Minetest Lua Modding API Reference 0.4.6 ======================================== More information at http://c55.me/minetest/ Introduction ------------- Content and functionality can be added to Minetest 0.4 by using Lua scripting in run-time loaded mods. A mod is a self-contained bunch of scripts, textures and other related things that is loaded by and interfaces with Minetest. Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client. If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API. You can send such improvements as source code patches to <celeron55@gmail.com>. Programming in Lua ------------------- If you have any difficulty in understanding this, please read: http://www.lua.org/pil/ Startup -------- Mods are loaded during server startup from the mod load paths by running the init.lua scripts in a shared environment. Paths ----- RUN_IN_PLACE=1: (Windows release, local build) $path_user: Linux: <build directory> Windows: <build directory> $path_share: Linux: <build directory> Windows: <build directory> RUN_IN_PLACE=0: (Linux release) $path_share: Linux: /usr/share/minetest Windows: <install directory>/minetest-0.4.x $path_user: Linux: ~/.minetest Windows: C:/users/<user>/AppData/minetest (maybe) Games ----- Games are looked up from: $path_share/games/gameid/ $path_user/games/gameid/ where gameid is unique to each game. The game directory contains the file game.conf, which contains these fields: name = <Human-readable full name of the game> common_mods = <Comma-separated list of common mods> eg. name = Minetest common_mods = bucket, default, doors, fire, stairs Common mods are loaded from the pseudo-game "common". The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game. Mod load path ------------- Generic: $path_share/games/gameid/mods/ $path_share/mods/gameid/ $path_user/games/gameid/mods/ $path_user/mods/gameid/ <-- User-installed mods $worldpath/worldmods/ In a run-in-place version (eg. the distributed windows version): minetest-0.4.x/games/gameid/mods/ minetest-0.4.x/mods/gameid/ <-- User-installed mods minetest-0.4.x/worlds/worldname/worldmods/ On an installed version on linux: /usr/share/minetest/games/gameid/mods/ ~/.minetest/mods/gameid/ <-- User-installed mods ~/.minetest/worlds/worldname/worldmods Mod load path for world-specific games -------------------------------------- It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else. This is useful for eg. adventure worlds. This happens if the following directory exists: $world/game/ Mods should be then be placed in: $world/game/mods/ Modpack support ---------------- Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named modpack.txt. This file shall be empty, except for lines starting with #, which are comments. Mod directory structure ------------------------ mods |-- modname | |-- depends.txt | |-- init.lua | |-- textures | | |-- modname_stuff.png | | `-- modname_something_else.png | |-- sounds | |-- media | `-- <custom data> `-- another modname: The location of this directory can be fetched by using minetest.get_modpath(modname) depends.txt: List of mods that have to be loaded before loading this mod. A single line contains a single modname. init.lua: The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks. minetest.setting_get(name) and minetest.setting_getbool(name) can be used to read custom or existing settings at load time, if necessary. textures, sounds, media: Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod. Naming convention for registered textual names ---------------------------------------------- Registered names should generally be in this format: "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_) This is to prevent conflicting names from corrupting maps and is enforced by the mod loader. Example: mod "experimental", ideal item/node/entity name "tnt": -> the name should be "experimental:tnt". Enforcement can be overridden by prefixing the name with ":". This can be used for overriding the registrations of some other mod. Example: Any mod can redefine experimental:tnt by using the name ":experimental:tnt" when registering it. (also that mod is required to have "experimental" as a dependency) The ":" prefix can also be used for maintaining backwards compatibility. Aliases ------- Aliases can be added by using minetest.register_alias(name, convert_to) This will make Minetest to convert things called name to things called convert_to. This can be used for maintaining backwards compatibility. This can be also used for setting quick access names for things, eg. if you have an item called epiclylongmodname:stuff, you could do minetest.register_alias("stuff", "epiclylongmodname:stuff") and be able to use "/giveme stuff". Textures -------- Mods should generally prefix their textures with modname_, eg. given the mod name "foomod", a texture could be called "foomod_foothing.png" Textures are referred to by their complete name, or alternatively by stripping out the file extension: eg. foomod_foothing.png eg. foomod_foothing Sounds ------- Only OGG files are supported. For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally. Mods should generally prefix their sounds with modname_, eg. given the mod name "foomod", a sound could be called "foomod_foosound.ogg" Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds. When playing the sound "foomod_foosound", the sound is chosen randomly from the available ones of the following files: foomod_foosound.ogg foomod_foosound.0.ogg foomod_foosound.1.ogg ... foomod_foosound.9.ogg Examples of sound parameter tables: -- Play locationless on all clients { gain = 1.0, -- default } -- Play locationless to a player { to_player = name, gain = 1.0, -- default } -- Play in a location { pos = {x=1,y=2,z=3}, gain = 1.0, -- default max_hear_distance = 32, -- default } -- Play connected to an object, looped { object = <an ObjectRef>, gain = 1.0, -- default max_hear_distance = 32, -- default loop = true, -- only sounds connected to objects can be looped } SimpleSoundSpec: eg. "" eg. "default_place_node" eg. {} eg. {name="default_place_node"} eg. {name="default_place_node", gain=1.0} Registered definitions of stuff -------------------------------- Anything added using certain minetest.register_* functions get added to the global minetest.registered_* tables. minetest.register_entity(name, prototype table) -> minetest.registered_entities[name] minetest.register_node(name, node definition) -> minetest.registered_items[name] -> minetest.registered_nodes[name] minetest.register_tool(name, item definition) -> minetest.registered_items[name] minetest.register_craftitem(name, item definition) -> minetest.registered_items[name] Note that in some cases you will stumble upon things that are not contained in these tables (eg. when a mod has been removed). Always check for existence before trying to access the fields. Example: If you want to check the drawtype of a node, you could do: local function get_nodedef_field(nodename, fieldname) if not minetest.registered_nodes[nodename] then return nil end return minetest.registered_nodes[nodename][fieldname] end local drawtype = get_nodedef_field(nodename, "drawtype") Example: minetest.get_item_group(name, group) has been implemented as: function minetest.get_item_group(name, group) if not minetest.registered_items[name] or not minetest.registered_items[name].groups[group] then return 0 end return minetest.registered_items[name].groups[group] end Nodes ------ Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static. The definition of a node is stored and can be accessed by name in minetest.registered_nodes[node.name] See "Registered definitions of stuff". Nodes are passed by value between Lua and the engine. They are represented by a table: {name="name", param1=num, param2=num} param1 and param2 are 8 bit integers. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values. The functions of param1 and param2 are determined by certain fields in the node definition: param1 is reserved for the engine when paramtype != "none": paramtype = "light" ^ The value stores light with and without sun in it's upper and lower 4 bits. param2 is reserved for the engine when any of these are used: liquidtype == "flowing" ^ The level and some flags of the liquid is stored in param2 drawtype == "flowingliquid" ^ The drawn liquid level is read from param2 drawtype == "torchlike" drawtype == "signlike" paramtype2 == "wallmounted" ^ The rotation of the node is stored in param2. You can make this value by using minetest.dir_to_wallmounted(). paramtype2 == "facedir" ^ The rotation of the node is stored in param2. Furnaces and chests are rotated this way. Can be made by using minetest.dir_to_facedir(). Values range 0 - 23 facedir modulo 4 = axisdir 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y- facedir's two less significant bits are rotation around the axis Nodes can also contain extra data. See "Node Metadata". Node drawtypes --------------- There are a bunch of different looking node types. These are mostly just copied from Minetest 0.3; more may be made in the future. Look for examples in games/minimal or games/minetest_game. - normal - airlike - liquid - flowingliquid - glasslike - allfaces - allfaces_optional - torchlike - signlike - plantlike - fencelike - raillike - nodebox -- See below. EXPERIMENTAL Node boxes ----------- Node selection boxes are defined using "node boxes" The "nodebox" node drawtype allows defining visual of nodes consisting of arbitrary number of boxes. It allows defining stuff like stairs. Only the "fixed" box type is supported for these. ^ Please note that this is still experimental, and may be incompatibly changed in the future. A nodebox is defined as any of: { -- A normal cube; the default in most things type = "regular" } { -- A fixed box (facedir param2 is used, if applicable) type = "fixed", fixed = box OR {box1, box2, ...} } { -- A box like the selection box for torches -- (wallmounted param2 is used, if applicable) type = "wallmounted", wall_top = box, wall_bottom = box, wall_side = box } A box is defined as: {x1, y1, z1, x2, y2, z2} A box of a regular node would look like: {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, Ore types --------------- These tell in what manner the ore is generated. All default ores are of the uniformly-distributed scatter type. - scatter Randomly chooses a location and generates a cluster of ore. If noise_params is specified, the ore will be placed if the 3d perlin noise at that point is greater than the noise_threshhold, giving the ability to create a non-equal distribution of ore. - sheet Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params. The relative height of the sheet can be controlled by the same perlin noise as well, by specifying a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or scale when comparing against the noise threshhold, but scale is used to determine relative height. The height of the blob is randomly scattered, with a maximum height of clust_size. clust_scarcity and clust_num_ores are ignored. This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. - claylike - NOT YET IMPLEMENTED Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann neighborhood of clust_size radius. Ore attributes ------------------- Currently supported flags: absheight - absheight Also produce this same ore between the height range of -height_max and -height_min. Useful for having ore in sky realms without having to duplicate ore entries. HUD element types ------------------- The position field is used for all element types. To account for differing resolutions, the position coordinates are the percentage of the screen, ranging in value from 0 to 1. The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn. 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. Below are the specific uses for fields in each type; fields not listed for that type are ignored. Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages. - image Displays an image on the HUD. - scale: The scale of the image, with 1 being the original texture size. Only the X coordinate scale is used. - text: The name of the texture that is displayed. - text Displays text on the HUD. - scale: Defines the bounding rectangle of the text. A value such as {x=100, y=100} should work. - text: The text to be displayed in the HUD element. - number: An integer containing the RGB value of the color used to draw the text. Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on. - statbar Displays a horizontal bar made up of half-images. - text: The name of the texture that is used. - number: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture. - direction - inventory - text: The name of the inventory list to be displayed. - number: Number of items in the inventory to be displayed. - item: Position of item that is selected. - direction Representations of simple things -------------------------------- Position/vector: {x=num, y=num, z=num} Currently the API does not provide any helper functions for addition, subtraction and whatever; you can define those that you need yourself. pointed_thing: {type="nothing"} {type="node", under=pos, above=pos} {type="object", ref=ObjectRef} Items ------ Node (register_node): A node from the world Tool (register_tool): A tool/weapon that can dig and damage things according to tool_capabilities Craftitem (register_craftitem): A miscellaneous item Items and item stacks can exist in three formats: Serialized; This is called stackstring or itemstring: eg. 'default:dirt 5' eg. 'default:pick_wood 21323' eg. 'default:apple' Table format: eg. {name="default:dirt", count=5, wear=0, metadata=""} ^ 5 dirt nodes eg. {name="default:pick_wood", count=1, wear=21323, metadata=""} ^ a wooden pick about 1/3 weared out eg. {name="default:apple", count=1, wear=0, metadata=""} ^ an apple. ItemStack: C++ native format with many helper methods. Useful for converting between formats. See the Class reference section for details. When an item must be passed to a function, it can usually be in any of these formats. Groups ------- In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, capabilities of tool) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is. Usage: - Groups are stored in a table, having the group names with keys and the group ratings as values. For example: groups = {crumbly=3, soil=1} ^ Default dirt (soil group actually currently not defined; TODO) groups = {crumbly=2, soil=1, level=2, outerspace=1} ^ A more special dirt-kind of thing - Groups always have a rating associated with them. If there is no useful meaning for a rating for an enabled group, it shall be 1. - When not defined, the rating of a group defaults to 0. Thus when you read groups, you must interpret nil and 0 as the same value, 0. You can read the rating of a group for an item or a node by using minetest.get_item_group(itemname, groupname) Groups of items ---------------- Groups of items can define what kind of an item it is (eg. wool). Groups of nodes ---------------- In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool. Groups of entities ------------------- For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. See "Entity damage mechanism". object.get_armor_groups() -> a group-rating table (eg. {fleshy=100}) object.set_armor_groups({fleshy=30, cracky=80}) Groups of tools ---------------- Groups in tools define which groups of nodes and entities they are effective towards. Groups in crafting recipes --------------------------- An example: Make meat soup from any meat, any water and any bowl { output = 'food:meat_soup_raw', recipe = { {'group:meat'}, {'group:water'}, {'group:bowl'}, }, -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) } An another example: Make red wool from white wool and red dye { type = 'shapeless', output = 'wool:red', recipe = {'wool:white', 'group:dye,basecolor_red'}, } Special groups --------------- - immortal: Disables the group damage system for an entity - level: Can be used to give an additional sense of progression in the game. - A larger level will cause eg. a weapon of a lower level make much less damage, and get weared out much faster, or not be able to get drops from destroyed nodes. - 0 is something that is directly accessible at the start of gameplay - There is no upper limit - dig_immediate: (player can always pick up node without tool wear) - 2: node is removed without tool wear after 0.5 seconds or so (rail, sign) - 3: node is removed without tool wear immediately (torch) - disable_jump: Player (and possibly other things) cannot jump from node - fall_damage_add_percent: damage speed = speed * (1 + value/100) - bouncy: value is bounce speed in percent - falling_node: if there is no walkable block under the node it will fall - attached_node: if the node under it is not a walkable block the node will be dropped as an item. If the node is wallmounted the wallmounted direction is checked. Known damage and digging time defining groups ---------------------------------------------- - crumbly: dirt, sand - cracky: tough but crackable stuff like stone. - snappy: something that can be cut using fine tools; eg. leaves, small plants, wire, sheets of metal - choppy: something that can be cut using force; eg. trees, wooden planks - fleshy: Living things like animals and the player. This could imply some blood effects when hitting. - explody: Especially prone to explosions - oddly_breakable_by_hand: Can be added to nodes that shouldn't logically be breakable by the hand but are. Somewhat similar to dig_immediate, but times are more like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the speed of a tool if the tool can dig at a faster speed than this suggests for the hand. Examples of custom groups -------------------------- Item groups are often used for defining, well, //groups of items//. - meat: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant - it is not defined as of yet) - eatable: anything that can be eaten. Rating might define HP gain in half hearts. - flammable: can be set on fire. Rating might define the intensity of the fire, affecting eg. the speed of the spreading of an open fire. - wool: any wool (any origin, any color) - metal: any metal - weapon: any weapon - heavy: anything considerably heavy Digging time calculation specifics ----------------------------------- Groups such as **crumbly**, **cracky** and **snappy** are used for this purpose. Rating is 1, 2 or 3. A higher rating for such a group implies faster digging time. The **level** group is used to limit the toughness of nodes a tool can dig and to scale the digging times / damage to a greater extent. ^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's full potential. Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools. **Tools define:** * Full punch interval * Maximum drop level * For an arbitrary list of groups: * Uses (until the tool breaks) * Maximum level (usually 0, 1, 2 or 3) * Digging times * Damage groups **Full punch interval**: When used as a weapon, the tool will do full damage if this time is spent between punches. If eg. half the time is spent, the tool will do half damage. **Maximum drop level** Suggests the maximum level of node, when dug with the tool, that will drop it's useful item. (eg. iron ore to drop a lump of iron). - This is not automated; it is the responsibility of the node definition to implement this **Uses** Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. For lower leveled nodes, the use count is multiplied by 3^leveldiff. - uses=10, leveldiff=0 -> actual uses: 10 - uses=10, leveldiff=1 -> actual uses: 30 - uses=10, leveldiff=2 -> actual uses: 90 **Maximum level** Tells what is the maximum level of a node of this group that the tool will be able to dig. **Digging times** List of digging times for different ratings of the group, for nodes of the maximum level. * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would result in the tool to be able to dig nodes that have a rating of 2 or 3 for this group, and unable to dig the rating 1, which is the toughest. Unless there is a matching group that enables digging otherwise. **Damage groups** List of damage for groups of entities. See "Entity damage mechanism". Example definition of the capabilities of a tool ------------------------------------------------- tool_capabilities = { full_punch_interval=1.5, max_drop_level=1, groupcaps={ crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} } damage_groups = {fleshy=2}, } This makes the tool be able to dig nodes that fullfill both of these: - Have the **crumbly** group - Have a **level** group less or equal to 2 Table of resulting digging times: crumbly 0 1 2 3 4 <- level -> 0 - - - - - 1 0.80 1.60 1.60 - - 2 0.60 1.20 1.20 - - 3 0.40 0.80 0.80 - - level diff: 2 1 0 -1 -2 Table of resulting tool uses: -> 0 - - - - - 1 180 60 20 - - 2 180 60 20 - - 3 180 60 20 - - Notes: - At crumbly=0, the node is not diggable. - At crumbly=3, the level difference digging time divider kicks in and makes easy nodes to be quickly breakable. - At level > 2, the node is not diggable, because it's level > maxlevel Entity damage mechanism ------------------------ Damage calculation: damage = 0 foreach group in cap.damage_groups: damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) * (object.armor_groups[group] / 100.0) -- Where object.armor_groups[group] is 0 for inexisting values return damage Client predicts damage based on damage groups. Because of this, it is able to give an immediate response when an entity is damaged or dies; the response is pre-defined somehow (eg. by defining a sprite animation) (not implemented; TODO). - Currently a smoke puff will appear when an entity dies. The group **immortal** completely disables normal damage. Entities can define a special armor group, which is **punch_operable**. This group disables the regular damage mechanism for players punching it by hand or a non-tool item, so that it can do something else than take damage. On the Lua side, every punch calls ''entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)''. This should never be called directly, because damage is usually not handled by the entity itself. * ''puncher'' is the object performing the punch. Can be nil. Should never be accessed unless absolutely required, to encourage interoperability. * ''time_from_last_punch'' is time from last punch (by puncher) or nil. * ''tool_capabilities'' can be nil. * ''direction'' is a unit vector, pointing from the source of the punch to the punched object. To punch an entity/object in Lua, call ''object:punch(puncher, time_from_last_punch, tool_capabilities, direction)''. * Return value is tool wear. * Parameters are equal to the above callback. * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be automatically filled in based on the location of ''puncher''. Node Metadata ------------- The instance of a node in the world normally only contains the three values mentioned in "Nodes". However, it is possible to insert extra data into a node. It is called "node metadata"; See "NodeMetaRef". Metadata contains two things: - A key-value store - An inventory Some of the values in the key-value store are handled specially: - formspec: Defines a right-click inventory menu. See "Formspec". - infotext: Text shown on the screen when the node is pointed at Example stuff: local meta = minetest.env:get_meta(pos) meta:set_string("formspec", "invsize[8,9;]".. "list[context;main;0,0;8,4;]".. "list[current_player;main;0,5;8,4;]") meta:set_string("infotext", "Chest"); local inv = meta:get_inventory() inv:set_size("main", 8*4) print(dump(meta:to_table())) meta:from_table({ inventory = { 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] = ""} }, fields = { formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", infotext = "Chest" } }) Formspec -------- Formspec defines a menu. Currently not much else than inventories are supported. It is a string, with a somewhat strange format. Spaces and newlines can be inserted between the blocks, as is used in the examples. Examples: - Chest: invsize[8,9;] list[context;main;0,0;8,4;] list[current_player;main;0,5;8,4;] - Furnace: invsize[8,9;] list[context;fuel;2,3;1,1;] list[context;src;2,1;1,1;] list[context;dst;5,1;2,2;] list[current_player;main;0,5;8,4;] - Minecraft-like player inventory invsize[8,7.5;] image[1,0.6;1,2;player.png] list[current_player;main;0,3.5;8,4;] list[current_player;craft;3,0;3,3;] list[current_player;craftpreview;7,1;1,1;] Elements: size[<W>,<H>] ^ Define the size of the menu in inventory slots ^ deprecated: invsize[<W>,<H>;] list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;] list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>] ^ Show an inventory list image[<X>,<Y>;<W>,<H>;<texture name>] ^ Show an image ^ Position and size units are inventory slots item_image[<X>,<Y>;<W>,<H>;<item name>] ^ Show an inventory image of registered item/node ^ Position and size units are inventory slots background[<X>,<Y>;<W>,<H>;<texture name>] ^ Use a background. Inventory rectangles are not drawn then. ^ Position and size units are inventory slots ^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>] ^ Textual field; will be sent to server when a button is clicked ^ x and y position the field relative to the top left of the menu ^ w and h are the size of the field ^ fields are a set height, but will be vertically centred on h ^ Position and size units are inventory slots ^ name is the name of the field as returned in fields to on_receive_fields ^ label, if not blank, will be text printed on the top left above the field ^ default is the default value of the field ^ default may contain variable references such as '${text}' which will fill the value from the metadata value 'text' ^ Note: no extra text or more than a single variable is supported ATM. field[<name>;<label>;<default>] ^ as above but without position/size units ^ special field for creating simple forms, such as sign text input ^ must be used without a size[] element ^ a 'Proceed' button will be added automatically textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>] ^ same as fields above, but with multi-line input label[<X>,<Y>;<label>] ^ x and y work as per field ^ label is the text on the label ^ Position and size units are inventory slots button[<X>,<Y>;<W>,<H>;<name>;<label>] ^ Clickable button. When clicked, fields will be sent. ^ x, y and name work as per field ^ w and h are the size of the button ^ label is the text on the button ^ Position and size units are inventory slots image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>] ^ x, y, w, h, and name work as per button ^ image is the filename of an image ^ Position and size units are inventory slots item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>] ^ x, y, w, h, name and label work as per button ^ item name is the registered name of an item/node, tooltip will be made out of its descritption ^ Position and size units are inventory slots button_exit[<X>,<Y>;<W>,<H>;<name>;<label>] ^ When clicked, fields will be sent and the form will quit. image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>] ^ When clicked, fields will be sent and the form will quit. Inventory location: - "context": Selected node metadata (deprecated: "current_name") - "current_player": Player to whom the menu is shown - "player:<name>": Any player - "nodemeta:<X>,<Y>,<Z>": Any node metadata - "detached:<name>": A detached inventory Helper functions ----------------- dump2(obj, name="_", dumped={}) ^ Return object serialized as a string, handles reference loops dump(obj, dumped={}) ^ Return object serialized as a string string:split(separator) ^ eg. string:split("a,b", ",") == {"a","b"} string:trim() ^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar" minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)" ^ Convert position to a printable string minetest.string_to_pos(string) -> position ^ Same but in reverse minetest.formspec_escape(string) -> string ^ escapes characters like [, ], and \ that can not be used in formspecs minetest namespace reference ----------------------------- minetest.get_current_modname() -> string minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname" ^ Useful for loading additional .lua modules or static data from mod minetest.get_modnames() -> list of installed mods ^ Return a list of installed mods, sorted alphabetically minetest.get_worldpath() -> eg. "/home/user/.minetest/world" ^ Useful for storing custom data minetest.is_singleplayer() minetest.debug(line) ^ Always printed to stderr and logfile (print() is redirected here) minetest.log(line) minetest.log(loglevel, line) ^ loglevel one of "error", "action", "info", "verbose" Registration functions: (Call these only at load time) minetest.register_entity(name, prototype table) minetest.register_abm(abm definition) minetest.register_node(name, node definition) minetest.register_tool(name, item definition) minetest.register_craftitem(name, item definition) minetest.register_alias(name, convert_to) minetest.register_craft(recipe) minetest.register_ore(ore definition) Global callback registration functions: (Call these only at load time) minetest.register_globalstep(func(dtime)) ^ Called every server step, usually interval of 0.05s minetest.register_on_shutdown(func()) ^ Called before server shutdown ^ WARNING: If the server terminates abnormally (i.e. crashes), the registered callbacks WILL LIKELY NOT BE RUN. Data should be saved at semi-frequent intervals as well as on server shutdown. minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack)) ^ Called when a node has been placed ^ If return true no item is taken from itemstack ^ Deprecated: Use on_construct or after_place_node in node definition instead minetest.register_on_dignode(func(pos, oldnode, digger)) ^ Called when a node has been dug. ^ Deprecated: Use on_destruct or after_dig_node in node definition instead minetest.register_on_punchnode(func(pos, node, puncher)) ^ Called when a node is punched minetest.register_on_generated(func(minp, maxp, blockseed)) ^ Called after generating a piece of world. Modifying nodes inside the area is a bit faster than usually. minetest.register_on_newplayer(func(ObjectRef)) ^ Called after a new player has been created minetest.register_on_dieplayer(func(ObjectRef)) ^ Called when a player dies minetest.register_on_respawnplayer(func(ObjectRef)) ^ Called when player is to be respawned ^ Called _before_ repositioning of player occurs ^ return true in func to disable regular player placement minetest.register_on_joinplayer(func(ObjectRef)) ^ Called when a player joins the game minetest.register_on_leaveplayer(func(ObjectRef)) ^ Called when a player leaves the game minetest.register_on_chat_message(func(name, message)) ^ Called always when a player says something minetest.register_on_player_receive_fields(func(player, formname, fields)) ^ Called when a button is pressed in player's inventory form ^ Newest functions are called first ^ If function returns true, remaining functions are not called Other registration functions: minetest.register_chatcommand(cmd, chatcommand definition) minetest.register_privilege(name, definition) ^ definition: "description text" ^ definition: { description = "description text", give_to_singleplayer = boolean, -- default: true } minetest.register_authentication_handler(handler) ^ See minetest.builtin_auth_handler in builtin.lua for reference Setting-related: minetest.setting_set(name, value) minetest.setting_get(name) -> string or nil minetest.setting_getbool(name) -> boolean value or nil minetest.setting_get_pos(name) -> position or nil minetest.setting_save() -> nil, save all settings to config file minetest.add_to_creative_inventory(itemstring) Authentication: minetest.notify_authentication_modified(name) ^ Should be called by the authentication handler if privileges change. ^ To report everybody, set name=nil. minetest.get_password_hash(name, raw_password) ^ Convert a name-password pair to a password hash that minetest can use minetest.string_to_privs(str) -> {priv1=true,...} minetest.privs_to_string(privs) -> "priv1,priv2,..." ^ Convert between two privilege representations minetest.set_player_password(name, password_hash) minetest.set_player_privs(name, {priv1=true,...}) minetest.get_player_privs(name) -> {priv1=true,...} minetest.auth_reload() ^ These call the authentication handler minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs ^ A quickhand for checking privileges Chat: minetest.chat_send_all(text) minetest.chat_send_player(name, text) Inventory: minetest.get_inventory(location) -> InvRef ^ location = eg. {type="player", name="celeron55"} {type="node", pos={x=, y=, z=}} {type="detached", name="creative"} minetest.create_detached_inventory(name, callbacks) -> InvRef ^ callbacks: See "Detached inventory callbacks" ^ Creates a detached inventory. If it already exists, it is cleared. minetest.show_formspec(playername, formname, formspec) ^ playername: name of player to show formspec ^ formname: name passed to on_player_receive_fields callbacks ^ should follow "modname:<whatever>" naming convention ^ formspec: formspec to display Item handling: minetest.inventorycube(img1, img2, img3) ^ Returns a string for making an image of a cube (useful as an item image) minetest.get_pointed_thing_position(pointed_thing, above) ^ Get position of a pointed_thing (that you can get from somewhere) minetest.dir_to_facedir(dir) ^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir" minetest.dir_to_wallmounted(dir) ^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted" minetest.get_node_drops(nodename, toolname) ^ Returns list of item names. ^ Note: This will be removed or modified in a future version. minetest.get_craft_result(input) -> output, decremented_input ^ input.method = 'normal' or 'cooking' or 'fuel' ^ input.width = for example 3 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4, stack 5, stack 6, stack 7, stack 8, stack 9 } ^ output.item = ItemStack, if unsuccessful: empty ItemStack ^ output.time = number, if unsuccessful: 0 ^ decremented_input = like input minetest.get_craft_recipe(output) -> input ^ returns last registered recipe for output item (node) ^ output is a node or item type such as 'default:torch' ^ input.method = 'normal' or 'cooking' or 'fuel' ^ input.width = for example 3 ^ input.items = for example { stack 1, stack 2, stack 3, stack 4, stack 5, stack 6, stack 7, stack 8, stack 9 } ^ input.items = nil if no recipe found minetest.get_all_craft_recipes(query item) -> table or nil ^ returns indexed table with all registered recipes for query item (node) or nil if no recipe was found recipe entry table: { method = 'normal' or 'cooking' or 'fuel' width = 0-3, 0 means shapeless recipe items = indexed [1-9] table with recipe items output = string with item name and quantity } Example query for default:gold_ingot will return table: { 1={type = "cooking", width = 3, output = "default:gold_ingot", items = {1 = "default:gold_lump"}}, 2={type = "normal", width = 1, output = "default:gold_ingot 9", items = {1 = "default:goldblock"}} } minetest.handle_node_drops(pos, drops, digger) ^ drops: list of itemstrings ^ Handles drops from nodes after digging: Default action is to put them into digger's inventory ^ Can be overridden to get different functionality (eg. dropping items on ground) Rollbacks: minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds ^ Find who has done something to a node, or near a node ^ actor: "player:<name>", also "liquid". minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages ^ Revert latest actions of someone ^ actor: "player:<name>", also "liquid". Defaults for the on_* item definition functions: (These return the leftover itemstack) minetest.item_place_node(itemstack, placer, pointed_thing) ^ Place item as a node minetest.item_place_object(itemstack, placer, pointed_thing) ^ Place item as-is minetest.item_place(itemstack, placer, pointed_thing) ^ Use one of the above based on what the item is. ^ Calls on_rightclick of pointed_thing.under if defined instead ^ Note: is not called when wielded item overrides on_place minetest.item_drop(itemstack, dropper, pos) ^ Drop the item minetest.item_eat(hp_change, replace_with_item) ^ Eat the item. replace_with_item can be nil. Defaults for the on_punch and on_dig node definition callbacks: minetest.node_punch(pos, node, puncher) ^ Calls functions registered by minetest.register_on_punchnode() minetest.node_dig(pos, node, digger) ^ Checks if node can be dug, puts item into inventory, removes node ^ Calls functions registered by minetest.registered_on_dignodes() Sounds: minetest.sound_play(spec, parameters) -> handle ^ spec = SimpleSoundSpec ^ parameters = sound parameter table minetest.sound_stop(handle) Timing: minetest.after(time, func, ...) ^ Call function after time seconds ^ Optional: Variable number of arguments that are passed to func Server: minetest.request_shutdown() -> request for server shutdown minetest.get_server_status() -> server status string Bans: minetest.get_ban_list() -> ban list (same as minetest.get_ban_description("")) minetest.get_ban_description(ip_or_name) -> ban description (string) minetest.ban_player(name) -> ban a player minetest.unban_player_or_ip(name) -> unban player or IP address Particles: minetest.add_particle(pos, velocity, acceleration, expirationtime, size, collisiondetection, texture, playername) ^ Spawn particle at pos with velocity and acceleration ^ Disappears after expirationtime seconds ^ collisiondetection: if true collides with physical objects ^ Uses texture (string) ^ Playername is optional, if specified spawns particle only on the player's client minetest.add_particlespawner(amount, time, minpos, maxpos, minvel, maxvel, minacc, maxacc, minexptime, maxexptime, minsize, maxsize, collisiondetection, texture, playername) ^ Add a particlespawner, an object that spawns an amount of particles over time seconds ^ The particle's properties are random values in between the boundings: ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration), ^ minsize/maxsize, minexptime/maxexptime (expirationtime) ^ collisiondetection: if true uses collisiondetection ^ Uses texture (string) ^ Playername is optional, if specified spawns particle only on the player's client ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base ^ Returns and id minetest.delete_particlespawner(id, player) ^ Delete ParticleSpawner with id (return value from add_particlespawner) ^ If playername is specified, only deletes on the player's client, ^ otherwise on all clients Random: minetest.get_connected_players() -> list of ObjectRefs minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer ^ Gives a unique hash number for a node position (16+16+16=48bit) minetest.get_item_group(name, group) -> rating ^ Get rating of a group of an item. (0 = not in group) minetest.get_node_group(name, group) -> rating ^ Deprecated: An alias for the former. minetest.serialize(table) -> string ^ Convert a table containing tables, strings, numbers, booleans and nils into string form readable by minetest.deserialize ^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }' minetest.deserialize(string) -> table ^ Convert a string returned by minetest.deserialize into a table ^ String is loaded in an empty sandbox environment. ^ Will load functions, but they cannot access the global environment. ^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'} ^ Example: deserialize('print("foo")') -> nil (function call fails) ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value) Global objects: minetest.env - EnvRef of the server environment and world. ^ Using this you can access nodes and entities Global tables: minetest.registered_items ^ List of registered items, indexed by name minetest.registered_nodes ^ List of registered node definitions, indexed by name minetest.registered_craftitems ^ List of registered craft item definitions, indexed by name minetest.registered_tools ^ List of registered tool definitions, indexed by name minetest.registered_entities ^ List of registered entity prototypes, indexed by name minetest.object_refs ^ List of object references, indexed by active object id minetest.luaentities ^ List of lua entities, indexed by active object id Deprecated but defined for backwards compatibility: minetest.digprop_constanttime(time) minetest.digprop_stonelike(toughness) minetest.digprop_dirtlike(toughness) minetest.digprop_gravellike(toughness) minetest.digprop_woodlike(toughness) minetest.digprop_leaveslike(toughness) minetest.digprop_glasslike(toughness) Class reference ---------------- EnvRef: basically ServerEnvironment and ServerMap combined. methods: - set_node(pos, node) - add_node(pos, node): alias set_node(pos, node) ^ Set node at position (node = {name="foo", param1=0, param2=0}) - remove_node(pos) ^ Equivalent to set_node(pos, "air") - get_node(pos) ^ Returns {name="ignore", ...} for unloaded area - get_node_or_nil(pos) ^ Returns nil for unloaded area - get_node_light(pos, timeofday) -> 0...15 or nil ^ timeofday: nil = current time, 0 = night, 0.5 = day - place_node(pos, node) ^ Place node with the same effects that a player would cause - dig_node(pos) ^ Dig node with the same effects that a player would cause - punch_node(pos) ^ Punch node with the same effects that a player would cause - get_meta(pos) -- Get a NodeMetaRef at that position - get_node_timer(pos) -- Get NodeTimerRef - add_entity(pos, name): Spawn Lua-defined entity at position ^ Returns ObjectRef, or nil if failed - add_item(pos, item): Spawn item ^ Returns ObjectRef, or nil if failed - get_player_by_name(name) -- Get an ObjectRef to a player - get_objects_inside_radius(pos, radius) - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday - get_timeofday() - find_node_near(pos, radius, nodenames) -> pos or nil ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt" - find_nodes_in_area(minp, maxp, nodenames) -> list of positions ^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt" - get_perlin(seeddiff, octaves, persistence, scale) ^ Return world-specific perlin noise (int(worldseed)+seeddiff) - clear_objects() ^ clear all objects in the environments - line_of_sight(pos1,pos2,stepsize) ->true/false ^ checkif there is a direct line of sight between pos1 and pos2 ^ pos1 First position ^ pos2 Second position ^ stepsize smaller gives more accurate results but requires more computing time. Default is 1. -find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm) -> table containing path ^ returns a table of 3d points representing a path from pos1 to pos2 or nil ^ pos1: start position ^ pos2: end position ^ searchdistance: number of blocks to search in each direction ^ max_jump: maximum height difference to consider walkable ^ max_drop: maximum height difference to consider droppable ^ algorithm: A*_noprefetch(default), A*, Dijkstra - spawn_tree (pos, {treedef}) ^ spawns L-System tree at given pos with definition in treedef table treedef={ axiom, - string initial tree axiom rules_a, - string rules set A rules_b, - string rules set B rules_c, - string rules set C rules_d, - string rules set D trunk, - string trunk node name leaves, - string leaves node name leaves2, - string secondary leaves node name leaves2_chance,- num chance (0-100) to replace leaves with leaves2 angle, - num angle in deg iterations, - num max # of iterations, usually 2 -5 random_level, - num factor to lower nr of iterations, usually 0 - 3 trunk_type, - string single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape thin_branches, - boolean true -> use thin (1 node) branches fruit, - string fruit node name fruit_chance, - num chance (0-100) to replace leaves with fruit node seed, - num random seed } Key for Special L-System Symbols used in Axioms G - move forward one unit with the pen up F - move forward one unit with the pen down drawing trunks and branches f - move forward one unit with the pen down drawing leaves (100% chance) T - move forward one unit with the pen down drawing trunks only R - move forward one unit with the pen down placing fruit A - replace with rules set A B - replace with rules set B C - replace with rules set C D - replace with rules set D a - replace with rules set A, chance 90% b - replace with rules set B, chance 80% c - replace with rules set C, chance 70% d - replace with rules set D, chance 60% + - yaw the turtle right by angle parameter - - yaw the turtle left by angle parameter & - pitch the turtle down by angle parameter ^ - pitch the turtle up by angle parameter / - roll the turtle to the right by angle parameter * - roll the turtle to the left by angle parameter [ - save in stack current state info ] - recover from stack state info Example usage: spawn small apple tree apple_tree={ axiom="FFFFFAFFBF", rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]", rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]", trunk="default:tree", leaves="default:leaves", angle=30, iterations=2, random_level=0, trunk_type="single", thin_branches=true, fruit_chance=10, fruit="default:apple" } minetest.env:spawn_tree(pos,apple_tree) Deprecated: - add_rat(pos): Add C++ rat object (no-op) - add_firefly(pos): Add C++ firefly object (no-op) NodeMetaRef: Node metadata - reference extra data and functionality stored in a node - Can be gotten via minetest.env:get_nodemeta(pos) methods: - set_string(name, value) - get_string(name) - set_int(name, value) - get_int(name) - set_float(name, value) - get_float(name) - get_inventory() -> InvRef - to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}} - from_table(nil or {}) ^ See "Node Metadata" NodeTimerRef: Node Timers - a high resolution persistent per-node timer - Can be gotten via minetest.env:get_node_timer(pos) methods: - set(timeout,elapsed) ^ set a timer's state ^ timeout is in seconds, and supports fractional values (0.1 etc) ^ elapsed is in seconds, and supports fractional values (0.1 etc) ^ will trigger the node's on_timer function after timeout-elapsed seconds - start(timeout) ^ start a timer ^ equivelent to set(timeout,0) - stop() ^ stops the timer - get_timeout() -> current timeout in seconds ^ if timeout is 0, timer is inactive - get_elapsed() -> current elapsed time in seconds ^ the node's on_timer function will be called after timeout-elapsed seconds - is_started() -> boolean state of timer ^ returns true if timer is started, otherwise false ObjectRef: Moving things in the game are generally these (basically reference to a C++ ServerActiveObject) methods: - remove(): remove object (after returning from Lua) - getpos() -> {x=num, y=num, z=num} - setpos(pos); pos={x=num, y=num, z=num} - moveto(pos, continuous=false): interpolated move - punch(puncher, time_from_last_punch, tool_capabilities, direction) ^ puncher = an another ObjectRef, ^ time_from_last_punch = time since last punch action of the puncher ^ direction: can be nil - right_click(clicker); clicker = an another ObjectRef - get_hp(): returns number of hitpoints (2 * number of hearts) - set_hp(hp): set number of hitpoints (2 * number of hearts) - get_inventory() -> InvRef - get_wield_list(): returns the name of the inventory list the wielded item is in - get_wield_index(): returns the index of the wielded item - get_wielded_item() -> ItemStack - set_wielded_item(item): replaces the wielded item, returns true if successful - set_armor_groups({group1=rating, group2=rating, ...}) - set_animation({x=1,y=1}, frame_speed=15, frame_blend=0) - set_attach(parent, bone, position, rotation) ^ bone = string ^ position = {x=num, y=num, z=num} (relative) ^ rotation = {x=num, y=num, z=num} - set_detach() - set_bone_position(bone, position, rotation) ^ bone = string ^ position = {x=num, y=num, z=num} (relative) ^ rotation = {x=num, y=num, z=num} - set_properties(object property table) LuaEntitySAO-only: (no-op for other objects) - setvelocity({x=num, y=num, z=num}) - getvelocity() -> {x=num, y=num, z=num} - setacceleration({x=num, y=num, z=num}) - getacceleration() -> {x=num, y=num, z=num} - setyaw(radians) - getyaw() -> radians - settexturemod(mod) - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2, - select_horiz_by_yawpitch=false) ^ Select sprite from spritesheet with optional animation and DM-style texture selection based on yaw relative to camera - get_entity_name() (DEPRECATED: Will be removed in a future version) - get_luaentity() Player-only: (no-op for other objects) - is_player(): true for players, false for others - get_player_name(): returns "" if is not a player - get_look_dir(): get camera direction as a unit vector - get_look_pitch(): pitch in radians - get_look_yaw(): yaw in radians (wraps around pretty randomly as of now) - set_look_pitch(radians): sets look pitch - set_look_yaw(radians): sets look yaw - set_inventory_formspec(formspec) ^ Redefine player's inventory form ^ Should usually be called in on_joinplayer - get_inventory_formspec() -> formspec string - get_player_control(): returns table with player pressed keys {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool} - get_player_control_bits(): returns integer with bit packed player pressed keys bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB - set_physics_override(speed, jump, gravity) modifies per-player walking speed, jump height, and gravity. Values default to 1 and act as offsets to the physics settings in minetest.conf. nil will keep the current setting. - hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success - hud_remove(id): remove the HUD element of the specified id - hud_change(id, stat, value): change a value of a previously added HUD element ^ element stat values: position, name, scale, text, number, item, dir - hud_get(id): gets the HUD element definition structure of the specified ID InvRef: Reference to an inventory methods: - is_empty(listname): return true if list is empty - get_size(listname): get size of a list - set_size(listname, size): set size of a list - get_width(listname): get width of a list - set_width(listname, width): set width of list; currently used for crafting - get_stack(listname, i): get a copy of stack index i in list - set_stack(listname, i, stack): copy stack to index i in list - get_list(listname): return full list - set_list(listname, list): set full list (size will not change) - add_item(listname, stack): add item somewhere in list, returns leftover ItemStack - room_for_item(listname, stack): returns true if the stack of items can be fully added to the list - contains_item(listname, stack): returns true if the stack of items can be fully taken from the list remove_item(listname, stack): take as many items as specified from the list, returns the items that were actually removed (as an ItemStack) - get_location() -> location compatible to minetest.get_inventory(location) -> {type="undefined"} in case location is not known ItemStack: A stack of items. - Can be created via ItemStack(itemstack or itemstring or table or nil) methods: - is_empty(): return true if stack is empty - get_name(): returns item name (e.g. "default:stone") - get_count(): returns number of items on the stack - get_wear(): returns tool wear (0-65535), 0 for non-tools - get_metadata(): returns metadata (a string attached to an item stack) - clear(): removes all items from the stack, making it empty - replace(item): replace the contents of this stack (item can also be an itemstring or table) - to_string(): returns the stack in itemstring form - to_table(): returns the stack in Lua table form - get_stack_max(): returns the maximum size of the stack (depends on the item) - get_free_space(): returns get_stack_max() - get_count() - is_known(): returns true if the item name refers to a defined item type - get_definition(): returns the item definition table - get_tool_capabilities(): returns the digging properties of the item, ^ or those of the hand if none are defined for this item type - add_wear(amount): increases wear by amount if the item is a tool - add_item(item): put some item or stack onto this stack, ^ returns leftover ItemStack - item_fits(item): returns true if item or stack can be fully added to this one - take_item(n): take (and remove) up to n items from this stack ^ returns taken ItemStack ^ if n is omitted, n=1 is used - peek_item(n): copy (don't remove) up to n items from this stack ^ returns copied ItemStack ^ if n is omitted, n=1 is used PseudoRandom: A pseudorandom number generator - Can be created via PseudoRandom(seed) methods: - next(): return next integer random number [0...32767] - next(min, max): return next integer random number [min...max] (max - min) must be 32767 or <= 6553 due to the simple implementation making bad distribution otherwise. PerlinNoise: A perlin noise generator - Can be created via PerlinNoise(seed, octaves, persistence, scale) - Also minetest.env:get_perlin(seeddiff, octaves, persistence, scale) methods: - get2d(pos) -> 2d noise value at pos={x=,y=} - get3d(pos) -> 3d noise value at pos={x=,y=,z=} Registered entities -------------------- - Functions receive a "luaentity" as self: - It has the member .name, which is the registered name ("mod:thing") - It has the member .object, which is an ObjectRef pointing to the object - The original prototype stuff is visible directly via a metatable - Callbacks: - on_activate(self, staticdata) ^ Called when the object is instantiated. - on_step(self, dtime) ^ Called on every server tick (dtime is usually 0.05 seconds) - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir) ^ Called when somebody punches the object. ^ Note that you probably want to handle most punches using the automatic armor group system. ^ puncher: ObjectRef (can be nil) ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil) ^ tool_capabilities: capability table of used tool (can be nil) ^ dir: unit vector of direction of punch. Always defined. Points from the puncher to the punched. - on_rightclick(self, clicker) - get_staticdata(self) ^ Should return a string that will be passed to on_activate when the object is instantiated the next time. Definition tables ------------------ Object Properties { hp_max = 1, physical = true, weight = 5, collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, visual = "cube"/"sprite"/"upright_sprite"/"mesh", visual_size = {x=1, y=1}, mesh = "model", textures = {}, -- number of required textures depends on visual colors = {}, -- number of required colors depends on visual spritediv = {x=1, y=1}, initial_sprite_basepos = {x=0, y=0}, is_visible = true, makes_footstep_sound = false, automatic_rotate = false, } Entity definition (register_entity) { (Deprecated: Everything in object properties is read directly from here) initial_properties = <initial object properties>, on_activate = function(self, staticdata, dtime_s), on_step = function(self, dtime), on_punch = function(self, hitter), on_rightclick = function(self, clicker), get_staticdata = function(self), ^ Called sometimes; the string returned is passed to on_activate when the entity is re-activated from static state # Also you can define arbitrary member variables here myvariable = whatever, } ABM (ActiveBlockModifier) definition (register_abm) { -- In the following two fields, also group:groupname will work. nodenames = {"default:lava_source"}, neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these) ^ If left out or empty, any neighbor will do interval = 1.0, -- (operation interval) chance = 1, -- (chance of trigger is 1.0/this) action = func(pos, node, active_object_count, active_object_count_wider), } Item definition (register_node, register_craftitem, register_tool) { description = "Steel Axe", groups = {}, -- key=name, value=rating; rating=1..3. if rating not applicable, use 1. eg. {wool=1, fluffy=3} {soil=2, outerspace=1, crumbly=1} {bendy=2, snappy=1}, {hard=1, metal=1, spikes=1} inventory_image = "default_tool_steelaxe.png", wield_image = "", wield_scale = {x=1,y=1,z=1}, stack_max = 99, liquids_pointable = false, tool_capabilities = { full_punch_interval = 1.0, max_drop_level=0, groupcaps={ -- For example: snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1}, choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0} }, damage_groups = {groupname=damage}, } node_placement_prediction = nil, ^ If nil and item is node, prediction is made automatically ^ If nil and item is not a node, no prediction is made ^ If "" and item is anything, no prediction is made ^ Otherwise should be name of node which the client immediately places on ground when the player places the item. Server will always update actual result to client in a short moment. sound = { place = <SimpleSoundSpec>, } on_place = func(itemstack, placer, pointed_thing), ^ Shall place item and return the leftover itemstack ^ default: minetest.item_place on_drop = func(itemstack, dropper, pos), ^ Shall drop item and return the leftover itemstack ^ default: minetest.item_drop on_use = func(itemstack, user, pointed_thing), ^ default: nil ^ Function must return either nil if no item shall be removed from inventory, or an itemstack to replace the original itemstack. eg. itemstack:take_item(); return itemstack ^ Otherwise, the function is free to do what it wants. ^ The default functions handle regular use cases. } Tile definition: - "image.png" - {name="image.png", animation={Tile Animation definition}} - {name="image.png", backface_culling=bool} ^ backface culling only supported in special tiles - deprecated still supported field names: - image -> name Tile animation definition: - {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0} Node definition (register_node) { <all fields allowed in item definitions>, drawtype = "normal", -- See "Node drawtypes" visual_scale = 1.0, tiles = {tile definition 1, def2, def3, def4, def5, def6}, ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images) ^ List can be shortened to needed length special_tiles = {tile definition 1, Tile definition 2}, ^ Special textures of node; used rarely (old field name: special_materials) ^ List can be shortened to needed length alpha = 255, post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node paramtype = "none", -- See "Nodes" paramtype2 = "none", -- See "Nodes" is_ground_content = false, -- Currently not used for anything sunlight_propagates = false, -- If true, sunlight will go infinitely through this walkable = true, -- If true, objects collide with node pointable = true, -- If true, can be pointed at diggable = true, -- If false, can never be dug climbable = false, -- If true, can be climbed on (ladder) buildable_to = false, -- If true, placed nodes can replace this node drop = "", -- alternatively drop = { max_items = ..., items = { ... } } liquidtype = "none", -- "none"/"source"/"flowing" liquid_alternative_flowing = "", -- Flowing version of source liquid liquid_alternative_source = "", -- Source version of flowing liquid liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7) liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearly? light_source = 0, -- Amount of light emitted by node damage_per_second = 0, -- If player is inside node, this damage is caused node_box = {type="regular"}, -- See "Node boxes" selection_box = {type="regular"}, -- See "Node boxes" ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used legacy_facedir_simple = false, -- Support maps made in and before January 2012 legacy_wallmounted = false, -- Support maps made in and before January 2012 sounds = { footstep = <SimpleSoundSpec>, dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default) dug = <SimpleSoundSpec>, place = <SimpleSoundSpec>, }, on_construct = func(pos), ^ Node constructor; always called after adding node ^ Can set up metadata and stuff like that ^ default: nil on_destruct = func(pos), ^ Node destructor; always called before removing node ^ default: nil after_destruct = func(pos, oldnode), ^ Node destructor; always called after removing node ^ default: nil after_place_node = func(pos, placer, itemstack), ^ Called after constructing node when node was placed using minetest.item_place_node / minetest.env:place_node ^ If return true no item is taken from itemstack ^ default: nil after_dig_node = func(pos, oldnode, oldmetadata, digger), ^ oldmetadata is in table format ^ Called after destructing node when node was dug using minetest.node_dig / minetest.env:dig_node ^ default: nil can_dig = function(pos,player) ^ returns true if node can be dug, or false if not ^ default: nil on_punch = func(pos, node, puncher), ^ default: minetest.node_punch ^ By default: does nothing on_rightclick = func(pos, node, clicker, itemstack), ^ default: nil ^ if defined, itemstack will hold clicker's wielded item Shall return the leftover itemstack on_dig = func(pos, node, digger), ^ default: minetest.node_dig ^ By default: checks privileges, wears out tool and removes node on_timer = function(pos,elapsed), ^ default: nil ^ called by NodeTimers, see EnvRef and NodeTimerRef ^ elapsed is the total time passed since the timer was started ^ return true to run the timer for another cycle with the same timeout value on_receive_fields = func(pos, formname, fields, sender), ^ fields = {name1 = value1, name2 = value2, ...} ^ Called when an UI form (eg. sign text input) returns data ^ default: nil allow_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player), ^ Called when a player wants to move items inside the inventory ^ Return value: number of items allowed to move allow_metadata_inventory_put = func(pos, listname, index, stack, player), ^ Called when a player wants to put something into the inventory ^ Return value: number of items allowed to put ^ Return value: -1: Allow and don't modify item count in inventory allow_metadata_inventory_take = func(pos, listname, index, stack, player), ^ Called when a player wants to take something out of the inventory ^ Return value: number of items allowed to take ^ Return value: -1: Allow and don't modify item count in inventory on_metadata_inventory_move = func(pos, from_list, from_index, to_list, to_index, count, player), on_metadata_inventory_put = func(pos, listname, index, stack, player), on_metadata_inventory_take = func(pos, listname, index, stack, player), ^ Called after the actual action has happened, according to what was allowed. ^ No return value on_blast = func(pos, intensity), ^ intensity: 1.0 = mid range of regular TNT ^ If defined, called when an explosion touches the node, instead of removing the node } Recipe for register_craft: (shaped) { output = 'default:pick_stone', recipe = { {'default:cobble', 'default:cobble', 'default:cobble'}, {'', 'default:stick', ''}, {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly' }, replacements = <optional list of item pairs, replace one input item with another item on crafting> } Recipe for register_craft (shapeless) { type = "shapeless", output = 'mushrooms:mushroom_stew', recipe = { "mushrooms:bowl", "mushrooms:mushroom_brown", "mushrooms:mushroom_red", }, replacements = <optional list of item pairs, replace one input item with another item on crafting> } Recipe for register_craft (tool repair) { type = "toolrepair", additional_wear = -0.02, } Recipe for register_craft (cooking) { type = "cooking", output = "default:glass", recipe = "default:sand", cooktime = 3, } Recipe for register_craft (furnace fuel) { type = "fuel", recipe = "default:leaves", burntime = 1, } Ore definition (register_ore) { ore_type = "scatter" -- See "Ore types" ore = "default:stone_with_coal", wherein = "default:stone", clust_scarcity = 8*8*8, ^ Ore has a 1 out of clust_scarcity chance of spawning in a node ^ This value should be *MUCH* higher than your intuition might tell you! clust_num_ores = 8, ^ Number of ores in a cluster clust_size = 3, ^ Size of the bounding box of the cluster ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore height_min = -31000, height_max = 64, flags = "", ^ Attributes for this ore generation noise_threshhold = 0.5, ^ If noise is above this threshhold, ore is placed. Not needed for a uniform distribution noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70} ^ NoiseParams structure describing the perlin noise used for ore distribution. ^ Needed for sheet ore_type. Omit from scatter ore_type for a uniform ore distribution } Chatcommand definition (register_chatcommand) { params = "<name> <privilege>", -- short parameter description description = "Remove privilege from player", -- full description privs = {privs=true}, -- require the "privs" privilege to run func = function(name, param), -- called when command is run } Detached inventory callbacks { allow_move = func(inv, from_list, from_index, to_list, to_index, count, player), ^ Called when a player wants to move items inside the inventory ^ Return value: number of items allowed to move allow_put = func(inv, listname, index, stack, player), ^ Called when a player wants to put something into the inventory ^ Return value: number of items allowed to put ^ Return value: -1: Allow and don't modify item count in inventory allow_take = func(inv, listname, index, stack, player), ^ Called when a player wants to take something out of the inventory ^ Return value: number of items allowed to take ^ Return value: -1: Allow and don't modify item count in inventory on_move = func(inv, from_list, from_index, to_list, to_index, count, player), on_put = func(inv, listname, index, stack, player), on_take = func(inv, listname, index, stack, player), ^ Called after the actual action has happened, according to what was allowed. ^ No return value } HUD Definition (hud_add, hud_get) { hud_elem_type = "image", -- see HUD element types ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory" position = {x=0.5, y=0.5}, ^ Left corner position of element name = "<name>", scale = {x=2, y=2}, text = "<text>", number = 2, item = 3, ^ Selected item in inventory. 0 for no item selected. direction = 0, ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top }