1 Minetest Lua Modding API Reference 0.4.dev
2 ==========================================
3 More information at http://c55.me/minetest/
7 Content and functionality can be added to Minetest 0.4 by using Lua
8 scripting in run-time loaded mods.
10 A mod is a self-contained bunch of scripts, textures and other related
11 things that is loaded by and interfaces with Minetest.
13 Mods are contained and ran solely on the server side. Definitions and media
14 files are automatically transferred to the client.
16 If you see a deficiency in the API, feel free to attempt to add the
17 functionality in the engine and API. You can send such improvements as
18 source code patches to <celeron55@gmail.com>.
22 If you have any difficulty in understanding this, please read:
23 http://www.lua.org/pil/
27 Mods are loaded during server startup from the mod load paths by running
28 the init.lua scripts in a shared environment.
33 $path_share/games/gameid/mods/
34 $path_share/mods/gameid/
35 $path_user/games/gameid/mods/
36 $path_user/mods/gameid/ <-- User-installed mods
39 In a run-in-place version (eg. the distributed windows version):
40 minetest-0.4.x/games/gameid/mods/
41 minetest-0.4.x/mods/gameid/ <-- User-installed mods
42 minetest-0.4.x/worlds/worldname/worldmods/
44 On an installed version on linux:
45 /usr/share/minetest/games/gameid/mods/
46 ~/.minetest/mods/gameid/ <-- User-installed mods
47 ~/.minetest/worlds/worldname/worldmods
49 Mod load path for world-specific games
50 --------------------------------------
51 It is possible to include a game in a world; in this case, no mods or
52 games are loaded or checked from anywhere else.
54 This is useful for eg. adventure worlds.
56 This happens if the following directory exists:
59 Mods should be then be placed in:
64 Mods can be put in a subdirectory, if the parent directory, which otherwise
65 should be a mod, contains a file named modpack.txt. This file shall be
66 empty, except for lines starting with #, which are comments.
68 Mod directory structure
69 ------------------------
75 | | |-- modname_stuff.png
76 | | `-- modname_something_else.png
83 The location of this directory can be fetched by using
84 minetest.get_modpath(modname)
87 List of mods that have to be loaded before loading this mod.
88 A single line contains a single modname.
91 The main Lua script. Running this script should register everything it
92 wants to register. Subsequent execution depends on minetest calling the
95 minetest.setting_get(name) and minetest.setting_getbool(name) can be used
96 to read custom or existing settings at load time, if necessary.
98 textures, sounds, media:
99 Media files (textures, sounds, whatever) that will be transferred to the
100 client and will be available for use by the mod.
102 Naming convention for registered textual names
103 ----------------------------------------------
104 Registered names should generally be in this format:
105 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
107 This is to prevent conflicting names from corrupting maps and is
108 enforced by the mod loader.
110 Example: mod "experimental", ideal item/node/entity name "tnt":
111 -> the name should be "experimental:tnt".
113 Enforcement can be overridden by prefixing the name with ":". This can
114 be used for overriding the registrations of some other mod.
116 Example: Any mod can redefine experimental:tnt by using the name
117 ":experimental:tnt" when registering it.
118 (also that mod is required to have "experimental" as a dependency)
120 The ":" prefix can also be used for maintaining backwards compatibility.
124 Aliases can be added by using minetest.register_alias(name, convert_to)
126 This will make Minetest to convert things called name to things called
129 This can be used for maintaining backwards compatibility.
131 This can be also used for setting quick access names for things, eg. if
132 you have an item called epiclylongmodname:stuff, you could do
133 minetest.register_alias("stuff", "epiclylongmodname:stuff")
134 and be able to use "/giveme stuff".
138 Mods should generally prefix their textures with modname_, eg. given
139 the mod name "foomod", a texture could be called
140 "foomod_foothing.png"
142 Textures are referred to by their complete name, or alternatively by
143 stripping out the file extension:
144 eg. foomod_foothing.png
149 Only OGG files are supported.
151 For positional playing of sounds, only single-channel (mono) files are
152 supported. Otherwise OpenAL will play them non-positionally.
154 Mods should generally prefix their sounds with modname_, eg. given
155 the mod name "foomod", a sound could be called
156 "foomod_foosound.ogg"
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound "foomod_foosound", the sound is chosen randomly
163 from the available ones of the following files:
165 foomod_foosound.0.ogg
166 foomod_foosound.1.ogg
168 foomod_foosound.9.ogg
170 Examples of sound parameter tables:
171 -- Play locationless on all clients
173 gain = 1.0, -- default
175 -- Play locationless to a player
178 gain = 1.0, -- default
180 -- Play in a location
183 gain = 1.0, -- default
184 max_hear_distance = 32, -- default
186 -- Play connected to an object, looped
188 object = <an ObjectRef>,
189 gain = 1.0, -- default
190 max_hear_distance = 32, -- default
191 loop = true, -- only sounds connected to objects can be looped
196 eg. "default_place_node"
198 eg. {name="default_place_node"}
199 eg. {name="default_place_node", gain=1.0}
201 Registered definitions of stuff
202 --------------------------------
203 Anything added using certain minetest.register_* functions get added to
204 the global minetest.registered_* tables.
206 minetest.register_entity(name, prototype table)
207 -> minetest.registered_entities[name]
209 minetest.register_node(name, node definition)
210 -> minetest.registered_items[name]
211 -> minetest.registered_nodes[name]
213 minetest.register_tool(name, item definition)
214 -> minetest.registered_items[name]
216 minetest.register_craftitem(name, item definition)
217 -> minetest.registered_items[name]
219 Note that in some cases you will stumble upon things that are not contained
220 in these tables (eg. when a mod has been removed). Always check for
221 existence before trying to access the fields.
223 Example: If you want to check the drawtype of a node, you could do:
225 local function get_nodedef_field(nodename, fieldname)
226 if not minetest.registered_nodes[nodename] then
229 return minetest.registered_nodes[nodename][fieldname]
231 local drawtype = get_nodedef_field(nodename, "drawtype")
233 Example: minetest.get_item_group(name, group) has been implemented as:
235 function minetest.get_item_group(name, group)
236 if not minetest.registered_items[name] or not
237 minetest.registered_items[name].groups[group] then
240 return minetest.registered_items[name].groups[group]
245 Nodes are the bulk data of the world: cubes and other things that take the
246 space of a cube. Huge amounts of them are handled efficiently, but they
249 The definition of a node is stored and can be accessed by name in
250 minetest.registered_nodes[node.name]
251 See "Registered definitions of stuff".
253 Nodes are passed by value between Lua and the engine.
254 They are represented by a table:
255 {name="name", param1=num, param2=num}
257 param1 and param2 are 8 bit and 4 bit integers, respectively. The engine
258 uses them for certain automated functions. If you don't use these
259 functions, you can use them to store arbitrary values.
261 The functions of param1 and param2 are determined by certain fields in the
263 param1 is reserved for the engine when paramtype != "none":
265 ^ The value stores light with and without sun in it's
266 upper and lower 4 bits.
267 param2 is reserved for the engine when any of these are used:
268 liquidtype == "flowing"
269 ^ The level and some flags of the liquid is stored in param2
270 drawtype == "flowingliquid"
271 ^ The drawn liquid level is read from param2
272 drawtype == "torchlike"
273 drawtype == "signlike"
274 paramtype2 == "wallmounted"
275 ^ The rotation of the node is stored in param2. You can make this value
276 by using minetest.dir_to_wallmounted().
277 paramtype2 == "facedir"
278 ^ The rotation of the node is stored in param2. Furnaces and chests are
279 rotated this way. Can be made by using minetest.dir_to_facedir().
281 Representations of simple things
282 --------------------------------
284 {x=num, y=num, z=num}
285 Currently the API does not provide any helper functions for addition,
286 subtraction and whatever; you can define those that you need yourself.
290 Node (register_node):
291 A node from the world
292 Tool (register_tool):
293 A tool/weapon that can dig and damage things according to tool_capabilities
294 Craftitem (register_craftitem):
297 Items and item stacks can exist in three formats:
299 Serialized; This is called stackstring or itemstring:
301 eg. 'default:pick_wood 21323'
305 eg. {name="default:dirt", count=5, wear=0, metadata=""}
307 eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
308 ^ a wooden pick about 1/3 weared out
309 eg. {name="default:apple", count=1, wear=0, metadata=""}
313 C++ native format with many helper methods. Useful for converting between
314 formats. See the Class reference section for details.
316 When an item must be passed to a function, it can usually be in any of
321 In a number of places, there is a group table. Groups define the
322 properties of a thing (item, node, armor of entity, capabilities of
323 tool) in such a way that the engine and other mods can can interact with
324 the thing without actually knowing what the thing is.
327 - Groups are stored in a table, having the group names with keys and the
328 group ratings as values. For example:
329 groups = {crumbly=3, soil=1}
330 ^ Default dirt (soil group actually currently not defined; TODO)
331 groups = {crumbly=2, soil=1, level=2, outerspace=1}
332 ^ A more special dirt-kind of thing
333 - Groups always have a rating associated with them. If there is no
334 useful meaning for a rating for an enabled group, it shall be 1.
335 - When not defined, the rating of a group defaults to 0. Thus when you
336 read groups, you must interpret nil and 0 as the same value, 0.
338 You can read the rating of a group for an item or a node by using
339 minetest.get_item_group(itemname, groupname)
343 Groups of items can define what kind of an item it is (eg. wool).
347 In addition to the general item things, groups are used to define whether
348 a node is destroyable and how long it takes to destroy by a tool.
352 For entities, groups are, as of now, used only for calculating damage.
354 object.get_armor_groups() -> a group-rating table (eg. {fleshy=3})
355 object.set_armor_groups({level=2, fleshy=2, cracky=2})
359 Groups in tools define which groups of nodes and entities they are
362 Groups in crafting recipes
363 ---------------------------
364 - Not implemented yet. (TODO)
365 - Will probably look like this:
367 output = 'food:meat_soup_raw',
373 preserve = {'group:bowl'},
378 - immortal: Disables the group damage system for an entity
379 - level: Can be used to give an additional sense of progression in the game.
380 - A larger level will cause eg. a weapon of a lower level make much less
381 damage, and get weared out much faster, or not be able to get drops
382 from destroyed nodes.
383 - 0 is something that is directly accessible at the start of gameplay
384 - There is no upper limit
385 - dig_immediate: (player can always pick up node without tool wear)
386 - 2: node is removed without tool wear after 0.5 seconds or so
388 - 3: node is removed without tool wear immediately (torch)
390 Known damage and digging time defining groups
391 ----------------------------------------------
392 Valid ratings for these are 0, 1, 2 and 3, unless otherwise stated.
393 - crumbly: dirt, sand
394 - cracky: tough but crackable stuff like stone.
395 - snappy: something that can be cut using fine tools; eg. leaves, small
396 plants, wire, sheets of metal
397 - choppy: something that can be cut using force; eg. trees, wooden planks
398 - fleshy: Living things like animals and the player. This could imply
399 some blood effects when hitting.
400 - explody: Especially prone to explosions
401 - oddly_breakable_by_hand:
402 Can be added to nodes that shouldn't logically be breakable by the
403 hand but are. Somewhat similar to dig_immediate, but times are more
404 like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
405 speed of a tool if the tool can dig at a faster speed than this
406 suggests for the hand.
408 Examples of custom groups
409 --------------------------
410 Item groups are often used for defining, well, //groups of items//.
411 - meat: any meat-kind of a thing (rating might define the size or healing
412 ability or be irrelevant - it is not defined as of yet)
413 - eatable: anything that can be eaten. Rating might define HP gain in half
415 - flammable: can be set on fire. Rating might define the intensity of the
416 fire, affecting eg. the speed of the spreading of an open fire.
417 - wool: any wool (any origin, any color)
420 - heavy: anything considerably heavy
422 Digging time calculation specifics
423 -----------------------------------
424 Groups such as **crumbly**, **cracky** and **snappy** are used for this
425 purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
428 The **level** group is used to limit the toughness of nodes a tool can dig
429 and to scale the digging times / damage to a greater extent.
431 ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
434 Tools define their properties by a list of parameters for groups. They
435 cannot dig other groups; thus it is important to use a standard bunch of
436 groups to enable interaction with tools.
439 * Full punch interval
441 * For an arbitrary list of groups:
442 * Uses (until the tool breaks)
443 * Maximum level (usually 0, 1, 2 or 3)
446 **Full punch interval**:
447 When used as a weapon, the tool will do full damage if this time is spent
448 between punches. If eg. half the time is spent, the tool will do half
451 **Maximum drop level**
452 Suggests the maximum level of node, when dug with the tool, that will drop
453 it's useful item. (eg. iron ore to drop a lump of iron).
454 - This is not automated; it is the responsibility of the node definition
458 Determines how many uses the tool has when it is used for digging a node,
459 of this group, of the maximum level. For lower leveled nodes, the use count
460 is multiplied by 3^leveldiff.
461 - uses=10, leveldiff=0 -> actual uses: 10
462 - uses=10, leveldiff=1 -> actual uses: 30
463 - uses=10, leveldiff=2 -> actual uses: 90
466 Tells what is the maximum level of a node of this group that the tool will
470 List of digging times for different ratings of the group, for nodes of the
472 * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
473 result in the tool to be able to dig nodes that have a rating of 2 or 3
474 for this group, and unable to dig the rating 1, which is the toughest.
475 Unless there is a matching group that enables digging otherwise.
476 * For entities, damage equals the amount of nodes dug in the time spent
477 between hits, with a maximum time of ''full_punch_interval''.
479 Example definition of the capabilities of a tool
480 -------------------------------------------------
481 tool_capabilities = {
482 full_punch_interval=1.5,
485 crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
489 This makes the tool be able to dig nodes that fullfill both of these:
490 - Have the **crumbly** group
491 - Have a **level** group less or equal to 2
493 Table of resulting digging times:
494 crumbly 0 1 2 3 4 <- level
500 level diff: 2 1 0 -1 -2
502 Table of resulting tool uses:
509 - At crumbly=0, the node is not diggable.
510 - At crumbly=3, the level difference digging time divider kicks in and makes
511 easy nodes to be quickly breakable.
512 - At level > 2, the node is not diggable, because it's level > maxlevel
514 Entity damage mechanism
515 ------------------------
517 - Take the time spent after the last hit
518 - Limit time to full_punch_interval
519 - Take the damage groups and imagine a bunch of nodes that have them
520 - Damage in HP is the amount of nodes destroyed in this time.
522 Client predicts damage based on damage groups. Because of this, it is able to
523 give an immediate response when an entity is damaged or dies; the response is
524 pre-defined somehow (eg. by defining a sprite animation) (not implemented;
526 - Currently a smoke puff will appear when an entity dies.
528 The group **immortal** completely disables normal damage.
530 Entities can define a special armor group, which is **punch_operable**. This
531 group disables the regular damage mechanism for players punching it by hand or
532 a non-tool item, so that it can do something else than take damage.
534 On the Lua side, every punch calls ''entity:on_punch(puncher,
535 time_from_last_punch, tool_capabilities, direction)''. This should never be
536 called directly, because damage is usually not handled by the entity itself.
537 * ''puncher'' is the object performing the punch. Can be nil. Should never be
538 accessed unless absolutely required, to encourage interoperability.
539 * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
540 * ''tool_capabilities'' can be nil.
541 * ''direction'' is a unit vector, pointing from the source of the punch to
544 To punch an entity/object in Lua, call ''object:punch(puncher,
545 time_from_last_punch, tool_capabilities, direction)''.
546 * Return value is tool wear.
547 * Parameters are equal to the above callback.
548 * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
549 automatically filled in based on the location of ''puncher''.
553 dump2(obj, name="_", dumped={})
554 ^ Return object serialized as a string, handles reference loops
556 ^ Return object serialized as a string
557 string:split(separator)
558 ^ eg. string:split("a,b", ",") == {"a","b"}
560 ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
561 minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
562 ^ Convert position to a printable string
563 minetest.string_to_pos(string) -> position
565 minetest namespace reference
566 -----------------------------
567 minetest.get_current_modname() -> string
568 minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
569 ^ Useful for loading additional .lua modules or static data from mod
570 minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
571 ^ Useful for storing custom data
572 minetest.is_singleplayer()
575 ^ Always printed to stderr and logfile (print() is redirected here)
577 minetest.log(loglevel, line)
578 ^ loglevel one of "error", "action", "info", "verbose"
580 Registration functions: (Call these only at load time)
581 minetest.register_entity(name, prototype table)
582 minetest.register_abm(abm definition)
583 minetest.register_node(name, node definition)
584 minetest.register_tool(name, item definition)
585 minetest.register_craftitem(name, item definition)
586 minetest.register_alias(name, convert_to)
587 minetest.register_craft(recipe)
589 Global callback registration functions: (Call these only at load time)
590 minetest.register_globalstep(func(dtime))
591 ^ Called every server step, usually interval of 0.05s
592 minetest.register_on_placenode(func(pos, newnode, placer))
593 ^ Called when a node has been placed
594 minetest.register_on_dignode(func(pos, oldnode, digger))
595 ^ Called when a node has been dug. digger can be nil.
596 minetest.register_on_punchnode(func(pos, node, puncher))
597 ^ Called when a node is punched
598 minetest.register_on_generated(func(minp, maxp, blockseed))
599 ^ Called after generating a piece of world. Modifying nodes inside the area
600 is a bit faster than usually.
601 minetest.register_on_newplayer(func(ObjectRef))
602 ^ Called after a new player has been created
603 minetest.register_on_dieplayer(func(ObjectRef))
604 ^ Called when a player dies
605 minetest.register_on_respawnplayer(func(ObjectRef))
606 ^ Called when player is to be respawned
607 ^ Called _before_ repositioning of player occurs
608 ^ return true in func to disable regular player placement
609 minetest.register_on_chat_message(func(name, message))
611 Other registration functions:
612 minetest.register_chatcommand(cmd, chatcommand definition)
613 minetest.register_privilege(name, definition)
614 ^ definition: "description text"
616 description = "description text",
617 give_to_singleplayer = boolean, -- default: true
619 minetest.register_authentication_handler(handler)
620 ^ See minetest.builtin_auth_handler in builtin.lua for reference
623 minetest.setting_set(name, value)
624 minetest.setting_get(name) -> string or nil
625 minetest.setting_getbool(name) -> boolean value or nil
626 minetest.setting_get_pos(name) -> position or nil
627 minetest.add_to_creative_inventory(itemstring)
630 minetest.notify_authentication_modified(name)
631 ^ Should be called by the authentication handler if privileges change.
632 ^ To report everybody, set name=nil.
633 minetest.get_password_hash(name, raw_password)
634 ^ Convert a name-password pair to a password hash that minetest can use
635 minetest.string_to_privs(str) -> {priv1=true,...}
636 minetest.privs_to_string(privs) -> "priv1,priv2,..."
637 ^ Convert between two privilege representations
638 minetest.set_player_password(name, password_hash)
639 minetest.set_player_privs(name, {priv1=true,...})
640 minetest.get_player_privs(name) -> {priv1=true,...}
641 minetest.auth_reload()
642 ^ These call the authentication handler
643 minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
644 ^ A quickhand for checking privileges
647 minetest.chat_send_all(text)
648 minetest.chat_send_player(name, text)
651 minetest.get_inventory(location) -> InvRef
652 ^ location = eg. {type="player", name="celeron55"}
653 {type="node", pos={x=, y=, z=}}
656 minetest.inventorycube(img1, img2, img3)
657 ^ Returns a string for making an image of a cube (useful as an item image)
658 minetest.get_pointed_thing_position(pointed_thing, above)
659 ^ Get position of a pointed_thing (that you can get from somewhere)
660 minetest.dir_to_facedir(dir)
661 ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"
662 minetest.dir_to_wallmounted(dir)
663 ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
664 minetest.get_node_drops(nodename, toolname)
665 ^ Returns list of item names.
666 ^ Note: This will be removed or modified in a future version.
668 Defaults for the on_* item definition functions:
669 (These return the leftover itemstack)
670 minetest.item_place_node(itemstack, placer, pointed_thing)
671 ^ Place item as a node
672 minetest.item_place_object(itemstack, placer, pointed_thing)
674 minetest.item_place(itemstack, placer, pointed_thing)
675 ^ Use one of the above based on what the item is.
676 minetest.item_drop(itemstack, dropper, pos)
678 minetest.item_eat(hp_change, replace_with_item)
679 ^ Eat the item. replace_with_item can be nil.
681 Defaults for the on_punch and on_dig node definition callbacks:
682 minetest.node_punch(pos, node, puncher)
683 ^ Calls functions registered by minetest.register_on_punchnode()
684 minetest.node_dig(pos, node, digger)
685 ^ Checks if node can be dug, puts item into inventory, removes node
686 ^ Calls functions registered by minetest.registered_on_dignodes()
689 minetest.sound_play(spec, parameters) -> handle
690 ^ spec = SimpleSoundSpec
691 ^ parameters = sound parameter table
692 minetest.sound_stop(handle)
695 minetest.after(time, func, param)
696 ^ Call function after time seconds
697 ^ param is optional; to pass multiple parameters, pass a table.
700 minetest.get_connected_players() -> list of ObjectRefs
701 minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
702 ^ Gives a unique hash number for a node position (16+16+16=48bit)
703 minetest.get_item_group(name, group) -> rating
704 ^ Get rating of a group of an item. (0 = not in group)
705 minetest.get_node_group(name, group) -> rating
706 ^ Deprecated: An alias for the former.
709 minetest.env - EnvRef of the server environment and world.
710 ^ Using this you can access nodes and entities
713 minetest.registered_items
714 ^ List of registered items, indexed by name
715 minetest.registered_nodes
716 ^ List of registered node definitions, indexed by name
717 minetest.registered_craftitems
718 ^ List of registered craft item definitions, indexed by name
719 minetest.registered_tools
720 ^ List of registered tool definitions, indexed by name
721 minetest.registered_entities
722 ^ List of registered entity prototypes, indexed by name
724 ^ List of object references, indexed by active object id
726 ^ List of lua entities, indexed by active object id
728 Deprecated but defined for backwards compatibility:
729 minetest.digprop_constanttime(time)
730 minetest.digprop_stonelike(toughness)
731 minetest.digprop_dirtlike(toughness)
732 minetest.digprop_gravellike(toughness)
733 minetest.digprop_woodlike(toughness)
734 minetest.digprop_leaveslike(toughness)
735 minetest.digprop_glasslike(toughness)
739 EnvRef: basically ServerEnvironment and ServerMap combined.
741 - set_node(pos, node)
742 - add_node(pos, node): alias set_node(pos, node)
743 - remove_node(pos): equivalent to set_node(pos, "air")
745 ^ Returns {name="ignore", ...} for unloaded area
746 - get_node_or_nil(pos)
747 ^ Returns nil for unloaded area
748 - get_node_light(pos, timeofday) -> 0...15 or nil
749 ^ timeofday: nil = current time, 0 = night, 0.5 = day
750 - add_entity(pos, name): Spawn Lua-defined entity at position
751 ^ Returns ObjectRef, or nil if failed
752 - add_item(pos, itemstring): Spawn item
753 ^ Returns ObjectRef, or nil if failed
754 - get_meta(pos) -- Get a NodeMetaRef at that position
755 - get_player_by_name(name) -- Get an ObjectRef to a player
756 - get_objects_inside_radius(pos, radius)
757 - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
759 - find_node_near(pos, radius, nodenames) -> pos or nil
760 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
761 - find_nodes_in_area(minp, maxp, nodenames) -> list of positions
762 ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
763 - get_perlin(seeddiff, octaves, persistence, scale)
764 ^ Return world-specific perlin noise (int(worldseed)+seeddiff)
766 - add_rat(pos): Add C++ rat object (no-op)
767 - add_firefly(pos): Add C++ firefly object (no-op)
769 NodeMetaRef (this stuff is subject to change in a future version)
772 - allows_text_input()
773 - set_text(text) -- eg. set the text of a sign
777 Generic node metadata specific:
778 - set_string(name, value)
780 - set_int(name, value)
782 - set_float(name, value)
784 - get_inventory() -> InvRef
786 ObjectRef: Moving things in the game are generally these
787 (basically reference to a C++ ServerActiveObject)
789 - remove(): remove object (after returning from Lua)
790 - getpos() -> {x=num, y=num, z=num}
791 - setpos(pos); pos={x=num, y=num, z=num}
792 - moveto(pos, continuous=false): interpolated move
793 - punch(puncher, time_from_last_punch, tool_capabilities, direction)
794 ^ puncher = an another ObjectRef,
795 ^ time_from_last_punch = time since last punch action of the puncher
796 - right_click(clicker); clicker = an another ObjectRef
797 - get_hp(): returns number of hitpoints (2 * number of hearts)
798 - set_hp(hp): set number of hitpoints (2 * number of hearts)
799 - get_inventory() -> InvRef
800 - get_wield_list(): returns the name of the inventory list the wielded item is in
801 - get_wield_index(): returns the index of the wielded item
802 - get_wielded_item() -> ItemStack
803 - set_wielded_item(item): replaces the wielded item, returns true if successful
804 - set_armor_groups({group1=rating, group2=rating, ...})
805 - set_properties(object property table)
806 LuaEntitySAO-only: (no-op for other objects)
807 - setvelocity({x=num, y=num, z=num})
808 - getvelocity() -> {x=num, y=num, z=num}
809 - setacceleration({x=num, y=num, z=num})
810 - getacceleration() -> {x=num, y=num, z=num}
812 - getyaw() -> radians
814 - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
815 - select_horiz_by_yawpitch=false)
816 - ^ Select sprite from spritesheet with optional animation and DM-style
817 - texture selection based on yaw relative to camera
818 - get_entity_name() (DEPRECATED: Will be removed in a future version)
820 Player-only: (no-op for other objects)
821 - get_player_name(): will return nil if is not a player
822 - get_look_dir(): get camera direction as a unit vector
823 - get_look_pitch(): pitch in radians
824 - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
826 InvRef: Reference to an inventory
828 - get_size(listname): get size of a list
829 - set_size(listname, size): set size of a list
830 - get_stack(listname, i): get a copy of stack index i in list
831 - set_stack(listname, i, stack): copy stack to index i in list
832 - get_list(listname): return full list
833 - set_list(listname, list): set full list (size will not change)
834 - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
835 - room_for_item(listname, stack): returns true if the stack of items
836 can be fully added to the list
837 - contains_item(listname, stack): returns true if the stack of items
838 can be fully taken from the list
839 remove_item(listname, stack): take as many items as specified from the list,
840 returns the items that were actually removed (as an ItemStack)
842 ItemStack: A stack of items.
843 - Can be created via ItemStack(itemstack or itemstring or table or nil)
845 - is_empty(): return true if stack is empty
846 - get_name(): returns item name (e.g. "default:stone")
847 - get_count(): returns number of items on the stack
848 - get_wear(): returns tool wear (0-65535), 0 for non-tools
849 - get_metadata(): returns metadata (a string attached to an item stack)
850 - clear(): removes all items from the stack, making it empty
851 - replace(item): replace the contents of this stack (item can also
852 be an itemstring or table)
853 - to_string(): returns the stack in itemstring form
854 - to_table(): returns the stack in Lua table form
855 - get_stack_max(): returns the maximum size of the stack (depends on the item)
856 - get_free_space(): returns get_stack_max() - get_count()
857 - is_known(): returns true if the item name refers to a defined item type
858 - get_definition(): returns the item definition table
859 - get_tool_capabilities(): returns the digging properties of the item,
860 ^ or those of the hand if none are defined for this item type
861 - add_wear(amount): increases wear by amount if the item is a tool
862 - add_item(item): put some item or stack onto this stack,
863 ^ returns leftover ItemStack
864 - item_fits(item): returns true if item or stack can be fully added to this one
865 - take_item(n): take (and remove) up to n items from this stack
866 ^ returns taken ItemStack
867 ^ if n is omitted, n=1 is used
868 - peek_item(n): copy (don't remove) up to n items from this stack
869 ^ returns copied ItemStack
870 ^ if n is omitted, n=1 is used
872 PseudoRandom: A pseudorandom number generator
873 - Can be created via PseudoRandom(seed)
875 - next(): return next integer random number [0...32767]
876 - next(min, max): return next integer random number [min...max]
877 (max - min) must be 32767 or <= 6553 due to the simple
878 implementation making bad distribution otherwise.
880 PerlinNoise: A perlin noise generator
881 - Can be created via PerlinNoise(seed, octaves, persistence, scale)
882 - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale)
884 - get2d(pos) -> 2d noise value at pos={x=,y=}
885 - get3d(pos) -> 3d noise value at pos={x=,y=,z=}
889 - Functions receive a "luaentity" as self:
890 - It has the member .name, which is the registered name ("mod:thing")
891 - It has the member .object, which is an ObjectRef pointing to the object
892 - The original prototype stuff is visible directly via a metatable
894 - on_activate(self, staticdata)
895 ^ Called when the object is instantiated.
896 - on_step(self, dtime)
897 ^ Called on every server tick (dtime is usually 0.05 seconds)
898 - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
899 ^ Called when somebody punches the object.
900 ^ Note that you probably want to handle most punches using the
901 automatic armor group system.
902 ^ puncher: ObjectRef (can be nil)
903 ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
904 ^ tool_capabilities: capability table of used tool (can be nil)
905 ^ dir: unit vector of direction of punch. Always defined. Points from
906 the puncher to the punched.
907 - on_rightclick(self, clicker)
908 - get_staticdata(self)
909 ^ Should return a string that will be passed to on_activate when
910 the object is instantiated the next time.
918 collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
919 visual = "cube"/"sprite"/"upright_sprite",
920 visual_size = {x=1, y=1},
921 textures = {}, -- number of required textures depends on visual
922 spritediv = {x=1, y=1},
923 initial_sprite_basepos = {x=0, y=0},
925 makes_footstep_sound = false,
928 Entity definition (register_entity)
930 (Deprecated: Everything in object properties is read directly from here)
932 initial_properties = <initial object properties>,
934 on_activate = function(self, staticdata),
935 on_step = function(self, dtime),
936 on_punch = function(self, hitter),
937 on_rightclick = function(self, clicker),
938 get_staticdata = function(self),
939 ^ Called sometimes; the string returned is passed to on_activate when
940 the entity is re-activated from static state
942 # Also you can define arbitrary member variables here
943 myvariable = whatever,
946 ABM (ActiveBlockModifier) definition (register_abm)
948 -- In the following two fields, also group:groupname will work.
949 nodenames = {"default:lava_source"},
950 neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
951 ^ If left out or empty, any neighbor will do
952 interval = 1.0, -- (operation interval)
953 chance = 1, -- (chance of trigger is 1.0/this)
954 action = func(pos, node, active_object_count, active_object_count_wider),
957 Item definition (register_node, register_craftitem, register_tool)
959 description = "Steel Axe",
960 groups = {}, -- key=name, value=rating; rating=1..3.
961 if rating not applicable, use 1.
962 eg. {wool=1, fluffy=3}
963 {soil=2, outerspace=1, crumbly=1}
965 {hard=1, metal=1, spikes=1}
966 inventory_image = "default_tool_steelaxe.png",
968 wield_scale = {x=1,y=1,z=1},
970 liquids_pointable = false,
971 tool_capabilities = {
972 full_punch_interval = 1.0,
976 fleshy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
977 snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
978 choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
982 on_place = func(itemstack, placer, pointed_thing),
983 ^ default: minetest.item_place
984 on_drop = func(itemstack, dropper, pos),
985 ^ default: minetest.item_drop
986 on_use = func(itemstack, user, pointed_thing),
988 ^ Function must return either nil if no item shall be removed from
989 inventory, or an itemstack to replace the original itemstack.
990 eg. itemstack:take_item(); return itemstack
991 ^ Otherwise, the function is free to do what it wants.
992 ^ The default functions handle regular use cases.
995 Node definition (register_node)
997 <all fields allowed in item definitions>,
1001 tile_images = {"default_unknown_block.png"},
1002 special_materials = {
1003 {image="", backface_culling=true},
1004 {image="", backface_culling=true},
1007 post_effect_color = {a=0, r=0, g=0, b=0},
1009 paramtype2 = "none",
1010 is_ground_content = false,
1011 sunlight_propagates = false,
1016 buildable_to = false,
1018 -- alternatively drop = { max_items = ..., items = { ... } }
1020 liquidtype = "none",
1021 liquid_alternative_flowing = "",
1022 liquid_alternative_source = "",
1023 liquid_viscosity = 0,
1025 damage_per_second = 0,
1026 selection_box = {type="regular"},
1027 legacy_facedir_simple = false, -- Support maps made in and before January 2012
1028 legacy_wallmounted = false, -- Support maps made in and before January 2012
1030 footstep = <SimpleSoundSpec>,
1031 dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
1032 dug = <SimpleSoundSpec>,
1035 on_construct = func(pos),
1036 ^ Node constructor; always called after adding node
1037 ^ Can set up metadata and stuff like that
1038 on_destruct = func(pos),
1039 ^ Node destructor; always called before removing node
1041 on_punch = func(pos, node, puncher),
1042 ^ default: minetest.node_punch
1043 ^ By default: does nothing
1044 on_dig = func(pos, node, digger),
1045 ^ default: minetest.node_dig
1046 ^ By default: checks privileges, wears out tool and removes node
1049 Recipe: (register_craft)
1051 output = 'default:pick_stone',
1053 {'default:cobble', 'default:cobble', 'default:cobble'},
1054 {'', 'default:stick', ''},
1055 {'', 'default:stick', ''},
1057 replacements = <optional list of item pairs,
1058 replace one input item with another item on crafting>
1064 output = 'mushrooms:mushroom_stew',
1067 "mushrooms:mushroom_brown",
1068 "mushrooms:mushroom_red",
1070 replacements = <optional list of item pairs,
1071 replace one input item with another item on crafting>
1074 Recipe (tool repair):
1076 type = "toolrepair",
1077 additional_wear = -0.02,
1083 output = "default:glass",
1084 recipe = "default:sand",
1088 Recipe (furnace fuel):
1091 recipe = "default:leaves",
1095 Chatcommand definition (register_chatcommand)
1097 params = "<name> <privilege>", -- short parameter description
1098 description = "Remove privilege from player", -- full description
1099 privs = {privs=true}, -- require the "privs" privilege to run
1100 func = function(name, param), -- called when command is run