg) -> bool, missing_features
1322 ^ arg: string or table in format {foo=true, bar=true}
1323 ^ missing_features: {foo=true, bar=true}
1324 minetest.get_player_information(playername)
1325 ^ table containing information about player peer:
1327 address = "127.0.0.1", -- IP address of client
1328 ip_version = 4, -- IPv4 / IPv6
1329 min_rtt = 0.01, -- minimum round trip time
1330 max_rtt = 0.2, -- maximum round trip time
1331 avg_rtt = 0.02, -- average round trip time
1332 min_jitter = 0.01, -- minimum packet time jitter
1333 max_jitter = 0.5, -- maximum packet time jitter
1334 avg_jitter = 0.03, -- average packet time jitter
1335 connection_uptime = 200, -- seconds since client connected
1337 -- following information is available on debug build only!!!
1338 -- DO NOT USE IN MODS
1339 --ser_vers = 26, -- serialization version used by client
1340 --prot_vers = 23, -- protocol version used by client
1341 --major = 0, -- major version number
1342 --minor = 4, -- minor version number
1343 --patch = 10, -- patch version number
1344 --vers_string = "0.4.9-git", -- full version string
1345 --state = "Active" -- current client state
1349 minetest.debug(line)
1350 ^ Always printed to stderr and logfile (print() is redirected here)
1352 minetest.log(loglevel, line)
1353 ^ loglevel one of "error", "action", "info", "verbose"
1355 Registration functions: (Call these only at load time)
1356 minetest.register_entity(name, prototype table)
1357 minetest.register_abm(abm definition)
1358 minetest.register_node(name, node definition)
1359 minetest.register_tool(name, item definition)
1360 minetest.register_craftitem(name, item definition)
1361 minetest.register_alias(name, convert_to)
1362 minetest.register_craft(recipe)
1363 minetest.register_ore(ore definition)
1364 minetest.register_decoration(decoration definition)
1365 minetest.override_item(name, redefinition)
1366 ^ Overrides fields of an item registered with register_node/tool/craftitem.
1367 ^ Note: Item must already be defined, (opt)depend on the mod defining it.
1368 ^ Example: minetest.override_item("default:mese", {light_source=LIGHT_MAX})
1370 Global callback registration functions: (Call these only at load time)
1371 minetest.register_globalstep(func(dtime))
1372 ^ Called every server step, usually interval of 0.1s
1373 minetest.register_on_shutdown(func())
1374 ^ Called before server shutdown
1375 ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
1376 callbacks WILL LIKELY NOT BE RUN. Data should be saved at
1377 semi-frequent intervals as well as on server shutdown.
1378 minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
1379 ^ Called when a node has been placed
1380 ^ If return true no item is taken from itemstack
1381 ^ Not recommended; use on_construct or after_place_node in node definition
1383 minetest.register_on_dignode(func(pos, oldnode, digger))
1384 ^ Called when a node has been dug.
1385 ^ Not recommended: Use on_destruct or after_dig_node in node definition
1387 minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
1388 ^ Called when a node is punched
1389 minetest.register_on_generated(func(minp, maxp, blockseed))
1390 ^ Called after generating a piece of world. Modifying nodes inside the area
1391 is a bit faster than usually.
1392 minetest.register_on_newplayer(func(ObjectRef))
1393 ^ Called after a new player has been created
1394 minetest.register_on_dieplayer(func(ObjectRef))
1395 ^ Called when a player dies
1396 minetest.register_on_respawnplayer(func(ObjectRef))
1397 ^ Called when player is to be respawned
1398 ^ Called _before_ repositioning of player occurs
1399 ^ return true in func to disable regular player placement
1400 minetest.register_on_prejoinplayer(func(name, ip))
1401 ^ Called before a player joins the game
1402 ^ If it returns a string, the player is disconnected with that string as reason
1403 minetest.register_on_joinplayer(func(ObjectRef))
1404 ^ Called when a player joins the game
1405 minetest.register_on_leaveplayer(func(ObjectRef))
1406 ^ Called when a player leaves the game
1407 minetest.register_on_cheat(func(ObjectRef, cheat))
1408 ^ Called when a player cheats
1409 ^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
1410 minetest.register_on_chat_message(func(name, message))
1411 ^ Called always when a player says something
1412 minetest.register_on_player_receive_fields(func(player, formname, fields))
1413 ^ Called when a button is pressed in player's inventory form
1414 ^ Newest functions are called first
1415 ^ If function returns true, remaining functions are not called
1416 minetest.register_on_mapgen_init(func(MapgenParams))
1417 ^ Called just before the map generator is initialized but before the environment is initialized
1418 ^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
1419 minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
1420 ^ Called when player crafts something
1421 ^ itemstack is the output
1422 ^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
1423 ^ craft_inv is the inventory with the crafting grid
1424 ^ Return either an ItemStack, to replace the output, or nil, to not modify it
1425 minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
1426 ^ The same as before, except that it is called before the player crafts, to make
1427 ^ craft prediction, and it should not change anything.
1428 minetest.register_on_protection_violation(func(pos, name))
1429 ^ Called by builtin and mods when a player violates protection at a position
1430 (eg, digs a node or punches a protected entity).
1431 ^ The registered functions can be called using minetest.record_protection_violation
1432 ^ The provided function should check that the position is protected by the mod
1433 calling this function before it prints a message, if it does, to allow for
1434 multiple protection mods.
1435 minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
1436 ^ Called when an item is eaten, by minetest.item_eat
1437 ^ Return true or itemstack to cancel the default item eat response (ie: hp increase)
1439 Other registration functions:
1440 minetest.register_chatcommand(cmd, chatcommand definition)
1441 minetest.register_privilege(name, definition)
1442 ^ definition: "description text"
1444 description = "description text",
1445 give_to_singleplayer = boolean, -- default: true
1447 minetest.register_authentication_handler(handler)
1448 ^ See minetest.builtin_auth_handler in builtin.lua for reference
1451 minetest.setting_set(name, value)
1452 minetest.setting_get(name) -> string or nil
1453 minetest.setting_setbool(name, value)
1454 minetest.setting_getbool(name) -> boolean value or nil
1455 minetest.setting_get_pos(name) -> position or nil
1456 minetest.setting_save() -> nil, save all settings to config file
1459 minetest.notify_authentication_modified(name)
1460 ^ Should be called by the authentication handler if privileges change.
1461 ^ To report everybody, set name=nil.
1462 minetest.get_password_hash(name, raw_password)
1463 ^ Convert a name-password pair to a password hash that minetest can use
1464 minetest.string_to_privs(str) -> {priv1=true,...}
1465 minetest.privs_to_string(privs) -> "priv1,priv2,..."
1466 ^ Convert between two privilege representations
1467 minetest.set_player_password(name, password_hash)
1468 minetest.set_player_privs(name, {priv1=true,...})
1469 minetest.get_player_privs(name) -> {priv1=true,...}
1470 minetest.auth_reload()
1471 ^ These call the authentication handler
1472 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
1473 ^ A quickhand for checking privileges
1474 minetest.get_player_ip(name) -> IP address string
1477 minetest.chat_send_all(text)
1478 minetest.chat_send_player(name, text)
1482 minetest.set_node(pos, node)
1483 minetest.add_node(pos, node): alias set_node(pos, node)
1484 ^ Set node at position (node = {name="foo", param1=0, param2=0})
1485 minetest.swap_node(pos, node)
1486 ^ Set node at position, but don't remove metadata
1487 minetest.remove_node(pos)
1488 ^ Equivalent to set_node(pos, "air")
1489 minetest.get_node(pos)
1490 ^ Returns {name="ignore", ...} for unloaded area
1491 minetest.get_node_or_nil(pos)
1492 ^ Returns nil for unloaded area
1493 minetest.get_node_light(pos, timeofday) -> 0...15 or nil
1494 ^ timeofday: nil = current time, 0 = night, 0.5 = day
1496 minetest.place_node(pos, node)
1497 ^ Place node with the same effects that a player would cause
1498 minetest.dig_node(pos)
1499 ^ Dig node with the same effects that a player would cause
1500 minetest.punch_node(pos)
1501 ^ Punch node with the same effects that a player would cause
1503 minetest.get_meta(pos) -- Get a NodeMetaRef at that position
1504 minetest.get_node_timer(pos) -- Get NodeTimerRef
1506 minetest.add_entity(pos, name): Spawn Lua-defined entity at position
1507 ^ Returns ObjectRef, or nil if failed
1508 minetest.add_item(pos, item): Spawn item
1509 ^ Returns ObjectRef, or nil if failed
1510 minetest.get_player_by_name(name) -- Get an ObjectRef to a player
1511 minetest.get_objects_inside_radius(pos, radius)
1512 minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
1513 minetest.get_timeofday()
1514 minetest.get_gametime(): returns the time, in seconds, since the world was created
1515 minetest.find_node_near(pos, radius, nodenames) -> pos or nil
1516 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1517 minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
1518 ^ nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
1519 minetest.get_perlin(seeddiff, octaves, persistence, scale)
1520 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
1521 minetest.get_voxel_manip()
1522 ^ Return voxel manipulator object
1523 minetest.set_gen_notify(flags)
1524 ^ Set the types of on-generate notifications that should be collected
1525 ^ flags is a comma-delimited combination of:
1526 ^ dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
1527 minetest.get_mapgen_object(objectname)
1528 ^ Return requested mapgen object if available (see Mapgen objects)
1529 minetest.set_mapgen_params(MapgenParams)
1530 ^ Set map generation parameters
1531 ^ Function cannot be called after the registration period; only initialization and on_mapgen_init
1532 ^ Takes a table as an argument with the fields mgname, seed, water_level, and flags.
1533 ^ Leave field unset to leave that parameter unchanged
1534 ^ flags contains a comma-delimited string of flags to set, or if the prefix "no" is attached, clears instead.
1535 ^ flags is in the same format and has the same options as 'mg_flags' in minetest.conf
1536 minetest.set_noiseparam_defaults({np1=NoiseParams, np2= NoiseParams, ...})
1537 ^ Sets the default value of a noiseparam setting
1538 ^ Takes a table as an argument that maps one or more setting names to NoiseParams structures
1539 ^ Possible setting names consist of any NoiseParams setting exposed through the global settings
1540 minetest.clear_objects()
1541 ^ clear all objects in the environments
1542 minetest.line_of_sight(pos1, pos2, stepsize) -> true/false, pos
1543 ^ Check if there is a direct line of sight between pos1 and pos2
1544 ^ Returns the position of the blocking node when false
1545 ^ pos1 First position
1546 ^ pos2 Second position
1547 ^ stepsize smaller gives more accurate results but requires more computing
1549 minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
1550 ^ -> table containing path
1551 ^ returns a table of 3d points representing a path from pos1 to pos2 or nil
1552 ^ pos1: start position
1553 ^ pos2: end position
1554 ^ searchdistance: number of blocks to search in each direction
1555 ^ max_jump: maximum height difference to consider walkable
1556 ^ max_drop: maximum height difference to consider droppable
1557 ^ algorithm: A*_noprefetch(default), A*, Dijkstra
1558 minetest.spawn_tree (pos, {treedef})
1559 ^ spawns L-System tree at given pos with definition in treedef table
1560 minetest.transforming_liquid_add(pos)
1561 ^ add node to liquid update queue
1562 minetest.get_node_max_level(pos)
1563 ^ get max available level for leveled node
1564 minetest.get_node_level(pos)
1565 ^ get level of leveled node (water, snow)
1566 minetest.set_node_level(pos, level)
1567 ^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
1568 minetest.add_node_level(pos, level)
1569 ^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
1572 minetest.get_inventory(location) -> InvRef
1573 ^ location = e.g. {type="player", name="celeron55"}
1574 {type="node", pos={x=, y=, z=}}
1575 {type="detached", name="creative"}
1576 minetest.create_detached_inventory(name, callbacks) -> InvRef
1577 ^ callbacks: See "Detached inventory callbacks"
1578 ^ Creates a detached inventory. If it already exists, it is cleared.
1581 minetest.show_formspec(playername, formname, formspec)
1582 ^ playername: name of player to show formspec
1583 ^ formname: name passed to on_player_receive_fields callbacks
1584 ^ should follow "modname:<whatever>" naming convention
1585 ^ formspec: formspec to display
1586 minetest.formspec_escape(string) -> string
1587 ^ escapes characters [ ] \ , ; that can not be used in formspecs
1588 minetest.explode_table_event(string) -> table
1589 ^ returns e.g. {type="CHG", row=1, column=2}
1590 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1591 minetest.explode_textlist_event(string) -> table
1592 ^ returns e.g. {type="CHG", index=1}
1593 ^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
1594 minetest.explode_scrollbar_event(string) -> table
1595 ^ returns e.g. {type="CHG", value=500}
1596 ^ type: "INV" (something failed), "CHG" (has been changed) or "VAL" (not changed)
1599 minetest.inventorycube(img1, img2, img3)
1600 ^ Returns a string for making an image of a cube (useful as an item image)
1601 minetest.get_pointed_thing_position(pointed_thing, above)
1602 ^ Get position of a pointed_thing (that you can get from somewhere)
1603 minetest.dir_to_facedir(dir, is6d)
1604 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
1605 minetest.facedir_to_dir(facedir)
1606 ^ Convert a facedir back into a vector aimed directly out the "back" of a node
1607 minetest.dir_to_wallmounted(dir)
1608 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
1609 minetest.get_node_drops(nodename, toolname)
1610 ^ Returns list of item names.
1611 ^ Note: This will be removed or modified in a future version.
1612 minetest.get_craft_result(input) -> output, decremented_input
1613 ^ input.method = 'normal' or 'cooking' or 'fuel'
1614 ^ input.width = for example 3
1615 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1616 stack 5, stack 6, stack 7, stack 8, stack 9 }
1617 ^ output.item = ItemStack, if unsuccessful: empty ItemStack
1618 ^ output.time = number, if unsuccessful: 0
1619 ^ decremented_input = like input
1620 minetest.get_craft_recipe(output) -> input
1621 ^ returns last registered recipe for output item (node)
1622 ^ output is a node or item type such as 'default:torch'
1623 ^ input.method = 'normal' or 'cooking' or 'fuel'
1624 ^ input.width = for example 3
1625 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
1626 stack 5, stack 6, stack 7, stack 8, stack 9 }
1627 ^ input.items = nil if no recipe found
1628 minetest.get_all_craft_recipes(query item) -> table or nil
1629 ^ returns indexed table with all registered recipes for query item (node)
1630 or nil if no recipe was found
1633 method = 'normal' or 'cooking' or 'fuel'
1634 width = 0-3, 0 means shapeless recipe
1635 items = indexed [1-9] table with recipe items
1636 output = string with item name and quantity
1638 Example query for default:gold_ingot will return table:
1640 1={type = "cooking", width = 3, output = "default:gold_ingot",
1641 items = {1 = "default:gold_lump"}},
1642 2={type = "normal", width = 1, output = "default:gold_ingot 9",
1643 items = {1 = "default:goldblock"}}
1645 minetest.handle_node_drops(pos, drops, digger)
1646 ^ drops: list of itemstrings
1647 ^ Handles drops from nodes after digging: Default action is to put them into
1649 ^ Can be overridden to get different functionality (e.g. dropping items on
1653 minetest.rollback_get_node_actions(pos, range, seconds, limit) -> {{actor, pos, time, oldnode, newnode}, ...}
1654 ^ Find who has done something to a node, or near a node
1655 ^ actor: "player:<name>", also "liquid".
1656 minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
1657 ^ Revert latest actions of someone
1658 ^ actor: "player:<name>", also "liquid".
1660 Defaults for the on_* item definition functions:
1661 (These return the leftover itemstack)
1662 minetest.item_place_node(itemstack, placer, pointed_thing, param2)
1663 ^ Place item as a node
1664 ^ param2 overrides facedir and wallmounted param2
1665 ^ returns itemstack, success
1666 minetest.item_place_object(itemstack, placer, pointed_thing)
1668 minetest.item_place(itemstack, placer, pointed_thing, param2)
1669 ^ Use one of the above based on what the item is.
1670 ^ Calls on_rightclick of pointed_thing.under if defined instead
1671 ^ Note: is not called when wielded item overrides on_place
1672 ^ param2 overrides facedir and wallmounted param2
1673 ^ returns itemstack, success
1674 minetest.item_drop(itemstack, dropper, pos)
1676 minetest.item_eat(hp_change, replace_with_item)
1677 ^ Eat the item. replace_with_item can be nil.
1679 Defaults for the on_punch and on_dig node definition callbacks:
1680 minetest.node_punch(pos, node, puncher, pointed_thing)
1681 ^ Calls functions registered by minetest.register_on_punchnode()
1682 minetest.node_dig(pos, node, digger)
1683 ^ Checks if node can be dug, puts item into inventory, removes node
1684 ^ Calls functions registered by minetest.registered_on_dignodes()
1687 minetest.sound_play(spec, parameters) -> handle
1688 ^ spec = SimpleSoundSpec
1689 ^ parameters = sound parameter table
1690 minetest.sound_stop(handle)
1693 minetest.after(time, func, ...)
1694 ^ Call function after time seconds
1695 ^ Optional: Variable number of arguments that are passed to func
1698 minetest.request_shutdown() -> request for server shutdown
1699 minetest.get_server_status() -> server status string
1702 minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
1703 minetest.get_ban_description(ip_or_name) -> ban description (string)
1704 minetest.ban_player(name) -> ban a player
1705 minetest.unban_player_or_ip(name) -> unban player or IP address
1706 minetest.kick_player(name, [reason]) -> disconnect a player with a optional reason
1709 minetest.add_particle(particle definition)
1710 ^ Deprecated: minetest.add_particle(pos, velocity, acceleration, expirationtime,
1711 size, collisiondetection, texture, playername)
1713 minetest.add_particlespawner(particlespawner definition)
1714 ^ Add a particlespawner, an object that spawns an amount of particles over time seconds
1716 ^ Deprecated: minetest.add_particlespawner(amount, time,
1720 minexptime, maxexptime,
1722 collisiondetection, texture, playername)
1724 minetest.delete_particlespawner(id, player)
1725 ^ Delete ParticleSpawner with id (return value from add_particlespawner)
1726 ^ If playername is specified, only deletes on the player's client,
1727 ^ otherwise on all clients
1730 minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
1731 ^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
1732 ^ Apply the specified probability values to the specified nodes in probability_list.
1733 ^ probability_list is an array of tables containing two fields, pos and prob.
1734 ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
1735 ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
1736 ^ If there are two or more entries with the same pos value, the last entry is used.
1737 ^ If pos is not inside the box formed by p1 and p2, it is ignored.
1738 ^ If probability_list is nil, no probabilities are applied.
1739 ^ Slice probability works in the same manner, except takes a field called ypos instead which indicates
1740 ^ the y position of the slice with a probability applied.
1741 ^ If slice probability list is nil, no slice probabilities are applied.
1742 ^ Saves schematic in the Minetest Schematic format to filename.
1744 minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
1745 ^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
1746 ^ Rotation can be "0", "90", "180", "270", or "random".
1747 ^ If the rotation parameter is omitted, the schematic is not rotated.
1748 ^ replacements = {["old_name"] = "convert_to", ...}
1749 ^ force_placement is a boolean indicating whether nodes other than air and
1750 ^ ignore are replaced by the schematic
1753 minetest.get_connected_players() -> list of ObjectRefs
1754 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
1755 ^ Gives a unique hash number for a node position (16+16+16=48bit)
1756 minetest.get_position_from_hash(hash) -> position
1757 ^ Inverse transform of minetest.hash_node_position
1758 minetest.get_item_group(name, group) -> rating
1759 ^ Get rating of a group of an item. (0 = not in group)
1760 minetest.get_node_group(name, group) -> rating
1761 ^ Deprecated: An alias for the former.
1762 minetest.get_content_id(name) -> integer
1763 ^ Gets the internal content ID of name
1764 minetest.get_name_from_content_id(content_id) -> string
1765 ^ Gets the name of the content with that content ID
1766 minetest.parse_json(string[, nullvalue]) -> something
1767 ^ Convert a string containing JSON data into the Lua equivalent
1768 ^ nullvalue: returned in place of the JSON null; defaults to nil
1769 ^ On success returns a table, a string, a number, a boolean or nullvalue
1770 ^ On failure outputs an error message and returns nil
1771 ^ Example: parse_json("[10, {\"a\":false}]") -> {10, {a = false}}
1772 minetest.write_json(data[, styled]) -> string or nil and error message
1773 ^ Convert a Lua table into a JSON string
1774 ^ styled: Outputs in a human-readable format if this is set, defaults to false
1775 ^ Unserializable things like functions and userdata are saved as null.
1776 ^ Warning: JSON is more strict than the Lua table format.
1777 1. You can only use strings and positive integers of at least one as keys.
1778 2. You can not mix string and integer keys.
1779 This is due to the fact that JSON has two distinct array and object values.
1780 ^ Example: write_json({10, {a = false}}) -> "[10, {\"a\": false}]"
1781 minetest.serialize(table) -> string
1782 ^ Convert a table containing tables, strings, numbers, booleans and nils
1783 into string form readable by minetest.deserialize
1784 ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
1785 minetest.deserialize(string) -> table
1786 ^ Convert a string returned by minetest.deserialize into a table
1787 ^ String is loaded in an empty sandbox environment.
1788 ^ Will load functions, but they cannot access the global environment.
1789 ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
1790 ^ Example: deserialize('print("foo")') -> nil (function call fails)
1791 ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
1792 minetest.compress(data, method, ...) -> compressed_data
1793 ^ Compress a string of data.
1794 ^ `method` is a string identifying the compression method to be used.
1795 ^ Supported compression methods:
1796 ^ Deflate (zlib): "deflate"
1797 ^ `...` indicates method-specific arguments. Currently defined arguments are:
1798 ^ Deflate: `level` - Compression level, 0-9 or nil.
1799 minetest.decompress(compressed_data, method, ...) -> data
1800 ^ Decompress a string of data (using ZLib).
1801 ^ See documentation on minetest.compress() for supported compression methods.
1802 ^ currently supported.
1803 ^ `...` indicates method-specific arguments. Currently, no methods use this.
1804 minetest.is_protected(pos, name) -> bool
1805 ^ This function should be overridden by protection mods and should be used to
1806 check if a player can interact at a position.
1807 ^ This function should call the old version of itself if the position is not
1808 protected by the mod.
1810 local old_is_protected = minetest.is_protected
1811 function minetest.is_protected(pos, name)
1812 if mymod:position_protected_from(pos, name) then
1815 return old_is_protected(pos, name)
1817 minetest.record_protection_violation(pos, name)
1818 ^ This function calls functions registered with
1819 minetest.register_on_protection_violation.
1820 minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
1821 ^ Attempt to predict the desired orientation of the facedir-capable node
1822 defined by itemstack, and place it accordingly (on-wall, on the floor, or
1823 hanging from the ceiling). Stacks are handled normally if the infinitestacks
1824 field is false or omitted (else, the itemstack is not changed). orient_flags
1825 is an optional table containing extra tweaks to the placement code:
1826 invert_wall: if true, place wall-orientation on the ground and ground-
1827 orientation on the wall.
1828 force_wall: if true, always place the node in wall orientation.
1829 force_ceiling: if true, always place on the ceiling.
1830 force_floor: if true, always place the node on the floor.
1832 The above four options are mutually-exclusive; the last in the list takes
1833 precedence over the first.
1835 force_facedir: if true, forcefully reset the facedir to north when placing on
1836 the floor or ceiling
1838 minetest.rotate_node(itemstack, placer, pointed_thing)
1839 ^ calls rotate_and_place() with infinitestacks set according to the state of
1840 the creative mode setting, and checks for "sneak" to set the invert_wall
1843 minetest.forceload_block(pos)
1844 ^ forceloads the position pos.
1845 ^ returns true if area could be forceloaded
1847 minetest.forceload_free_block(pos)
1848 ^ stops forceloading the position pos.
1850 Please note that forceloaded areas are saved when the server restarts.
1853 minetest.env - EnvRef of the server environment and world.
1854 ^ Any function in the minetest namespace can be called using the syntax
1855 minetest.env:somefunction(somearguments)
1857 minetest.somefunction(somearguments)
1858 ^ Deprecated, but support is not to be dropped soon
1861 minetest.registered_items
1862 ^ List of registered items, indexed by name
1863 minetest.registered_nodes
1864 ^ List of registered node definitions, indexed by name
1865 minetest.registered_craftitems
1866 ^ List of registered craft item definitions, indexed by name
1867 minetest.registered_tools
1868 ^ List of registered tool definitions, indexed by name
1869 minetest.registered_entities
1870 ^ List of registered entity prototypes, indexed by name
1871 minetest.object_refs
1872 ^ List of object references, indexed by active object id
1873 minetest.luaentities
1874 ^ List of Lua entities, indexed by active object id
1878 NodeMetaRef: Node metadata - reference extra data and functionality stored
1880 - Can be gotten via minetest.get_nodemeta(pos)
1882 - set_string(name, value)
1884 - set_int(name, value)
1886 - set_float(name, value)
1888 - get_inventory() -> InvRef
1889 - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
1890 - from_table(nil or {})
1891 ^ See "Node Metadata"
1893 NodeTimerRef: Node Timers - a high resolution persistent per-node timer
1894 - Can be gotten via minetest.get_node_timer(pos)
1896 - set(timeout,elapsed)
1897 ^ set a timer's state
1898 ^ timeout is in seconds, and supports fractional values (0.1 etc)
1899 ^ elapsed is in seconds, and supports fractional values (0.1 etc)
1900 ^ will trigger the node's on_timer function after timeout-elapsed seconds
1903 ^ equivalent to set(timeout,0)
1906 - get_timeout() -> current timeout in seconds
1907 ^ if timeout is 0, timer is inactive
1908 - get_elapsed() -> current elapsed time in seconds
1909 ^ the node's on_timer function will be called after timeout-elapsed seconds
1910 - is_started() -> boolean state of timer
1911 ^ returns true if timer is started, otherwise false
1913 ObjectRef: Moving things in the game are generally these
1914 (basically reference to a C++ ServerActiveObject)
1916 - remove(): remove object (after returning from Lua)
1917 - getpos() -> {x=num, y=num, z=num}
1918 - setpos(pos); pos={x=num, y=num, z=num}
1919 - moveto(pos, continuous=false): interpolated move
1920 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
1921 ^ puncher = an another ObjectRef,
1922 ^ time_from_last_punch = time since last punch action of the puncher
1923 ^ direction: can be nil
1924 - right_click(clicker); clicker = an another ObjectRef
1925 - get_hp(): returns number of hitpoints (2 * number of hearts)
1926 - set_hp(hp): set number of hitpoints (2 * number of hearts)
1927 - get_inventory() -> InvRef
1928 - get_wield_list(): returns the name of the inventory list the wielded item is in
1929 - get_wield_index(): returns the index of the wielded item
1930 - get_wielded_item() -> ItemStack
1931 - set_wielded_item(item): replaces the wielded item, returns true if successful
1932 - set_armor_groups({group1=rating, group2=rating, ...})
1933 - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
1934 - set_attach(parent, bone, position, rotation)
1936 ^ position = {x=num, y=num, z=num} (relative)
1937 ^ rotation = {x=num, y=num, z=num}
1939 - set_bone_position(bone, position, rotation)
1941 ^ position = {x=num, y=num, z=num} (relative)
1942 ^ rotation = {x=num, y=num, z=num}
1943 - set_properties(object property table)
1944 LuaEntitySAO-only: (no-op for other objects)
1945 - setvelocity({x=num, y=num, z=num})
1946 - getvelocity() -> {x=num, y=num, z=num}
1947 - setacceleration({x=num, y=num, z=num})
1948 - getacceleration() -> {x=num, y=num, z=num}
1950 - getyaw() -> radians
1951 - settexturemod(mod)
1952 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
1953 - select_horiz_by_yawpitch=false)
1954 ^ Select sprite from spritesheet with optional animation and DM-style
1955 texture selection based on yaw relative to camera
1956 - get_entity_name() (DEPRECATED: Will be removed in a future version)
1958 Player-only: (no-op for other objects)
1959 - is_player(): true for players, false for others
1960 - get_player_name(): returns "" if is not a player
1961 - get_look_dir(): get camera direction as a unit vector
1962 - get_look_pitch(): pitch in radians
1963 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
1964 - set_look_pitch(radians): sets look pitch
1965 - set_look_yaw(radians): sets look yaw
1966 - get_breath() : returns players breath
1967 - set_breath(value) : sets players breath
1968 values: 0 player is drowning,
1969 1-10 number of bubbles remain,
1970 11 bubbles bar is not shown
1971 - set_inventory_formspec(formspec)
1972 ^ Redefine player's inventory form
1973 ^ Should usually be called in on_joinplayer
1974 - get_inventory_formspec() -> formspec string
1975 - get_player_control(): returns table with player pressed keys
1976 {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
1977 - get_player_control_bits(): returns integer with bit packed player pressed keys
1978 bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
1979 - set_physics_override({
1980 speed = 1.0, -- multiplier to default value
1981 jump = 1.0, -- multiplier to default value
1982 gravity = 1.0, -- multiplier to default value
1983 sneak = true, -- whether player can sneak
1984 sneak_glitch = true, -- whether player can use the sneak glitch
1986 - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
1987 - hud_remove(id): remove the HUD element of the specified id
1988 - hud_change(id, stat, value): change a value of a previously added HUD element
1989 ^ element stat values: position, name, scale, text, number, item, dir
1990 - hud_get(id): gets the HUD element definition structure of the specified ID
1991 - hud_set_flags(flags): sets specified HUD flags to true/false
1992 ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
1993 ^ pass a table containing a true/false value of each flag to be set or unset
1994 ^ if a flag is nil, the flag is not modified
1995 - hud_get_flags(): returns a table containing status of hud flags
1996 ^ returns { hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
1997 - hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
1998 ^ count: number of items, must be between 1 and 23
1999 - hud_set_hotbar_image(texturename)
2000 ^ sets background image for hotbar
2001 - hud_set_hotbar_selected_image(texturename)
2002 ^ sets image for selected item of hotbar
2003 - hud_replace_builtin(name, hud definition)
2004 ^ replace definition of a builtin hud element
2005 ^ name: "breath" or "health"
2006 ^ hud definition: definition to replace builtin definition
2007 - set_sky(bgcolor, type, {texture names})
2008 ^ bgcolor: {r=0...255, g=0...255, b=0...255} or nil, defaults to white
2010 - "regular": Uses 0 textures, bgcolor ignored
2011 - "skybox": Uses 6 textures, bgcolor used
2012 - "plain": Uses 0 textures, bgcolor used
2013 ^ Note: currently does not work directly in on_joinplayer; use
2014 minetest.after(0) in there.
2015 - override_day_night_ratio(ratio or nil)
2016 ^ 0...1: Overrides day-night ratio, controlling sunlight to a specific amount
2017 ^ nil: Disables override, defaulting to sunlight based on day-night cycle
2018 - set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, frame_speed=30): set animation for player model in third person view
2019 ^ stand/idle animation key frames
2020 ^ walk animation key frames
2021 ^ dig animation key frames
2022 ^ walk+dig animation key frames
2023 ^ animation frame speed
2024 - set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0}): defines offset value for camera per player
2025 ^ in first person view
2026 ^ in third person view (max. values {x=-10/10,y=-10,15,z=-5/5})
2028 InvRef: Reference to an inventory
2030 - is_empty(listname): return true if list is empty
2031 - get_size(listname): get size of a list
2032 - set_size(listname, size): set size of a list
2033 ^ returns false on error (e.g. invalid listname or listsize)
2034 - get_width(listname): get width of a list
2035 - set_width(listname, width): set width of list; currently used for crafting
2036 - get_stack(listname, i): get a copy of stack index i in list
2037 - set_stack(listname, i, stack): copy stack to index i in list
2038 - get_list(listname): return full list
2039 - set_list(listname, list): set full list (size will not change)
2040 - get_lists(): returns list of inventory lists
2041 - set_lists(lists): sets inventory lists (size will not change)
2042 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
2043 - room_for_item(listname, stack): returns true if the stack of items
2044 can be fully added to the list
2045 - contains_item(listname, stack): returns true if the stack of items
2046 can be fully taken from the list
2047 remove_item(listname, stack): take as many items as specified from the list,
2048 returns the items that were actually removed (as an ItemStack)
2049 - get_location() -> location compatible to minetest.get_inventory(location)
2050 -> {type="undefined"} in case location is not known
2052 ItemStack: A stack of items.
2053 - Can be created via ItemStack(itemstack or itemstring or table or nil)
2055 - is_empty(): return true if stack is empty
2056 - get_name(): returns item name (e.g. "default:stone")
2057 - set_name(itemname)
2058 - get_count(): returns number of items on the stack
2060 - get_wear(): returns tool wear (0-65535), 0 for non-tools
2062 - get_metadata(): returns metadata (a string attached to an item stack)
2063 - set_metadata(metadata)
2064 - clear(): removes all items from the stack, making it empty
2065 - replace(item): replace the contents of this stack (item can also
2066 be an itemstring or table)
2067 - to_string(): returns the stack in itemstring form
2068 - to_table(): returns the stack in Lua table form
2069 - get_stack_max(): returns the maximum size of the stack (depends on the item)
2070 - get_free_space(): returns get_stack_max() - get_count()
2071 - is_known(): returns true if the item name refers to a defined item type
2072 - get_definition(): returns the item definition table
2073 - get_tool_capabilities(): returns the digging properties of the item,
2074 ^ or those of the hand if none are defined for this item type
2075 - add_wear(amount): increases wear by amount if the item is a tool
2076 - add_item(item): put some item or stack onto this stack,
2077 ^ returns leftover ItemStack
2078 - item_fits(item): returns true if item or stack can be fully added to this one
2079 - take_item(n): take (and remove) up to n items from this stack
2080 ^ returns taken ItemStack
2081 ^ if n is omitted, n=1 is used
2082 - peek_item(n): copy (don't remove) up to n items from this stack
2083 ^ returns copied ItemStack
2084 ^ if n is omitted, n=1 is used
2086 PseudoRandom: A pseudorandom number generator
2087 - Can be created via PseudoRandom(seed)
2089 - next(): return next integer random number [0...32767]
2090 - next(min, max): return next integer random number [min...max]
2091 (max - min) must be 32767 or <= 6553 due to the simple
2092 implementation making bad distribution otherwise.
2094 PerlinNoise: A perlin noise generator
2095 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
2096 - Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
2098 - get2d(pos) -> 2d noise value at pos={x=,y=}
2099 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
2101 PerlinNoiseMap: A fast, bulk perlin noise generator
2102 - Can be created via PerlinNoiseMap(noiseparams, size)
2103 - Also minetest.get_perlin_map(noiseparams, size)
2105 - get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
2106 - get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
2107 - get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
2108 - get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise
2110 VoxelManip: An interface to the MapVoxelManipulator for Lua
2111 - Can be created via VoxelManip()
2112 - Also minetest.get_voxel_manip()
2114 - read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
2115 ^ returns actual emerged pmin, actual emerged pmax
2116 - write_to_map(): Writes the data loaded from the VoxelManip back to the map.
2117 ^ important: data must be set using VoxelManip:set_data before calling this
2118 - get_node_at(pos): Returns a MapNode table of the node currently loaded in the VoxelManip at that position
2119 - set_node_at(pos, node): Sets a specific MapNode in the VoxelManip at that position
2120 - get_data(): Gets the data read into the VoxelManip object
2121 ^ returns raw node data is in the form of an array of node content ids
2122 - set_data(data): Sets the data contents of the VoxelManip object
2123 - update_map(): Update map after writing chunk back to map.
2124 ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
2125 ^ retrieved from minetest.get_mapgen_object
2126 - set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
2127 ^ light is a table, {day=<0...15>, night=<0...15>}
2128 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2129 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2130 - get_light_data(): Gets the light data read into the VoxelManip object
2131 ^ Returns an array (indices 1 to volume) of integers ranging from 0 to 255
2132 ^ Each value is the bitwise combination of day and night light values (0..15 each)
2133 ^ light = day + (night * 16)
2134 - set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
2135 ^ expects lighting data in the same format that get_light_data() returns
2136 - get_param2_data(): Gets the raw param2 data read into the VoxelManip object
2137 - set_param2_data(param2_data): Sets the param2 contents of each node in the VoxelManip
2138 - calc_lighting(p1, p2): Calculate lighting within the VoxelManip
2139 ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
2140 ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
2141 - update_liquids(): Update liquid flow
2142 - was_modified(): Returns true or false if the data in the voxel manipulator had been modified since
2143 the last read from map, due to a call to minetest.set_data() on the loaded area elsewhere
2145 VoxelArea: A helper class for voxel areas
2146 - Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
2147 - Coordinates are *inclusive*, like most other things in Minetest
2149 - getExtent(): returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
2150 - getVolume(): returns the volume of the area formed by MinEdge and MaxEdge
2151 - index(x, y, z): returns the index of an absolute position in a flat array starting at 1
2152 ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
2153 - indexp(p): same as above, except takes a vector
2154 - position(i): returns the absolute position vector corresponding to index i
2155 - contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
2156 - containsp(p): same as above, except takes a vector
2157 - containsi(i): same as above, except takes an index
2158 - iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
2159 ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
2160 - iterp(minp, maxp): same as above, except takes a vector
2162 Settings: An interface to read config files in the format of minetest.conf
2163 - Can be created via Settings(filename)
2166 - get_bool(key) -> boolean
2168 - remove(key) -> success
2169 - get_names() -> {key1,...}
2170 - write() -> success
2171 ^ write changes to file
2172 - to_table() -> {[key1]=value1,...}
2176 A mapgen object is a construct used in map generation. Mapgen objects can be used by an on_generate
2177 callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the
2178 minetest.get_mapgen_object() function. If the requested Mapgen object is unavailable, or
2179 get_mapgen_object() was called outside of an on_generate() callback, nil is returned.
2181 The following Mapgen objects are currently available:
2184 This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that
2185 order. All mapgens support this object.
2188 Returns an array containing the y coordinates of the ground levels of nodes in the most recently
2189 generated chunk by the current mapgen.
2192 Returns an array containing the biome IDs of nodes in the most recently generated chunk by the
2196 Returns an array containing the temperature values of nodes in the most recently generated chunk by
2200 Returns an array containing the humidity values of nodes in the most recently generated chunk by the
2204 Returns a table mapping requested generation notification types to arrays of positions at which the
2205 corresponding generated structures are located at within the current chunk. To set the capture of positions
2206 of interest to be recorded on generate, use minetest.set_gen_notify().
2207 Possible fields of the table returned are: dungeon, temple, cave_begin, cave_end, large_cave_begin, large_cave_end
2210 --------------------
2211 - Functions receive a "luaentity" as self:
2212 - It has the member .name, which is the registered name ("mod:thing")
2213 - It has the member .object, which is an ObjectRef pointing to the object
2214 - The original prototype stuff is visible directly via a metatable
2216 - on_activate(self, staticdata)
2217 ^ Called when the object is instantiated.
2218 - on_step(self, dtime)
2219 ^ Called on every server tick (dtime is usually 0.1 seconds)
2220 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
2221 ^ Called when somebody punches the object.
2222 ^ Note that you probably want to handle most punches using the
2223 automatic armor group system.
2224 ^ puncher: ObjectRef (can be nil)
2225 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
2226 ^ tool_capabilities: capability table of used tool (can be nil)
2227 ^ dir: unit vector of direction of punch. Always defined. Points from
2228 the puncher to the punched.
2229 - on_rightclick(self, clicker)
2230 - get_staticdata(self)
2231 ^ Should return a string that will be passed to on_activate when
2232 the object is instantiated the next time.
2237 axiom, - string initial tree axiom
2238 rules_a, - string rules set A
2239 rules_b, - string rules set B
2240 rules_c, - string rules set C
2241 rules_d, - string rules set D
2242 trunk, - string trunk node name
2243 leaves, - string leaves node name
2244 leaves2, - string secondary leaves node name
2245 leaves2_chance,- num chance (0-100) to replace leaves with leaves2
2246 angle, - num angle in deg
2247 iterations, - num max # of iterations, usually 2 -5
2248 random_level, - num factor to lower nr of iterations, usually 0 - 3
2249 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
2250 thin_branches, - boolean true -> use thin (1 node) branches
2251 fruit, - string fruit node name
2252 fruit_chance, - num chance (0-100) to replace leaves with fruit node
2253 seed, - num random seed; if no seed is provided, the engine will create one
2256 Key for Special L-System Symbols used in Axioms
2257 G - move forward one unit with the pen up
2258 F - move forward one unit with the pen down drawing trunks and branches
2259 f - move forward one unit with the pen down drawing leaves (100% chance)
2260 T - move forward one unit with the pen down drawing trunks only
2261 R - move forward one unit with the pen down placing fruit
2262 A - replace with rules set A
2263 B - replace with rules set B
2264 C - replace with rules set C
2265 D - replace with rules set D
2266 a - replace with rules set A, chance 90%
2267 b - replace with rules set B, chance 80%
2268 c - replace with rules set C, chance 70%
2269 d - replace with rules set D, chance 60%
2270 + - yaw the turtle right by angle parameter
2271 - - yaw the turtle left by angle parameter
2272 & - pitch the turtle down by angle parameter
2273 ^ - pitch the turtle up by angle parameter
2274 / - roll the turtle to the right by angle parameter
2275 * - roll the turtle to the left by angle parameter
2276 [ - save in stack current state info
2277 ] - recover from stack state info
2279 Example usage: spawn small apple tree
2282 rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
2283 rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
2284 trunk="default:tree",
2285 leaves="default:leaves",
2289 trunk_type="single",
2292 fruit="default:apple"
2294 minetest.spawn_tree(pos,apple_tree)
2303 collide_with_objects = true, -- collide with other objects if physical=true
2305 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
2306 visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
2307 visual_size = {x=1, y=1},
2309 textures = {}, -- number of required textures depends on visual
2310 colors = {}, -- number of required colors depends on visual
2311 spritediv = {x=1, y=1},
2312 initial_sprite_basepos = {x=0, y=0},
2314 makes_footstep_sound = false,
2315 automatic_rotate = false,
2317 automatic_face_movement_dir = 0.0,
2318 ^ automatically set yaw to movement direction; offset in degrees; false to disable
2321 Entity definition (register_entity)
2323 (Deprecated: Everything in object properties is read directly from here)
2325 initial_properties = <initial object properties>,
2327 on_activate = function(self, staticdata, dtime_s),
2328 on_step = function(self, dtime),
2329 on_punch = function(self, hitter),
2330 on_rightclick = function(self, clicker),
2331 get_staticdata = function(self),
2332 ^ Called sometimes; the string returned is passed to on_activate when
2333 the entity is re-activated from static state
2335 # Also you can define arbitrary member variables here
2336 myvariable = whatever,
2339 ABM (ActiveBlockModifier) definition (register_abm)
2341 -- In the following two fields, also group:groupname will work.
2342 nodenames = {"default:lava_source"},
2343 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
2344 ^ If left out or empty, any neighbor will do
2345 interval = 1.0, -- (operation interval)
2346 chance = 1, -- (chance of trigger is 1.0/this)
2347 action = func(pos, node, active_object_count, active_object_count_wider),
2350 Item definition (register_node, register_craftitem, register_tool)
2352 description = "Steel Axe",
2353 groups = {}, -- key=name, value=rating; rating=1..3.
2354 if rating not applicable, use 1.
2355 e.g. {wool=1, fluffy=3}
2356 {soil=2, outerspace=1, crumbly=1}
2357 {bendy=2, snappy=1},
2358 {hard=1, metal=1, spikes=1}
2359 inventory_image = "default_tool_steelaxe.png",
2361 wield_scale = {x=1,y=1,z=1},
2364 liquids_pointable = false,
2365 tool_capabilities = {
2366 full_punch_interval = 1.0,
2370 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
2371 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
2373 damage_groups = {groupname=damage},
2375 node_placement_prediction = nil,
2376 ^ If nil and item is node, prediction is made automatically
2377 ^ If nil and item is not a node, no prediction is made
2378 ^ If "" and item is anything, no prediction is made
2379 ^ Otherwise should be name of node which the client immediately places
2380 on ground when the player places the item. Server will always update
2381 actual result to client in a short moment.
2383 place = <SimpleSoundSpec>,
2386 on_place = func(itemstack, placer, pointed_thing),
2387 ^ Shall place item and return the leftover itemstack
2388 ^ default: minetest.item_place
2389 on_drop = func(itemstack, dropper, pos),
2390 ^ Shall drop item and return the leftover itemstack
2391 ^ default: minetest.item_drop
2392 on_use = func(itemstack, user, pointed_thing),
2394 ^ Function must return either nil if no item shall be removed from
2395 inventory, or an itemstack to replace the original itemstack.
2396 e.g. itemstack:take_item(); return itemstack
2397 ^ Otherwise, the function is free to do what it wants.
2398 ^ The default functions handle regular use cases.
2399 after_use = func(itemstack, user, node, digparams),
2401 ^ If defined, should return an itemstack and will be called instead of
2402 wearing out the tool. If returns nil, does nothing.
2403 If after_use doesn't exist, it is the same as:
2404 function(itemstack, user, node, digparams)
2405 itemstack:add_wear(digparams.wear)
2412 - {name="image.png", animation={Tile Animation definition}}
2413 - {name="image.png", backface_culling=bool}
2414 ^ backface culling only supported in special tiles
2415 - deprecated still supported field names:
2418 Tile animation definition:
2419 - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
2421 Node definition (register_node)
2423 <all fields allowed in item definitions>,
2425 drawtype = "normal", -- See "Node drawtypes"
2427 ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
2428 ^ For plantlike, the image will start at the bottom of the node; for the
2429 ^ other drawtypes, the image will be centered on the node.
2430 ^ Note that positioning for "torchlike" may still change.
2431 tiles = {tile definition 1, def2, def3, def4, def5, def6},
2432 ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
2433 ^ List can be shortened to needed length
2434 special_tiles = {tile definition 1, Tile definition 2},
2435 ^ Special textures of node; used rarely (old field name: special_materials)
2436 ^ List can be shortened to needed length
2438 use_texture_alpha = false, -- Use texture's alpha channel
2439 post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
2440 paramtype = "none", -- See "Nodes"
2441 paramtype2 = "none", -- See "Nodes"
2442 is_ground_content = true, -- If false, the cave generator will not carve through this
2443 sunlight_propagates = false, -- If true, sunlight will go infinitely through this
2444 walkable = true, -- If true, objects collide with node
2445 pointable = true, -- If true, can be pointed at
2446 diggable = true, -- If false, can never be dug
2447 climbable = false, -- If true, can be climbed on (ladder)
2448 buildable_to = false, -- If true, placed nodes can replace this node
2449 liquidtype = "none", -- "none"/"source"/"flowing"
2450 liquid_alternative_flowing = "", -- Flowing version of source liquid
2451 liquid_alternative_source = "", -- Source version of flowing liquid
2452 liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
2453 liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
2454 freezemelt = "", -- water for snow/ice, ice/snow for water
2455 leveled = 0, -- Block contain level in param2. value - default level, used for snow. Don't forget use "leveled" type nodebox
2456 liquid_range = 8, -- number of flowing nodes around source (max. 8)
2457 drowning = 0, -- Player will take this amount of damage if no bubbles are left
2458 light_source = 0, -- Amount of light emitted by node
2459 damage_per_second = 0, -- If player is inside node, this damage is caused
2460 node_box = {type="regular"}, -- See "Node boxes"
2462 selection_box = {type="regular"}, -- See "Node boxes"
2463 ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
2464 legacy_facedir_simple = false, -- Support maps made in and before January 2012
2465 legacy_wallmounted = false, -- Support maps made in and before January 2012
2467 footstep = <SimpleSoundSpec>,
2468 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
2469 dug = <SimpleSoundSpec>,
2470 place = <SimpleSoundSpec>,
2472 drop = "", -- Name of dropped node when dug. Default is the node itself.
2475 max_items = 1, -- Maximum number of items to drop.
2476 items = { -- Choose max_items randomly from this list.
2478 items = {"foo:bar", "baz:frob"}, -- Choose one item randomly from this list.
2479 rarity = 1, -- Probability of getting is 1 / rarity.
2484 on_construct = func(pos),
2485 ^ Node constructor; always called after adding node
2486 ^ Can set up metadata and stuff like that
2488 on_destruct = func(pos),
2489 ^ Node destructor; always called before removing node
2491 after_destruct = func(pos, oldnode),
2492 ^ Node destructor; always called after removing node
2495 after_place_node = func(pos, placer, itemstack, pointed_thing),
2496 ^ Called after constructing node when node was placed using
2497 minetest.item_place_node / minetest.place_node
2498 ^ If return true no item is taken from itemstack
2500 after_dig_node = func(pos, oldnode, oldmetadata, digger),
2501 ^ oldmetadata is in table format
2502 ^ Called after destructing node when node was dug using
2503 minetest.node_dig / minetest.dig_node
2505 can_dig = function(pos,player)
2506 ^ returns true if node can be dug, or false if not
2509 on_punch = func(pos, node, puncher, pointed_thing),
2510 ^ default: minetest.node_punch
2511 ^ By default: Calls minetest.register_on_punchnode callbacks
2512 on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
2514 ^ if defined, itemstack will hold clicker's wielded item
2515 ^ Shall return the leftover itemstack
2516 ^ Note: pointed_thing can be nil, if a mod calls this function
2518 on_dig = func(pos, node, digger),
2519 ^ default: minetest.node_dig
2520 ^ By default: checks privileges, wears out tool and removes node
2522 on_timer = function(pos,elapsed),
2524 ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
2525 ^ elapsed is the total time passed since the timer was started
2526 ^ return true to run the timer for another cycle with the same timeout value
2528 on_receive_fields = func(pos, formname, fields, sender),
2529 ^ fields = {name1 = value1, name2 = value2, ...}
2530 ^ Called when an UI form (e.g. sign text input) returns data
2533 allow_metadata_inventory_move = func(pos, from_list, from_index,
2534 to_list, to_index, count, player),
2535 ^ Called when a player wants to move items inside the inventory
2536 ^ Return value: number of items allowed to move
2538 allow_metadata_inventory_put = func(pos, listname, index, stack, player),
2539 ^ Called when a player wants to put something into the inventory
2540 ^ Return value: number of items allowed to put
2541 ^ Return value: -1: Allow and don't modify item count in inventory
2543 allow_metadata_inventory_take = func(pos, listname, index, stack, player),
2544 ^ Called when a player wants to take something out of the inventory
2545 ^ Return value: number of items allowed to take
2546 ^ Return value: -1: Allow and don't modify item count in inventory
2548 on_metadata_inventory_move = func(pos, from_list, from_index,
2549 to_list, to_index, count, player),
2550 on_metadata_inventory_put = func(pos, listname, index, stack, player),
2551 on_metadata_inventory_take = func(pos, listname, index, stack, player),
2552 ^ Called after the actual action has happened, according to what was allowed.
2555 on_blast = func(pos, intensity),
2556 ^ intensity: 1.0 = mid range of regular TNT
2557 ^ If defined, called when an explosion touches the node, instead of
2561 Recipe for register_craft: (shaped)
2563 output = 'default:pick_stone',
2565 {'default:cobble', 'default:cobble', 'default:cobble'},
2566 {'', 'default:stick', ''},
2567 {'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
2569 replacements = <optional list of item pairs,
2570 replace one input item with another item on crafting>
2573 Recipe for register_craft (shapeless)
2576 output = 'mushrooms:mushroom_stew',
2579 "mushrooms:mushroom_brown",
2580 "mushrooms:mushroom_red",
2582 replacements = <optional list of item pairs,
2583 replace one input item with another item on crafting>
2586 Recipe for register_craft (tool repair)
2588 type = "toolrepair",
2589 additional_wear = -0.02,
2592 Recipe for register_craft (cooking)
2595 output = "default:glass",
2596 recipe = "default:sand",
2600 Recipe for register_craft (furnace fuel)
2603 recipe = "default:leaves",
2607 Ore definition (register_ore)
2609 ore_type = "scatter", -- See "Ore types"
2610 ore = "default:stone_with_coal",
2611 wherein = "default:stone",
2612 ^ a list of nodenames is supported too
2613 clust_scarcity = 8*8*8,
2614 ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
2615 ^ This value should be *MUCH* higher than your intuition might tell you!
2617 ^ Number of ores in a cluster
2619 ^ Size of the bounding box of the cluster
2620 ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
2621 height_min = -31000,
2624 ^ Attributes for this ore generation
2625 noise_threshhold = 0.5,
2626 ^ If noise is above this threshold, ore is placed. Not needed for a uniform distribution
2627 noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
2628 ^ NoiseParams structure describing the perlin noise used for ore distribution.
2629 ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution
2632 Decoration definition (register_decoration)
2634 deco_type = "simple", -- See "Decoration types"
2635 place_on = "default:dirt_with_grass",
2636 ^ Node that decoration can be placed on
2638 ^ Size of divisions made in the chunk being generated.
2639 ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
2641 ^ Ratio of the area to be uniformly filled by the decoration.
2642 ^ Used only if noise_params is not specified.
2643 noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
2644 ^ NoiseParams structure describing the perlin noise used for decoration distribution.
2645 ^ The result of this is multiplied by the 2d area of the division being decorated.
2646 biomes = {"Oceanside", "Hills", "Plains"},
2647 ^ List of biomes in which this decoration occurs. Occurs in all biomes if this is omitted,
2648 ^ and ignored if the Mapgen being used does not support biomes.
2650 ----- Simple-type parameters
2651 decoration = "default:grass",
2652 ^ The node name used as the decoration.
2653 ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
2655 ^ Number of nodes high the decoration is made.
2656 ^ If height_max is not 0, this is the lower bound of the randomly selected height.
2658 ^ Number of nodes the decoration can be at maximum.
2659 ^ If absent, the parameter 'height' is used as a constant.
2660 spawn_by = "default:water",
2661 ^ Node that the decoration only spawns next to, in a 1-node square radius.
2663 ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
2664 ^ If absent or -1, decorations occur next to any nodes.
2666 ----- Schematic-type parameters
2667 schematic = "foobar.mts",
2668 ^ If schematic is a string, it is the filepath relative to the current working directory of the
2669 ^ specified Minetest schematic file.
2670 ^ - OR -, could instead be a table containing two mandatory fields, size and data,
2671 ^ and an optional table yslice_prob:
2673 size = {x=4, y=6, z=4},
2675 {name="cobble", param1=255, param2=0},
2676 {name="dirt_with_grass", param1=255, param2=0},
2685 ^ See 'Schematic specifier' for details.
2686 replacements = {["oldname"] = "convert_to", ...},
2687 flags = "place_center_x, place_center_z",
2688 ^ Flags for schematic decorations. See 'Schematic attributes'.
2689 rotation = "90" -- rotate schematic 90 degrees on placement
2690 ^ Rotation can be "0", "90", "180", "270", or "random".
2693 Chatcommand definition (register_chatcommand)
2695 params = "<name> <privilege>", -- Short parameter description
2696 description = "Remove privilege from player", -- Full description
2697 privs = {privs=true}, -- Require the "privs" privilege to run
2698 func = function(name, param), -- Called when command is run.
2699 -- Returns boolean success and text output.
2702 Detached inventory callbacks
2704 allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2705 ^ Called when a player wants to move items inside the inventory
2706 ^ Return value: number of items allowed to move
2708 allow_put = func(inv, listname, index, stack, player),
2709 ^ Called when a player wants to put something into the inventory
2710 ^ Return value: number of items allowed to put
2711 ^ Return value: -1: Allow and don't modify item count in inventory
2713 allow_take = func(inv, listname, index, stack, player),
2714 ^ Called when a player wants to take something out of the inventory
2715 ^ Return value: number of items allowed to take
2716 ^ Return value: -1: Allow and don't modify item count in inventory
2718 on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
2719 on_put = func(inv, listname, index, stack, player),
2720 on_take = func(inv, listname, index, stack, player),
2721 ^ Called after the actual action has happened, according to what was allowed.
2725 HUD Definition (hud_add, hud_get)
2727 hud_elem_type = "image", -- see HUD element types
2728 ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
2729 position = {x=0.5, y=0.5},
2730 ^ Left corner position of element
2736 ^ Selected item in inventory. 0 for no item selected.
2738 ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
2739 alignment = {x=0, y=0},
2740 ^ See "HUD Element Types"
2741 offset = {x=0, y=0},
2742 ^ See "HUD Element Types"
2743 size = { x=100, y=100 },
2744 ^ Size of element in pixels
2747 Particle definition (add_particle)
2749 pos = {x=0, y=0, z=0},
2750 velocity = {x=0, y=0, z=0},
2751 acceleration = {x=0, y=0, z=0},
2752 ^ Spawn particle at pos with velocity and acceleration
2754 ^ Disappears after expirationtime seconds
2756 collisiondetection = false,
2757 ^ collisiondetection: if true collides with physical objects
2759 ^ vertical: if true faces player using y axis only
2760 texture = "image.png",
2761 ^ Uses texture (string)
2762 playername = "singleplayer"
2763 ^ optional, if specified spawns particle only on the player's client
2766 ParticleSpawner definition (add_particlespawner)
2770 ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
2771 minpos = {x=0, y=0, z=0},
2772 maxpos = {x=0, y=0, z=0},
2773 minvel = {x=0, y=0, z=0},
2774 maxvel = {x=0, y=0, z=0},
2775 minacc = {x=0, y=0, z=0},
2776 maxacc = {x=0, y=0, z=0},
2781 ^ The particle's properties are random values in between the bounds:
2782 ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
2783 ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
2784 collisiondetection = false,
2785 ^ collisiondetection: if true uses collision detection
2787 ^ vertical: if true faces player using y axis only
2788 texture = "image.png",
2789 ^ Uses texture (string)
2790 playername = "singleplayer"
2791 ^ Playername is optional, if specified spawns particle only on the player's client