--- title: Lua Modding API Reference layout: default root: . ---
Content and functionality can be added to Minetest using Lua scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related things, which 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, and to document it here.
If you have any difficulty in understanding this, please read Programming in Lua.
Mods are loaded during server startup from the mod load paths by running
the init.lua
scripts in a shared environment.
Games are looked up from:
Where gameid
is unique to each game.
The game directory can contain the following files:
game.conf
, which contains:
minetest.conf
:
Used to set default settings when running this game.settingtypes.txt
:
In the same format as the one in builtin.
This settingtypes.txt will be parsed by the menu and the settings will be
displayed in the "Games" category in the advanced settings tab.textures
the server will load it as a
texturepack, overriding mod textures.
Any server texturepack will override mod textures and the game texturepack.Games can provide custom main menu images. They are put inside a menu
directory inside the game directory.
The images are named $identifier.png
, where $identifier
is one of
overlay
, background
, footer
, header
.
If you want to specify multiple images for one identifier, add additional
images named like $identifier.$n.png
, with an ascending number $n starting
with 1, and a random image will be chosen from the provided ones.
Generic:
$path_share/games/gameid/mods/
$path_share/mods/
$path_user/games/gameid/mods/
$path_user/mods/
(User-installed mods)$worldpath/worldmods/
In a run-in-place version (e.g. the distributed windows version):
minetest-0.4.x/games/gameid/mods/
minetest-0.4.x/mods/
(User-installed mods)minetest-0.4.x/worlds/worldname/worldmods/
On an installed version on Linux:
/usr/share/minetest/games/gameid/mods/
$HOME/.minetest/mods/
(User-installed mods)$HOME/.minetest/worlds/worldname/worldmods
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 e.g. adventure worlds.
This happens if the following directory exists:
$world/game/
Mods should be then be placed in:
$world/game/mods/
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.
mods
|-- modname
| |-- mod.conf
| |-- screenshot.png
| |-- settingtypes.txt
| |-- init.lua
| |-- models
| |-- textures
| | |-- modname_stuff.png
| | `-- modname_something_else.png
| |-- sounds
| |-- media
| |-- locale
| `-- <custom data>
`-- another
The location of this directory can be fetched by using
minetest.get_modpath(modname)
.
A key-value store of mod details.
name
- the mod name. Allows Minetest to determine the mod name even if the
folder is wrongly named.description
- Description of mod to be shown in the Mods tab of the mainmenu.depends
- A comma separated list of dependencies. These are mods that must
be loaded before this mod.optional_depends
- A comma separated list of optional dependencies.
Like a dependency, but no error if the mod doesn't exist.Note: to support 0.4.x, please also provide depends.txt.
screenshot.png
A screenshot shown in the mod manager within the main menu. It should have an aspect ratio of 3:2 and a minimum size of 300×200 pixels.
depends.txt
Deprecated: you should use mod.conf instead.
This file is used if there are no dependencies in mod.conf.
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark to a single modname. This means that if the specified mod is missing, it does not prevent this mod from being loaded.
description.txt
Deprecated: you should use mod.conf instead.
This file is used if there is no description in mod.conf.
A file containing a description to be shown in the Mods tab of the mainmenu.
settingtypes.txt
A file in the same format as the one in builtin. It will be parsed by the settings menu and the settings will be displayed in the "Mods" category.
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.settings
can be used to read custom or existing settings at load
time, if necessary. (See Settings
)
models
Models for entities or meshnodes.
textures
, sounds
, media
Media files (textures, sounds, whatever) that will be transferred to the client and will be available for use by the mod.
locale
Translation files for the clients. (See Translations
)
Registered names should generally be in this format:
`modname:<whatever>`
<whatever>
can have these characters:
a-zA-Z0-9_
This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.
In the mod experimental
, there is the ideal item/node/entity name tnt
.
So 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 can be added by using minetest.register_alias(name, convert_to)
or
minetest.register_alias_force(name, convert_to)
.
This converts anything called name
to convert_to
.
The only difference between minetest.register_alias
and
minetest.register_alias_force
is that if an item called name
exists,
minetest.register_alias
will do nothing while
minetest.register_alias_force
will unregister it.
This can be used for maintaining backwards compatibility.
This can also set quick access names for things, e.g. if
you have an item called epiclylongmodname:stuff
, you could do
minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use /giveme stuff
.
In a game, a certain number of these must be set to tell core mapgens which of the game's nodes are to be used by the core mapgens. For example:
minetest.register_alias("mapgen_stone", "default:stone")
Base terrain:
"mapgen_stone" "mapgen_water_source" "mapgen_river_water_source"
Caves:
"mapgen_lava_source"
Dungeons:
Only needed for registered biomes where 'node_stone' is stone: "mapgen_cobble" "mapgen_stair_cobble" "mapgen_mossycobble" Only needed for registered biomes where 'node_stone' is desert stone: "mapgen_desert_stone" "mapgen_stair_desert_stone" Only needed for registered biomes where 'node_stone' is sandstone: "mapgen_sandstone" "mapgen_sandstonebrick" "mapgen_stair_sandstone_block"
Terrain and biomes:
"mapgen_stone" "mapgen_water_source" "mapgen_lava_source" "mapgen_dirt" "mapgen_dirt_with_grass" "mapgen_sand" "mapgen_gravel" "mapgen_desert_stone" "mapgen_desert_sand" "mapgen_dirt_with_snow" "mapgen_snowblock" "mapgen_snow" "mapgen_ice"
Flora:
"mapgen_tree" "mapgen_leaves" "mapgen_apple" "mapgen_jungletree" "mapgen_jungleleaves" "mapgen_junglegrass" "mapgen_pine_tree" "mapgen_pine_needles"
Dungeons:
"mapgen_cobble" "mapgen_stair_cobble" "mapgen_mossycobble" "mapgen_stair_desert_stone"
Mods should generally prefix their textures with modname_
, e.g. 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:
There are various texture modifiers that can be used to generate textures on-the-fly.
Textures can be overlaid by putting a ^
between them.
Example:
default_dirt.png^default_grass_side.png
default_grass_side.png
is overlaid over default_dirt.png
.
The texture with the lower resolution will be automatically upscaled to
the higher resolution texture.
Textures can be grouped together by enclosing them in (
and )
.
Example: cobble.png^(thing1.png^thing2.png)
A texture for thing1.png^thing2.png
is created and the resulting
texture is overlaid on top of cobble.png
.
Modifiers that accept texture names (e.g. [combine
) accept escaping to allow
passing complex texture names as arguments. Escaping is done with backslash and
is required for ^
and :
.
Example: cobble.png^[lowpart:50:color.png\^[mask\:trans.png
The lower 50 percent of color.png^[mask:trans.png
are overlaid
on top of cobble.png
.
Parameters:
<t>
= tile count (in each direction)
<n>
= animation frame count
* <p>
= current animation frame
Draw a step of the crack animation on the texture.
crack
draws it normally, while cracko
lays it over, keeping transparent
pixels intact.
Example:
default_cobble.png^[crack:10:1
[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>:...
Creates a texture of size <w>
times <h>
and blits the listed files to their
specified coordinates.
Example:
[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png
[resize:<w>x<h>
Resizes the texture to the given dimensions.
Example:
default_sandstone.png^[resize:16x16
[opacity:<r>
Makes the base image transparent according to the given ratio.
r
must be between 0 and 255.
0 means totally transparent. 255 means totally opaque.
Example:
default_sandstone.png^[opacity:127
[invert:<mode>
Inverts the given channels of the base image. Mode may contain the characters "r", "g", "b", "a". Only the channels that are mentioned in the mode string will be inverted.
Example:
default_apple.png^[invert:rgb
[brighten
Brightens the texture.
Example:
tnt_tnt_side.png^[brighten
[noalpha
Makes the texture completely opaque.
Example:
default_leaves.png^[noalpha
[makealpha:<r>,<g>,<b>
Convert one color to transparency.
Example:
default_cobble.png^[makealpha:128,128,128
[transform<t>
<t>
= transformation(s) to applyRotates and/or flips the image.
<t>
can be a number (between 0 and 7) or a transform name.
Rotations are counter-clockwise.
0 I identity
1 R90 rotate by 90 degrees
2 R180 rotate by 180 degrees
3 R270 rotate by 270 degrees
4 FX flip X
5 FXR90 flip X then rotate by 90 degrees
6 FY flip Y
7 FYR90 flip Y then rotate by 90 degrees
Example:
default_stone.png^[transformFXR90
[inventorycube{<top>{<left>{<right>
Escaping does not apply here and ^
is replaced by &
in texture names
instead.
Create an inventory cube texture using the side textures.
Example:
[inventorycube{grass.png{dirt.png&grass_side.png{dirt.png&grass_side.png
Creates an inventorycube with grass.png
, dirt.png^grass_side.png
and
dirt.png^grass_side.png
textures
[lowpart:<percent>:<file>
Blit the lower <percent>
% part of <file>
on the texture.
Example:
base.png^[lowpart:25:overlay.png
[verticalframe:<t>:<n>
Crops the texture to a frame of a vertical animation.
Example:
default_torch_animated.png^[verticalframe:16:8
[mask:<file>
Apply a mask to the base image.
The mask is applied using binary AND.
[sheet:<w>x<h>:<x>,<y>
Retrieves a tile at position x,y from the base image which it assumes to be a tilesheet with dimensions w,h.
[colorize:<color>:<ratio>
Colorize the textures with the given color.
<color>
is specified as a ColorString
.
<ratio>
is an int ranging from 0 to 255 or the word "alpha
". If
it is an int, then it specifies how far to interpolate between the
colors where 0 is only the texture color and 255 is only <color>
. If
omitted, the alpha of <color>
will be used as the ratio. If it is
the word "alpha
", then each texture pixel will contain the RGB of
<color>
and the alpha of <color>
multiplied by the alpha of the
texture pixel.
[multiply:<color>
Multiplies texture colors with the given color.
<color>
is specified as a ColorString
.
Result is more like what you'd expect if you put a color on top of another
color. Meaning white surfaces get a lot of your new color while black parts
don't change very much.
The goal of hardware coloring is to simplify the creation of colorful nodes. If your textures use the same pattern, and they only differ in their color (like colored wool blocks), you can use hardware coloring instead of creating and managing many texture files. All of these methods use color multiplication (so a white-black texture with red coloring will result in red-black color).
This method is useful if you wish to create nodes/items with the same texture, in different colors, each in a new node/item definition.
When you register an item or node, set its color
field (which accepts a
ColorSpec
) to the desired color.
An ItemStack
s static color can be overwritten by the color
metadata
field. If you set that field to a ColorString
, that color will be used.
Each tile may have an individual static color, which overwrites every
other coloring methods. To disable the coloring of a face,
set its color to white (because multiplying with white does nothing).
You can set the color
property of the tiles in the node's definition
if the tile is in table format.
For nodes and items which can have many colors, a palette is more suitable. A palette is a texture, which can contain up to 256 pixels. Each pixel is one possible color for the node/item. You can register one node/item, which can have up to 256 colors.
When using palettes, you always provide a pixel index for the given
node or ItemStack
. The palette is read from left to right and from
top to bottom. If the palette has less than 256 pixels, then it is
stretched to contain exactly 256 pixels (after arranging the pixels
to one line). The indexing starts from 0.
Examples:
When registering an item, set the item definition's palette
field to
a texture. You can also use texture modifiers.
The ItemStack
's color depends on the palette_index
field of the
stack's metadata. palette_index
is an integer, which specifies the
index of the pixel to use.
When registering a node, set the item definition's palette
field to
a texture. You can also use texture modifiers.
The node's color depends on its param2
, so you also must set an
appropriate paramtype2
:
paramtype2 = "color"
for nodes which use their full param2
for
palette indexing. These nodes can have 256 different colors.
The palette should contain 256 pixels.paramtype2 = "colorwallmounted"
for nodes which use the first
five bits (most significant) of param2
for palette indexing.
The remaining three bits are describing rotation, as in wallmounted
paramtype2. Division by 8 yields the palette index (without stretching the
palette). These nodes can have 32 different colors, and the palette
should contain 32 pixels.
Examples:
paramtype2 = "colorfacedir"
for nodes which use the first
three bits of param2
for palette indexing. The remaining
five bits are describing rotation, as in facedir
paramtype2.
Division by 32 yields the palette index (without stretching the
palette). These nodes can have 8 different colors, and the
palette should contain 8 pixels.
Examples:
To colorize a node on the map, set its param2
value (according
to the node's paramtype2).
Static coloring is the same for both cases, there is no need for conversion.
If the ItemStack
's metadata contains the color
field, it will be
lost on placement, because nodes on the map can only use palettes.
If the ItemStack
's metadata contains the palette_index
field, it is
automatically transferred between node and item forms by the engine,
when a player digs or places a colored node.
You can disable this feature by setting the drop
field of the node
to itself (without metadata).
To transfer the color to a special drop, you need a drop table.
Example:
minetest.register_node("mod:stone", {
description = "Stone",
tiles = {"default_stone.png"},
paramtype2 = "color",
palette = "palette.png",
drop = {
items = {
-- assume that mod:cobblestone also has the same palette
{items = {"mod:cobblestone"}, inherit_color = true },
}
}
})
Craft recipes only support item strings, but fortunately item strings can also contain metadata. Example craft recipe registration:
minetest.register_craft({
output = minetest.itemstring_with_palette("wool:block", 3),
type = "shapeless",
recipe = {
"wool:block",
"dye:red",
},
})
To set the color
field, you can use minetest.itemstring_with_color
.
Metadata field filtering in the recipe
field are not supported yet,
so the craft output is independent of the color of the ingredients.
Sometimes hardware coloring is not enough, because it affects the whole tile. Soft texture overlays were added to Minetest to allow the dynamic coloring of only specific parts of the node's texture. For example a grass block may have colored grass, while keeping the dirt brown.
These overlays are 'soft', because unlike texture modifiers, the layers are not merged in the memory, but they are simply drawn on top of each other. This allows different hardware coloring, but also means that tiles with overlays are drawn slower. Using too much overlays might cause FPS loss.
For inventory and wield images you can specify overlays which
hardware coloring does not modify. You have to set inventory_overlay
and wield_overlay
fields to an image name.
To define a node overlay, simply set the overlay_tiles
field of the node
definition. These tiles are defined in the same way as plain tiles:
they can have a texture name, color etc.
To skip one face, set that overlay tile to an empty string.
Example (colored grass block):
minetest.register_node("default:dirt_with_grass", {
description = "Dirt with Grass",
-- Regular tiles, as usual
-- The dirt tile disables palette coloring
tiles = { {name = "default_grass.png"},
{name = "default_dirt.png", color = "white"}},
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
{name = "default_grass_side.png", tileable_vertical = false}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
paramtype2 = "color",
palette = "default_foilage.png",
})
Only Ogg Vorbis 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_
, e.g. 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:
Examples of sound parameter tables:
-- Play locationless on all clients
{
gain = 1.0, -- default
fade = 0.0, -- default, change to a value > 0 to fade the sound in
pitch = 1.0, -- default
}
-- Play locationless to one player
{
to_player = name,
gain = 1.0, -- default
fade = 0.0, -- default, change to a value > 0 to fade the sound in
pitch = 1.0, -- default
}
-- Play locationless to one player, looped
{
to_player = name,
gain = 1.0, -- default
loop = true,
}
-- Play in a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
loop = true,
}
Looped sounds must either be connected to an object or played locationless to
one player using to_player = name,
SimpleSoundSpec
""
"default_place_node"
{}
{name = "default_place_node"}
{name = "default_place_node", gain = 1.0}
{name = "default_place_node", gain = 1.0, pitch = 1.0}
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.register_tool(name, item definition)
minetest.registered_items[name]
minetest.register_craftitem(name, item definition)
minetest.registered_items[name]
minetest.unregister_item(name)
minetest.register_biome(biome definition)
minetest.unregister_biome(name)
name
from minetest.registered_biome
minetest.register_ore(ore definition)
minetest.register_decoration(decoration definition)
minetest.register_schematic(schematic definition)
minetest.registered_schematic
with the key of schematic.name
schematic.name
is nil, the key is the returned IDminetest.clear_registered_biomes()
minetest.clear_registered_ores()
minetest.clear_registered_decorations()
minetest.clear_registered_schematics()
Note that in some cases you will stumble upon things that are not contained in these tables (e.g. 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 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 ranging from 0 to 255. 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 its upper and lower 4 bits
respectively. Allows light to propagate from or through the node with
light value falling by 1 per node. This is essential for a light source
node to spread its light.
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 / 4 = axis direction:
0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y-
facedir modulo 4 = rotation around that axis
paramtype2 == "leveled"
^ Only valid for "nodebox" with 'type = "leveled"', and "plantlike_rooted".
Leveled nodebox:
The level of the top face of the nodebox is stored in param2.
The other faces are defined by 'fixed = {}' like 'type = "fixed"'
nodeboxes.
The nodebox height is (param2 / 64) nodes.
The maximum accepted value of param2 is 127.
Rooted plantlike:
The height of the 'plantlike' section is stored in param2.
The height is (param2 / 16) nodes.
paramtype2 == "degrotate"
^ Only valid for "plantlike". The rotation of the node is stored in param2.
Values range 0 - 179. The value stored in param2 is multiplied by two to
get the actual rotation in degrees of the node.
paramtype2 == "meshoptions"
^ Only valid for "plantlike". The value of param2 becomes a bitfield which
can be used to change how the client draws plantlike nodes.
Bits 0, 1 and 2 form a mesh selector.
Currently the following meshes are choosable:
0 = a "x" shaped plant (ordinary plant)
1 = a "+" shaped plant (just rotated 45 degrees)
2 = a "*" shaped plant with 3 faces instead of 2
3 = a "#" shaped plant with 4 faces instead of 2
4 = a "#" shaped plant with 4 faces that lean outwards
5-7 are unused and reserved for future meshes.
Bits 3 through 7 are optional flags that can be combined and give these
effects:
bit 3 (0x08) - Makes the plant slightly vary placement horizontally
bit 4 (0x10) - Makes the plant mesh 1.4x larger
bit 5 (0x20) - Moves each face randomly a small bit down (1/8 max)
bits 6-7 are reserved for future use.
paramtype2 == "color"
^ `param2` tells which color is picked from the palette.
The palette should have 256 pixels.
paramtype2 == "colorfacedir"
^ Same as `facedir`, but with colors.
The first three bits of `param2` tells which color
is picked from the palette.
The palette should have 8 pixels.
paramtype2 == "colorwallmounted"
^ Same as `wallmounted`, but with colors.
The first five bits of `param2` tells which color
is picked from the palette.
The palette should have 32 pixels.
paramtype2 == "glasslikeliquidlevel"
^ Only valid for "glasslike_framed" or "glasslike_framed_optional"
drawtypes.
param2 values 0-63 define 64 levels of internal liquid, 0 being empty and
63 being full.
Liquid texture is defined using `special_tiles = {"modname_tilename.png"},`
Nodes can also contain extra data. See "Node Metadata".
There are a bunch of different looking node types.
Look for examples in games/minimal
or games/minetest_game
.
normal
airlike
liquid
flowingliquid
glasslike
glasslike_framed
tiles
. The width of the edges used are 1/16th of texture
size: 1 pixel for 16x16, 2 pixels for 32x32 etc.tiles
.glasslike_framed_optional
allfaces
allfaces_optional
normal
, glasslike
and allfaces
according to
the menu setting: Opaque Leaves / Simple Leaves / Fancy Leaves.special_tiles
is used instead, if present. This allows a visually thicker texture to be
used to compensate for how glasslike
reduces visual thickness.torchlike
signlike
plantlike
paramtype2 == "meshoptions"
above for other options.firelike
plantlike
plus 4 more surrounding those.fencelike
raillike
tiles
, in order: Straight,
curved, t-junction, crossing.raillike
nodes, in order to create a
continuous track network.nodebox
mesh
plantlike_rooted
plantlike
without air bubbles around the nodes.plantlike
extension above with a height of param2 / 16
nodes.plantlike
extension visually passes through any nodes above the
base cube without affecting them.plantlike
extension uses the defined special tile, for example:
special_tiles = { {name = "default_papyrus.png", tileable_vertical = true}},
*_optional
drawtypes need less rendering time if deactivated
(always client-side).
Node selection boxes are defined using "node boxes".
A nodebox is defined as any of:
{
-- A normal cube; the default in most things
type = "regular"
}
{
-- A fixed box (or boxes) (facedir param2 is used, if applicable)
type = "fixed",
fixed = box OR {box1, box2, ...}
}
{
-- A variable height box (or boxes) with the top face position defined
-- by the node parameter 'leveled = ', or if 'paramtype2 == "leveled"'
-- by param2.
-- Other faces are defined by 'fixed = {}' as with 'type = "fixed"'.
type = "leveled",
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 node that has optional boxes depending on neighbouring nodes'
-- presence and type. See also `connects_to`.
type = "connected",
fixed = box OR {box1, box2, ...}
connect_top = box OR {box1, box2, ...}
connect_bottom = box OR {box1, box2, ...}
connect_front = box OR {box1, box2, ...}
connect_left = box OR {box1, box2, ...}
connect_back = box OR {box1, box2, ...}
connect_right = box OR {box1, box2, ...}
-- The following `disconnected_*` boxes are the opposites of the
-- `connect_*` ones above, i.e. when a node has no suitable neighbour
-- on the respective side, the corresponding disconnected box is drawn.
disconnected_top = box OR {box1, box2, ...}
disconnected_bottom = box OR {box1, box2, ...}
disconnected_front = box OR {box1, box2, ...}
disconnected_left = box OR {box1, box2, ...}
disconnected_back = box OR {box1, box2, ...}
disconnected_right = box OR {box1, box2, ...}
disconnected = box OR {box1, box2, ...} -- when there is *no* neighbour
disconnected_sides = box OR {box1, box2, ...} -- when there are *no*
neighbours to the sides
}
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},
Perlin noise creates a continuously-varying value depending on the input values. Usually in Minetest the input values are either 2D or 3D co-ordinates in nodes. The result is used during map generation to create the terrain shape, vary heat and humidity to distribute biomes, vary the density of decorations or vary the structure of ores.
An 'octave' is a simple noise generator that outputs a value between -1 and 1. The smooth wavy noise it generates has a single characteristic scale, almost like a 'wavelength', so on its own does not create fine detail. Due to this perlin noise combines several octaves to create variation on multiple scales. Each additional octave has a smaller 'wavelength' than the previous.
This combination results in noise varying very roughly between -2.0 and 2.0 and
with an average value of 0.0, so scale
and offset
are then used to multiply
and offset the noise variation.
The final perlin noise variation is created as follows:
noise = offset + scale * (octave1 + octave2 * persistence + octave3 * persistence ^ 2 + octave4 * persistence ^ 3 + ...)
Noise Parameters are commonly called NoiseParams
.
offset
After the multiplication by scale
this is added to the result and is the final
step in creating the noise value.
Can be positive or negative.
scale
Once all octaves have been combined, the result is multiplied by this. Can be positive or negative.
spread
For octave1, this is roughly the change of input value needed for a very large
variation in the noise value generated by octave1. It is almost like a
'wavelength' for the wavy noise variation.
Each additional octave has a 'wavelength' that is smaller than the previous
octave, to create finer detail. spread
will therefore roughly be the typical
size of the largest structures in the final noise variation.
spread
is a vector with values for x, y, z to allow the noise variation to be
stretched or compressed in the desired axes.
Values are positive numbers.
seed
This is a whole number that determines the entire pattern of the noise variation. Altering it enables different noise patterns to be created. With other parameters equal, different seeds produce different noise patterns and identical seeds produce identical noise patterns.
For this parameter you can randomly choose any whole number. Usually it is preferable for this to be different from other seeds, but sometimes it is useful to be able to create identical noise patterns.
When used in mapgen this is actually a 'seed offset', it is added to the 'world seed' to create the seed used by the noise, to ensure the noise has a different pattern in different worlds.
octaves
The number of simple noise generators that are combined. A whole number, 1 or more. Each additional octave adds finer detail to the noise but also increases the noise calculation load. 3 is a typical minimum for a high quality, complex and natural-looking noise variation. 1 octave has a slight 'gridlike' appearence.
Choose the number of octaves according to the spread
and lacunarity
, and the
size of the finest detail you require. For example:
if spread
is 512 nodes, lacunarity
is 2.0 and finest detail required is 16
nodes, octaves will be 6 because the 'wavelengths' of the octaves will be
512, 256, 128, 64, 32, 16 nodes.
persistence
Each additional octave has an amplitude that is the amplitude of the previous
octave multiplied by persistence
, to reduce the amplitude of finer details,
as is often helpful and natural to do so.
Since this controls the balance of fine detail to large-scale detail
persistence
can be thought of as the 'roughness' of the noise.
A positive or negative non-zero number, often between 0.3 and 1.0.
A common medium value is 0.5, such that each octave has half the amplitude of
the previous octave.
This may need to be tuned when altering lacunarity
; when doing so consider
that a common medium value is 1 / lacunarity.
lacunarity
Each additional octave has a 'wavelength' that is the 'wavelength' of the previous octave multiplied by 1 / lacunarity, to create finer detail. 'lacunarity' is often 2.0 so 'wavelength' often halves per octave.
A positive number no smaller than 1.0. Values below 2.0 create higher quality noise at the expense of requiring more octaves to cover a paticular range of 'wavelengths'.
flags
Leave this field unset for no special handling.
Currently supported are defaults
, eased
and absvalue
:
defaults
Specify this if you would like to keep auto-selection of eased/not-eased while specifying some other flags.
eased
Maps noise gradient values onto a quintic S-curve before performing
interpolation. This results in smooth, rolling noise.
Disable this (noeased
) for sharp-looking noise with a slightly gridded
appearence.
If no flags are specified (or defaults is), 2D noise is eased and 3D noise is
not eased.
Easing a 3D noise significantly increases the noise calculation load, so use
with restraint.
absvalue
The absolute value of each octave's noise variation is used when combining the octaves. The final perlin noise variation is created as follows:
noise = offset + scale * (abs(octave1) + abs(octave2) * persistence + abs(octave3) * persistence ^ 2 + abs(octave4) * persistence ^ 3 + ...)
For 2D or 3D perlin noise or perlin noise maps:
np_terrain = {
offset = 0,
scale = 1,
spread = {x = 500, y = 500, z = 500},
seed = 571347,
octaves = 5,
persist = 0.63,
lacunarity = 2.0,
flags = "defaults, absvalue",
}
For 2D noise the Z component of spread
is still defined but is ignored.
A single noise parameter table can be used for 2D or 3D noise.
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_threshold
, 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
and noise_threshold
. This is essentially an
improved version of the so-called "stratus" ore seen in some unofficial mods.
This sheet consists of vertical columns of uniform randomly distributed height,
varying between the inclusive range column_height_min
and column_height_max
.
If column_height_min
is not specified, this parameter defaults to 1.
If column_height_max
is not specified, this parameter defaults to clust_size
for reverse compatibility. New code should prefer column_height_max
.
The column_midpoint_factor
parameter controls the position of the column at
which ore emanates from.
If 1, columns grow upward. If 0, columns grow downward. If 0.5, columns grow
equally starting from each direction.
column_midpoint_factor
is a decimal number ranging in value from 0 to 1. If
this parameter is not specified, the default is 0.5.
The ore parameters clust_scarcity
and clust_num_ores
are ignored for this
ore type.
puff
Creates a sheet of ore in a cloud-like puff shape.
As with the sheet
ore type, the size and shape of puffs are described by
noise_params
and noise_threshold
and are placed at random vertical
positions within the currently generated chunk.
The vertical top and bottom displacement of each puff are determined by the
noise parameters np_puff_top
and np_puff_bottom
, respectively.
blob
Creates a deformed sphere of ore according to 3d perlin noise described by
noise_params
. The maximum size of the blob is clust_size
, and
clust_scarcity
has the same meaning as with the scatter
type.
vein
Creates veins of ore varying in density by according to the intersection of two
instances of 3d perlin noise with different seeds, both described by
noise_params
.
random_factor
varies the influence random chance has on placement of an ore
inside the vein, which is 1
by default. Note that modifying this parameter
may require adjusting noise_threshold
.
The parameters clust_scarcity
, clust_num_ores
, and clust_size
are ignored
by this ore type.
This ore type is difficult to control since it is sensitive to small changes. The following is a decent set of parameters to work from:
noise_params = {
offset = 0,
scale = 3,
spread = {x=200, y=200, z=200},
seed = 5390,
octaves = 4,
persist = 0.5,
lacunarity = 2.0,
flags = "eased",
},
noise_threshold = 1.6
WARNING: Use this ore type very sparingly since it is ~200x more computationally expensive than any other ore.
stratum
Creates a single undulating ore stratum that is continuous across mapchunk borders and horizontally spans the world.
The 2D perlin noise described by noise_params
defines the Y co-ordinate of
the stratum midpoint. The 2D perlin noise described by np_stratum_thickness
defines the stratum's vertical thickness (in units of nodes). Due to being
continuous across mapchunk borders the stratum's vertical thickness is
unlimited.
If the noise parameter noise_params
is omitted the ore will occur from y_min
to y_max in a simple horizontal stratum.
A parameter stratum_thickness
can be provided instead of the noise parameter
np_stratum_thickness
, to create a constant thickness.
Leaving out one or both noise parameters makes the ore generation less intensive, useful when adding multiple strata.
y_min
and y_max
define the limits of the ore generation and for performance
reasons should be set as close together as possible but without clipping the
stratum's Y variation.
Each node in the stratum has a 1-in-clust_scarcity
chance of being ore, so a
solid-ore stratum would require a clust_scarcity
of 1.
The parameters clust_num_ores
, clust_size
, noise_threshold
and
random_factor
are ignored by this ore type.
See section "Flag Specifier Format".
Currently supported flags:
puff_cliffs
, puff_additive_composition
.
puff_cliffs
If set, puff ore generation will not taper down large differences in
displacement when approaching the edge of a puff. This flag has no effect for
ore types other than puff
.
puff_additive_composition
By default, when noise described by np_puff_top
or np_puff_bottom
results
in a negative displacement, the sub-column at that point is not generated. With
this attribute set, puff ore generation will instead generate the absolute
difference in noise displacement values. This flag has no effect for ore types
other than puff
.
The varying types of decorations that can be placed.
simple
Creates a 1 times H
times 1 column of a specified node (or a random node from
a list, if a decoration list is specified). Can specify a certain node it must
spawn next to, such as water or lava, for example. Can also generate a
decoration of random height between a specified lower and upper bound.
This type of decoration is intended for placement of grass, flowers, cacti,
papyri, waterlilies and so on.
schematic
Copies a box of MapNodes
from a specified schematic file (or raw description).
Can specify a probability of a node randomly appearing when placed.
This decoration type is intended to be used for multi-node sized discrete
structures, such as trees, cave spikes, rocks, and so on.
A schematic specifier identifies a schematic by either a filename to a
Minetest Schematic file (.mts
) or through raw data supplied through Lua,
in the form of a table. This table specifies the following fields:
size
field is a 3D vector containing the dimensions of the provided
schematic. (required)yslice_prob
field is a table of {ypos, prob} which sets the ypos
th
vertical slice of the schematic to have a prob / 256 * 100
chance of
occurring. (default: 255)data
field is a flat table of MapNode tables making up the schematic,
in the order of [z [y [x]]]
. (required)
Each MapNode table contains:name
: the name of the map node to place (required)prob
(alias param1
): the probability of this node being placed
(default: 255)param2
: the raw param2 value of the node being placed onto the map
(default: 0)force_place
: boolean representing if the node should forcibly overwrite
any previous contents (default: false)About probability values:
0
or 1
means that node will never appear
(0% chance).254
or 255
means the node will always appear
(100% chance).p
is greater than 1
, then there is a
(p / 256 * 100)
percent chance that node will appear when the schematic is
placed on the map.See section "Flag Specifier Format".
Currently supported flags: place_center_x
, place_center_y
, place_center_z
,
force_placement
.
place_center_x
: Placement of this decoration is centered along the X axis.place_center_y
: Placement of this decoration is centered along the Y axis.place_center_z
: Placement of this decoration is centered along the Z axis.force_placement
: Schematic nodes other than "ignore" will replace existing
nodes.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.
The alignment
field specifies how the item will be aligned. It ranges from
-1
to 1
, with 0
being the center. -1
is moved to the left/up, and 1
is to the right/down. Fractional values can be used.
The offset
field specifies a pixel offset from the position. Contrary to
position, the offset is not scaled to screen size. This allows for some
precisely positioned items in the HUD.
Note: offset
will adapt to screen DPI as well as user defined scaling
factor!
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 (positive values).
Negative values represent that percentage of the screen it
should take; e.g. x=-100
means 100% (width).text
: The name of the texture that is displayed.alignment
: The alignment of the image.offset
: offset in pixels from position.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.alignment
: The alignment of the text.offset
: offset in pixels from position.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
offset
: offset in pixels from position.size
: If used, will force full-image size to this value (override texture
pack image size)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
offset
: offset in pixels from position.waypoint
Displays distance to selected world position.
name
: The name of the waypoint.text
: Distance suffix. Can be blank.number:
An integer containing the RGB value of the color used to draw the
text.world_pos
: World position of the waypoint.{x=num, y=num, z=num}
For helper functions see "Vector helpers".
pointed_thing
Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
The string format is a comma-delimited set of flag names; whitespace and
unrecognized flag fields are ignored. Specifying a flag in the string sets the
flag, and specifying a flag prefixed by the string "no"
explicitly
clears the flag from whatever the default may be.
In addition to the standard string flag format, the schematic flags field can
also be a table of flag names to boolean values representing whether or not the
flag is set. Additionally, if a field with the flag name prefixed with "no"
is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
{place_center_x = true, place_center_y=false, place_center_z=true}
is equivalent to
{place_center_x = true, noplace_center_y=true, place_center_z=true}
which is equivalent to
"place_center_x, noplace_center_y, place_center_z"
or even
"place_center_x, place_center_z"
since, by default, no schematic attributes are set.
There are three kinds of items: nodes, tools and craftitems.
register_node
): A node from the world.register_tool
): A tool/weapon that can dig and damage
things according to tool_capabilities
.register_craftitem
): A miscellaneous item.All item stacks have an amount between 0 to 65535. It is 1 by default. Tool item stacks can not have an amount greater than 1.
Tools use a wear (=damage) value ranging from 0 to 65535. The value 0 is the default and used is for unworn tools. The values 1 to 65535 are used for worn tools, where a higher value stands for a higher wear. Non-tools always have a wear value of 0.
Items and item stacks can exist in three formats: Serializes, table format
and ItemStack
.
This is called "stackstring" or "itemstring". It is a simple string with 1-3 components: the full item identifier, an optional amount and an optional wear value. Syntax:
<identifier> [<amount>[ <wear>]]
Examples:
'default:apple'
: 1 apple'default:dirt 5'
: 5 dirt'default:pick_stone'
: a new stone pickaxe'default:pick_wood 1 21323'
: a wooden pickaxe, ca. 1/3 worn outExamples:
5 dirt nodes:
{name="default:dirt", count=5, wear=0, metadata=""}
A wooden pick about 1/3 worn out:
{name="default:pick_wood", count=1, wear=21323, metadata=""}
An apple:
{name="default:apple", count=1, wear=0, metadata=""}
ItemStack
A native C++ 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.
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.
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
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 can define what kind of an item it is (e.g. wool).
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.
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 (e.g. {fleshy=100})
object.set_armor_groups({fleshy=30, cracky=80})
Groups in tools define which groups of nodes and entities they are effective towards.
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)
}
Another example: Make red wool from white wool and red dye:
{
type = 'shapeless',
output = 'wool:red',
recipe = {'wool:white', 'group:dye,basecolor_red'},
}
immortal
: Disables the group damage system for an entitypunch_operable
: For entities; 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.level
: Can be used to give an additional sense of progression in the game.0
is something that is directly accessible at the start of gameplaydig_immediate
: (player can always pick up node without reducing tool wear)
disable_jump
: Player (and possibly other things) cannot jump from nodefall_damage_add_percent
: damage speed = speed * (1 + value/100)
bouncy
: value is bounce speed in percentfalling_node
: if there is no walkable block under the node it will fallattached_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.soil
: saplings will grow on nodes in this groupconnect_to_raillike
: makes nodes of raillike drawtype with same group value
connect to each otherslippery
: Players and items will slide on the node.
Slipperiness rises steadily with slippery
value, starting at 1.crumbly
: dirt, sandcracky
: tough but crackable stuff like stone.snappy
: something that can be cut using fine tools; e.g. leaves, small
plants, wire, sheets of metalchoppy
: something that can be cut using force; e.g. trees, wooden planksfleshy
: Living things like animals and the player. This could imply
some blood effects when hitting.explody
: Especially prone to explosionsoddly_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.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 e.g. the speed of the spreading of an open fire.wool
: any wool (any origin, any color)metal
: any metalweapon
: any weaponheavy
: anything considerably heavyGroups 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:
When used as a weapon, the tool will do full damage if this time is spent between punches. If e.g. half the time is spent, the tool will do half damage.
Suggests the maximum level of node, when dug with the tool, that will drop it's useful item. (e.g. iron ore to drop a lump of iron).
This is not automated; it is the responsibility of the node definition to implement this.
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: 10uses=10, leveldiff=1
: actual uses: 30uses=10, leveldiff=2
: actual uses: 90Tells what is the maximum level of a node of this group that the tool will be able to dig.
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.
If the result digging time is 0, a delay of 0.15 seconds is added between digging nodes; If the player releases LMB after digging, this delay is set to 0, i.e. players can more quickly click the nodes away instead of holding LMB.
List of damage for groups of entities. See "Entity damage mechanism".
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 fulfil both of these:
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:
crumbly==0
, the node is not diggable.crumbly==3
, the level difference digging time divider kicks in and makes
easy nodes to be quickly breakable.level > 2
, the node is not diggable, because it's level > maxlevel
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 inexistent 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 (e.g. 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, damage)
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.damage
damage that will be done to entity
Return value of this function will determine if damage is done by this function
(retval true) or shall be done by engine (retval false)To punch an entity/object in Lua, call:
object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
direction
equals nil
and puncher
does not equal nil
, direction
will be automatically filled in based on the location of puncher
.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
.
Node metadata contains two things:
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 atExample stuff:
local meta = minetest.get_meta(pos)
meta:set_string("formspec",
"size[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 = "size[8,9]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
infotext = "Chest"
}
})
Item stacks can store metadata too. See ItemStackMetaRef
.
Item metadata only contains a key-value store.
Some of the values in the key-value store are handled specially:
description
: Set the item stack's description. Defaults to
idef.description
.color
: A ColorString
, which sets the stack's color.palette_index
: If the item has a palette, this is used to get the
current color from the palette.Example stuff:
local meta = stack:get_meta()
meta:set_string("key", "value")
print(dump(meta:to_table()))
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.
WARNING: Minetest allows you to add elements to every single formspec instance
using player:set_formspec_prepend(), which may be the reason backgrounds are
appearing when you don't expect them to. See no_prepend[]
size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]
size[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;]
size[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;]
size[<W>,<H>,<fixed_size>]
fixed_size
: true
/false
(optional)invsize[<W>,<H>;]
position[<X>,<Y>]
size
element.anchor
point.anchor[<X>,<Y>]
size
and position
(if present) elements.Defaults to the center of the formspec [0.5, 0.5].
position
and anchor
elements need suitable values to avoid a formspec
extending off the game window due to particular game window sizes.
no_prepend[]
size
, position
, and anchor
elements (if present).container[<X>,<Y>]
container_end
container_end[]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
listring[<inventory location>;<list name>]
listring[]
listring[<inventory location>;<list name>]
for the last two inventory lists added by list[...]listcolors[<slot_bg_normal>;<slot_bg_hover>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
ColorString
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
ColorString
tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>;<fontcolor>]
<bgcolor>
tooltip background color as ColorString
(optional)<fontcolor>
tooltip font color as ColorString
(optional)image[<X>,<Y>;<W>,<H>;<texture name>]
item_image[<X>,<Y>;<W>,<H>;<item name>]
bgcolor[<color>;<fullscreen>]
ColorString
true
, the background color is drawn fullscreen (does not effect the size
of the formspec).background[<X>,<Y>;<W>,<H>;<texture name>]
background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
true
the background is clipped to formspec size
(x
and y
are used as offset values, w
and h
are ignored)pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
x
and y
position the field relative to the top left of the menuw
and h
are the size of the fieldh
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 fieldfield[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
fields.key_enter_field
will be sent with
the name of this field.x
and y
position the field relative to the top left of the menuw
and h
are the size of the fieldh
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 fielddefault
is the default value of the fielddefault
may contain variable references such as ${text}'
which
will fill the value from the metadata value text
field_close_on_enter
to stop enter closing the formspecfield[<name>;<label>;<default>]
fields.key_enter_field
will be sent with
the name of this field.size[]
elementfield_close_on_enter
to stop enter closing the formspecfield_close_on_enter[<name>;<close_on_enter>]
textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
label[<X>,<Y>;<label>]
x
and y
work as per fieldlabel
is the text on the labelvertlabel[<X>,<Y>;<label>]
x
and y
work as per fieldlabel
is the text on the labelbutton[<X>,<Y>;<W>,<H>;<name>;<label>]
x
, y
and name
work as per fieldw
and h
are the size of the buttonh
label
is the text on the buttonimage_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
x
, y
, w
, h
, and name
work as per buttontexture name
is the filename of an imageimage_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
x
, y
, w
, h
, and name
work as per buttontexture name
is the filename of an imagenoclip=true
means the image button doesn't need to be within specified
formsize.drawborder
: draw button border or notpressed texture name
is the filename of an image on pressed stateitem_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
x
, y
, w
, h
, name
and label
work as per buttonitem name
is the registered name of an item/node,
tooltip will be made out of its description
to override it use tooltip elementbutton_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
x
and y
position the itemlist relative to the top left of the menuw
and h
are the size of the itemlistname
fieldname sent to server on doubleclick value is current selected
element.listelements
can be prepended by #color in hexadecimal format RRGGBB
(only).textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
x
and y
position the item list relative to the top left of the menuw
and h
are the size of the item listname
fieldname sent to server on doubleclick value is current selected
element.listelements
can be prepended by #RRGGBB (only) in hexadecimal formattrue
/false
: draw transparent backgroundminetest.explode_textlist_event
(main menu: engine.explode_textlist_event
).tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
x
and y
position the itemlist relative to the top left of the menuname
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw borderbox[<X>,<Y>;<W>,<H>;<color>]
x
and y
position the box relative to the top left of the menuw
and h
are the size of boxcolor
is color specified as a ColorString
dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
x
and y
position of dropdowncheckbox[<X>,<Y>;<name>;<label>;<selected>]
x
and y
: position of checkboxname
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional): true
/false
scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
x
and y
: position of trackbarw
and h
: width and heightorientation
: vertical
/horizontal
0
-1000
)minetest.explode_scrollbar_event
(main menu: engine.explode_scrollbar_event
).table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
tableoptions[]
tablecolumns[]
x
and y
: position the itemlist relative to the top left of the menuw
and h
are the size of the itemlistname
: fieldname sent to server on row select or doubleclickcell 1
...cell n
: cell contents given in row-major orderselected idx
: index of row to be selected within table (first row = 1
)minetest.explode_table_event
(main menu: engine.explode_table_event
).tableoptions[<opt 1>;<opt 2>;...]
table[]
color=#RRGGBB
ColorString
), defaults to #FFFFFF
background=#RRGGBB
ColorString
), defaults to #000000
border=<true/false>
true
)highlight=#RRGGBB
ColorString
), defaults to #466432
highlight_text=#RRGGBB
ColorString
), defaults to #FFFFFF
opendepth=<value>
depth < value
are open (default value = 0
)tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
table[]
text
, image
, color
, indent
, tree
text
: show cell contents as textimage
: cell contents are an image index, use column options to define
images.color
: cell contents are a ColorString and define color of following
cell.indent
: cell contents are a number and define indentation of following
cell.tree
: same as indent, but user can open and close subtrees
(treeview-like).align=<value>
text
and image
: content alignment within cells.
Available values: left
(default), center
, right
, inline
width=<value>
padding=<value>
: padding left of the column, in em (default 0.5
).
Exception: defaults to 0 for indent columnstooltip=<value>
: tooltip text (default: empty)image
column options:
color
column options:span=<value>
: number of following columns to affect
(default: infinite).Note: do not use a element name starting with key_
; those names are
reserved to pass key press events to formspec!
"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 inventorymain
: list containing the default inventorycraft
: list containing the craft inputcraftpreview
: list containing the craft outputhand
: list containing an override for the empty handColorString
#RGB
defines a color in hexadecimal format.
#RGBA
defines a color in hexadecimal format and alpha channel.
#RRGGBB
defines a color in hexadecimal format.
#RRGGBBAA
defines a color in hexadecimal format and alpha channel.
Named colors are also supported and are equivalent to
CSS Color Module Level 4.
To specify the value of the alpha channel, append #AA
to the end of the color
name (e.g. colorname#08
). For named colors the hexadecimal string
representing the alpha value must (always) be two hexadecimal digits.
ColorSpec
A ColorSpec specifies a 32-bit color. It can be written in either:
table form, each element ranging from 0..255 (a, if absent, defaults to 255):
colorspec = {a=255, r=0, g=255, b=0}
numerical form, the raw integer value of an ARGB8 quad:
colorspec = 0xFF00FF00
or string form, a ColorString (defined above):
colorspec = "green"
Most text can contain escape sequences, that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences:
minetest.get_color_escape_sequence(color)
:
minetest.colorize(color, message)
:minetest.get_color_escape_sequence(color) ..
message ..
minetest.get_color_escape_sequence("#ffffff")
minetest.get_background_escape_sequence(color)
minetest.strip_foreground_colors(str)
get_color_escape_sequence
.minetest.strip_background_colors(str)
get_background_escape_sequence
.minetest.strip_colors(str)
For the following functions, v
, v1
, v2
are vectors,
p1
, p2
are positions:
vector.new(a[, b, c])
:
vector.direction(p1, p2)
:
vector.distance(p1, p2)
:p1
and p2
.vector.length(v)
:v
.vector.normalize(v)
:
vector.floor(v)
:vector.round(v)
:vector.apply(v, func)
:func
has been applied to each
component.vector.equals(v1, v2)
:true
if the vectors are identical.vector.sort(v1, v2)
:v1
, v2
.For the following functions x
can be either a vector or a number:
vector.add(v, x)
:vector.subtract(v, x)
:vector.multiply(v, x)
:vector.divide(v, x)
:dump2(obj, name, dumped)
: returns a string which makes obj
human-readable, handles reference loops.
dump(obj, dumped)
: returns a string which makes obj
human-readable
math.hypot(x, y)
math.sign(x, tolerance)
: returns -1
, 0
or 1
string.split(str, separator, include_empty, max_splits, sep_is_pattern)
string:trim()
: returns the string without whitespace pre- and suffixes"\n \t\tfoo bar\t ":trim()
returns "foo bar"
minetest.wrap_text(str, limit, as_table)
: returns a string or tablelimit
: number, maximal amount of characters in one lineas_table
: boolean, if set to true, a table of lines instead of a string
is returned, default: false
minetest.pos_to_string(pos, decimal_places)
: returns string "(X,Y,Z)"
minetest.string_to_pos(string)
: returns a position or nil
minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")
: returns two positionsminetest.formspec_escape(string)
: returns a stringminetest.is_yes(arg)
minetest.get_us_time()
table.copy(table)
: returns a tabletable
minetest.pointed_thing_to_face_pos(placer, pointed_thing)
: returns a
position.Texts can be translated client-side with the help of minetest.translate
and
translation files.
Two functions are provided to translate strings: minetest.translate
and
minetest.get_translator
.
minetest.get_translator(textdomain)
is a simple wrapper around
minetest.translate
, and minetest.get_translator(textdomain)(str, ...)
is
equivalent to minetest.translate(textdomain, str, ...)
.
It is intended to be used in the following way, so that it avoids verbose
repetitions of minetest.translate
:
local S = minetest.get_translator(textdomain) S(str, ...)
As an extra commodity, if textdomain
is nil, it is assumed to be "" instead.
minetest.translate(textdomain, str, ...)
translates the string str
with
the given textdomain
for disambiguation. The textdomain must match the
textdomain specified in the translation file in order to get the string
translated. This can be used so that a string is translated differently in
different contexts.
It is advised to use the name of the mod as textdomain whenever possible, to
avoid clashes with other mods.
This function must be given a number of arguments equal to the number of
arguments the translated string expects.
Arguments are literal strings -- they will not be translated, so if you want
them to be, they need to come as outputs of minetest.translate
as well.For instance, suppose we want to translate "@1 Wool" with "@1" being replaced by the translation of "Red". We can do the following:
local S = minetest.get_translator()
S("@1 Wool", S("Red"))
This will be displayed as "Red Wool" on old clients and on clients that do
not have localization enabled. However, if we have for instance a translation
file named wool.fr.tr
containing the following:
@1 Wool=Laine @1
Red=Rouge
this will be displayed as "Laine Rouge" on clients with a French locale.
The output of minetest.translate
is a string, with escape sequences adding
additional information to that string so that it can be translated on the
different clients. In particular, you can't expect operations like string.length
to work on them like you would expect them to, or string.gsub to work in the
expected manner. However, string concatenation will still work as expected
(note that you should only use this for things like formspecs; do not translate
sentences by breaking them into parts; arguments should be used instead), and
operations such as minetest.colorize
which are also concatenation.
A translation file has the suffix .[lang].tr
, where [lang]
is the language
it corresponds to.
The file should be a text file, with the following format:
# textdomain:
(the space is significant) can be used
to specify the text domain of all following translations in the file.#
are ignored.original=translated
. Both original
and translated
can contain escape sequences beginning with @
to insert
arguments, literal @
, =
or newline (See ### Escapes below).
There must be no extraneous whitespace around the =
or at the beginning or
the end of the line.Strings that need to be translated can contain several escapes, preceded by @
.
@@
acts as a literal @
.@n
, where n
is a digit between 1 and 9, is an argument for the translated
string that will be inlined when translation. Due to how translations are
implemented, the original translation string must have its arguments in
increasing order, without gaps or repetitions, starting from 1.@=
acts as a literal =
. It is not required in strings given to
minetest.translate
, but is in translation files to avoid being confused
with the =
separating the original from the translation.@\n
(where the \n
is a literal newline) acts as a literal newline.
As with @=
, this escape is not required in strings given to
minetest.translate
, but is in translation files.@n
acts as a literal newline as well.minetest
namespace referenceminetest.get_current_modname()
: returns the currently loading mod's name,
when loading a mod.minetest.get_modpath(modname)
: returns e.g.
"/home/user/.minetest/usermods/modname"
..lua
modules or static data from modminetest.get_modnames()
: returns a list of installed modsminetest.get_worldpath()
: returns e.g. "/home/user/.minetest/world"
minetest.is_singleplayer()
minetest.features
: Table containing API feature flags{
glasslike_framed = true,
nodebox_as_selectionbox = true,
chat_send_player_param3 = true,
get_all_craft_recipes_works = true,
use_texture_alpha = true,
-- ^ The transparency channel of textures can optionally be used on nodes
no_legacy_abms = true,
-- ^ Tree and grass ABMs are no longer done from C++
texture_names_parens = true,
-- ^ Texture grouping is possible using parentheses
area_store_custom_ids = true,
-- ^ Unique Area ID for AreaStore:insert_area
add_entity_with_staticdata = true,
-- ^ add_entity supports passing initial staticdata to on_activate
no_chat_message_prediction = true,
-- ^ Chat messages are no longer predicted
object_use_texture_alpha = true
-- ^ The transparency channel of textures can optionally be used on
-- objects (ie: players and lua entities)
}
minetest.has_feature(arg)
: returns boolean, missing_features
arg
: string or table in format {foo=true, bar=true}
missing_features
: {foo=true, bar=true}
minetest.get_player_information(player_name)
:{
address = "127.0.0.1", -- IP address of client
ip_version = 4, -- IPv4 / IPv6
min_rtt = 0.01, -- minimum round trip time
max_rtt = 0.2, -- maximum round trip time
avg_rtt = 0.02, -- average round trip time
min_jitter = 0.01, -- minimum packet time jitter
max_jitter = 0.5, -- maximum packet time jitter
avg_jitter = 0.03, -- average packet time jitter
connection_uptime = 200, -- seconds since client connected
protocol_version = 32, -- protocol version used by client
-- following information is available on debug build only!!!
-- DO NOT USE IN MODS
--ser_vers = 26, -- serialization version used by client
--major = 0, -- major version number
--minor = 4, -- minor version number
--patch = 10, -- patch version number
--vers_string = "0.4.9-git", -- full version string
--state = "Active" -- current client state
}
minetest.mkdir(path)
: returns success.path
, creating parent directories
if they don't exist.minetest.get_dir_list(path, [is_dir])
: returns list of entry namesminetest.safe_file_write(path, content)
: returns boolean indicating successlocal f = io.open(path, "wb"); f:write(content); f:close()
minetest.get_version()
: returns a table containing components of the
engine version. Components:project
: Name of the project, eg, "Minetest"string
: Simple version, eg, "1.2.3-dev"hash
: Full git version (only set if available),
eg, "1.2.3-dev-01234567-dirty".
Use this for informational purposes only. The information in the returned
table does not represent the capabilities of the engine, nor is it
reliable or verifiable. Compatible forks will have a different name and
version entirely. To check for the presence of engine features, test
whether the functions exported by the wanted features exist. For example:
if minetest.check_for_falling then ... end
.minetest.sha1(data, [raw])
: returns the sha1 hash of data
minetest.debug(...)
minetest.log(table.concat({...}, "\t"))
minetest.log([level,] text)
level
is one of "none"
, "error"
, "warning"
, "action"
,
"info"
, or "verbose"
. Default is "none"
.Call these functions only at load time!
minetest.register_entity(name, prototype table)
minetest.register_abm(abm definition)
minetest.register_lbm(lbm definition)
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.unregister_item(name)
minetest.register_alias(name, convert_to)
minetest.register_alias_force(name, convert_to)
minetest.register_craft(recipe)
minetest.clear_craft(recipe)
minetest.register_craft(recipe)
. For output specify only the item,
without a quantity.minetest.register_ore(ore definition)
minetest.register_biome(biome definition)
minetest.register_decoration(decoration definition)
minetest.override_item(name, redefinition)
minetest.override_item("default:mese", {light_source=LIGHT_MAX})
minetest.clear_registered_ores()
minetest.clear_registered_biomes()
minetest.clear_registered_decorations()
Call these functions only at load time!
minetest.register_globalstep(func(dtime))
minetest.register_on_shutdown(func())
minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack, pointed_thing))
minetest.register_on_dignode(func(pos, oldnode, digger))
on_destruct
or after_dig_node
in node
definition whenever possible.minetest.register_on_punchnode(func(pos, node, puncher, pointed_thing))
minetest.register_on_generated(func(minp, maxp, blockseed))
minetest.register_on_newplayer(func(ObjectRef))
minetest.register_on_punchplayer(func(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))
player
- ObjectRef - Player that was punchedhitter
- ObjectRef - Player that hittime_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.damage
- number that represents the damage calculated by the enginetrue
to prevent the default damage mechanismminetest.register_on_player_hpchange(func(player, hp_change, reason), modifier)
player
: ObjectRef of the playerhp_change
: the amount of change. Negative when it is damage.reason
: a PlayerHPChangeReason table.
modifier
: when true, the function should return the actual hp_change
.
Note: modifiers only get a temporary hp_change that can be modified by later modifiers.
modifiers can return true as a second argument to stop the execution of further functions.
Non-modifiers receive the final hp change calculated by the modifiers.minetest.register_on_dieplayer(func(ObjectRef, reason))
reason
: a PlayerHPChangeReason table, see register_on_player_hpchangeminetest.register_on_respawnplayer(func(ObjectRef))
minetest.register_on_prejoinplayer(func(name, ip))
minetest.register_on_joinplayer(func(ObjectRef))
minetest.register_on_leaveplayer(func(ObjectRef, timed_out))
timed_out
: True for timeout, false for other reasons.minetest.register_on_auth_fail(func(name, ip))
minetest.register_on_cheat(func(ObjectRef, cheat))
minetest.register_on_chat_message(func(name, message))
true
to mark the message as handled, which means that it will
not be sent to other players.minetest.register_on_player_receive_fields(func(player, formname, fields))
true
, remaining functions are not calledminetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
minetest.register_on_protection_violation(func(pos, name))
builtin
and mods when a player violates protection at a
position (eg, digs a node or punches a protected entity).minetest.record_protection_violation
.minetest.register_on_item_eat(func(hp_change, replace_with_item, itemstack, user, pointed_thing))
minetest.register_on_priv_grant(function(name, granter, priv))
granter
grants the priv priv
to name
.minetest.register_on_priv_revoke(function(name, revoker, priv))
revoker
revokes the priv priv
from name
.minetest.register_can_bypass_userlimit(function(name, ip))
minetest.register_on_modchannel_message(func(channel_name, sender, message))
sender
field is an empty string.minetest.register_chatcommand(cmd, chatcommand definition)
minetest.registered_chatcommands
minetest.override_chatcommand(name, redefinition)
register_chatcommand
.minetest.unregister_chatcommand(name)
register_chatcommand
.minetest.register_privilege(name, definition)
definition
: "description text"
definition
:
{description = "description text", give_to_singleplayer = boolean}
the default of give_to_singleplayer
is true.basic_privs
to grant, see basic_privs
minetest.conf setting.on_grant(name, granter_name)
: Called when given to player name
by
granter_name
.
granter_name
will be nil if the priv was granted by a mod.on_revoke(name, revoker_name)
: Called when taken from player name
by
revoker_name
.
revoker_name
will be nil if the priv was revoked by a modminetest.register_authentication_handler(authentication handler definition)
minetest.settings
: Settings object containing all of the settings from the
main config file (minetest.conf
).minetest.setting_get_pos(name)
: Loads a setting from the main settings and
parses it as a position (in the format (1,2,3)
). Returns a position or nil.minetest.string_to_privs(str)
: returns {priv1=true,...}
minetest.privs_to_string(privs)
: returns "priv1,priv2,..."
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.check_player_privs(player_or_name, ...)
:
returns bool, missing_privs
player_or_name
: Either a Player object or the name of a player....
is either a list of strings, e.g. "priva", "privb"
or
a table, e.g. { priva = true, privb = true }
.minetest.check_password_entry(name, entry, password)
get_auth()
call on the auth handler.minetest.get_password_hash(name, raw_password)
minetest.check_password_entry
instead.minetest.get_player_ip(name)
: returns an IP address string for the player
name
.
minetest.get_auth_handler()
: Return the currently active auth handler
minetest.notify_authentication_modified(name)
name
: string; if omitted, all auth data should be considered modifiedminetest.set_player_password(name, password_hash)
: Set password hash of
player name
.minetest.set_player_privs(name, {priv1=true,...})
: Set privileges of player
name
.minetest.auth_reload()
reload()
in authentication handler definitionminetest.set_player_password
, minetest_set_player_privs
,
minetest_get_player_privs
and minetest.auth_reload
call the authentication
handler.
minetest.set_node(pos, node)
minetest.add_node(pos, node): alias to
minetest.set_node`
minetest.bulk_set_node({pos1, pos2, pos3, ...}, node)
minetest.bulk_set_node({ {x=0, y=1, z=1}, {x=1, y=2, z=2}}, {name="default:stone"})
minetest.set_node
callminetest.swap_node(pos, node)
minetest.remove_node(pos)
minetest.set_node(pos, {name="air"})
minetest.get_node(pos)
{name="node_name", param1=0, param2=0}
,
returns {name="ignore", param1=0, param2=0}
for unloaded areas.minetest.get_node_or_nil(pos)
get_node
but returns nil
for unloaded areas.minetest.get_node_light(pos, timeofday)
pos
: The position where to measure the light.timeofday
: nil
for current time, 0
for night, 0.5
for day0
and 15
or nil
minetest.place_node(pos, node)
minetest.dig_node(pos)
true
if successful, false
on failure (e.g. protected location)minetest.punch_node(pos)
minetest.spawn_falling_node(pos)
true
if successful, false
on failureminetest.find_nodes_with_meta(pos1, pos2)
minetest.get_meta(pos)
NodeMetaRef
at that positionminetest.get_node_timer(pos)
NodeTimerRef
minetest.add_entity(pos, name, [staticdata])
: Spawn Lua-defined entity at
position.
ObjectRef
, or nil
if failedminetest.add_item(pos, item)
: Spawn itemObjectRef
, or nil
if failedminetest.get_player_by_name(name)
: Get an ObjectRef
to a playerminetest.get_objects_inside_radius(pos, radius)
: returns a list of
ObjectRefs.radius
: using an euclidean metricminetest.set_timeofday(val)
val
is between 0
and 1
; 0
for midnight, 0.5
for middayminetest.get_timeofday()
minetest.get_gametime()
: returns the time, in seconds, since the world was
created.minetest.get_day_count()
: returns number days elapsed since world was
created.minetest.find_node_near(pos, radius, nodenames, [search_center])
: returns
pos or nil
.
minetest.find_nodes_in_area(pos1, pos2, nodenames)
: returns a list of
positions.nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)
: returns a
list of positions.nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.get_perlin(noiseparams)
minetest.get_perlin(seeddiff, octaves, persistence, scale)
int(worldseed)+seeddiff
)minetest.get_voxel_manip([pos1, pos2])
minetest.set_gen_notify(flags, {deco_ids})
flags
is a flag field with the available flags:minetest.get_gen_notify()
deco_id
s.nil
on failure.minetest.get_mapgen_object(objectname)
minetest.get_heat(pos)
nil
on failure.minetest.get_humidity(pos)
nil
on failure.minetest.get_biome_data(pos)
minetest.get_biome_id(biome_name)
minetest.get_biome_data(pos)
, for a given biome_name string.minetest.get_biome_name(biome_id)
minetest.get_mapgen_params()
minetest.set_mapgen_params(MapgenParams)
minetest.set_mapgen_setting(name, value, override)
instead.on_mapgen_init
.flags
contains a comma-delimited string of flags to set, or if the
prefix "no"
is attached, clears instead.flags
is in the same format and has the same options as mg_flags
in
minetest.conf
.minetest.get_mapgen_setting(name)
minetest.get_mapgen_setting_noiseparams(name)
name
exists and is a valid NoiseParams.minetest.set_mapgen_setting(name, value, [override_meta])
value
, and will take effect if the corresponding
mapgen setting is not already present in map_meta.txt.override_meta
is an optional boolean (default: false
). If this is set
to true, the setting will become the active setting regardless of the map
metafile contents."seed"
, not "fixed_map_seed"
.minetest.set_mapgen_setting_noiseparams(name, value, [override_meta])
minetest.set_noiseparams(name, noiseparams, set_default)
minetest.get_noiseparams(name)
minetest.generate_ores(vm, pos1, pos2)
minetest.generate_decorations(vm, pos1, pos2)
minetest.clear_objects([options])
mode
.
minetest.emerge_area(pos1, pos2, [callback], [param])
pos1
to pos2
, inclusive, to be
asynchronously fetched from memory, loaded from disk, or if inexistent,
generates them.callback
is a valid Lua function, this will be called for each block
emerged.function EmergeAreaCallback(blockpos, action, calls_remaining, param)
minetest.delete_area(pos1, pos2)
minetest.line_of_sight(pos1, pos2)
: returns boolean, pos
minetest.raycast(pos1, pos2, objects, liquids)
: returns Raycast
minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
pos1
to pos2
or
nil
.pos1
: start positionpos2
: end positionsearchdistance
: number of blocks to search in each direction using a
maximum metric.max_jump
: maximum height difference to consider walkablemax_drop
: maximum height difference to consider droppablealgorithm
: One of "A*_noprefetch"
(default), "A*"
, "Dijkstra"
minetest.spawn_tree (pos, {treedef})
pos
with definition in treedef
tableminetest.transforming_liquid_add(pos)
minetest.get_node_max_level(pos)
minetest.get_node_level(pos)
minetest.set_node_level(pos, level)
minetest.add_node_level(pos, level)
minetest.fix_light(pos1, pos2)
: returns true
/false
pos1
is the corner of the cuboid with the least coordinates
(in node coordinates), inclusive.pos2
is the opposite corner of the cuboid, inclusive.false
if the area is not fully generated,
true
otherwiseminetest.check_single_for_falling(pos)
group:falling_node
node to fall and causes an
unattached group:attached_node
node to fall.minetest.check_for_falling(pos)
group:falling_node
node to fall and causes an
unattached group:attached_node
node to fall.minetest.get_spawn_level(x, z)
nil
for an unsuitable spawn point.water_level
and water_level + 16
, and in mgv7 well away from rivers,
so nil
will be returned for many (x, z) co-ordinates.You can find mod channels communication scheme in docs/mod_channels.png
.
minetest.mod_channel_join(channel_name)
channel_name
, and creates it if necessary. You
should listen from incoming messages with
minetest.register_on_modchannel_message
call to receive incoming
messages.minetest.get_inventory(location)
: returns an InvRef
location
= e.g.
minetest.create_detached_inventory(name, callbacks, [player_name])
: returns
an InvRef
.player_name
: Make detached inventory available to one player
exclusively, by default they will be sent to every player (even if not
used).
Note that this parameter is mostly just a workaround and will be removed
in future releases.minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
:
returns left over ItemStack.minetest.item_eat
and minetest.register_on_item_eat
minetest.show_formspec(playername, formname, formspec)
minetest.close_formspec(playername, formname)
playername
: name of player to close formspecformname
: has to exactly match the one given in show_formspec
, or the
formspec will not close.show_formspec(playername, formname, "")
is equal to this
expression.minetest.close_formspec(playername, "")
.
USE THIS ONLY WHEN ABSOLUTELY NECESSARY!minetest.formspec_escape(string)
: returns a stringminetest.explode_table_event(string)
: returns a table
minetest.explode_textlist_event(string)
: returns a table
minetest.explode_scrollbar_event(string)
: returns a table
minetest.inventorycube(img1, img2, img3)
minetest.get_pointed_thing_position(pointed_thing, above)
pointed_thing
(that you can get from somewhere)minetest.dir_to_facedir(dir, is6d)
minetest.facedir_to_dir(facedir)
minetest.dir_to_wallmounted(dir)
paramtype2="wallmounted"
.minetest.wallmounted_to_dir(wallmounted)
minetest.dir_to_yaw(dir)
minetest.yaw_to_dir(yaw)
minetest.is_colored_paramtype(ptype)
true
if the given paramtype2
contains
color information (color
, colorwallmounted
or colorfacedir
).minetest.strip_param2_color(param2, paramtype2)
minetest.get_node_drops(nodename, toolname)
minetest.get_craft_result(input)
: returns output, decremented_input
input.method
= "normal"
or "cooking"
or "fuel"
input.width
= for example 3
input.items
= for example
{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}
output.item
= ItemStack
, if unsuccessful: empty ItemStack
output.time
= a number, if unsuccessful: 0
output.replacements
= list of ItemStack
s that couldn't be placed in
decremented_input.items
decremented_input
= like input
minetest.get_craft_recipe(output)
: returns inputoutput
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
{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}
input.items
= nil
if no recipe foundminetest.get_all_craft_recipes(query item)
: returns a table or nil
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]={method = "cooking", width = 3, output = "default:gold_ingot",
items = {1 = "default:gold_lump"}},
[2]={method = "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 (e.g. dropping items on
ground)
minetest.itemstring_with_palette(item, palette_index)
: returns an item
string.
* Creates an item string which contains palette index information
for hardware colorization. You can use the returned string
as an output in a craft recipe.
* item
: the item stack which becomes colored. Can be in string,
table and native form.
* palette_index
: this index is added to the item stack
* minetest.itemstring_with_color(item, colorstring)
: returns an item string
* Creates an item string which contains static color information
for hardware colorization. Use this method if you wish to colorize
an item that does not own a palette. You can use the returned string
as an output in a craft recipe.
* item
: the item stack which becomes colored. Can be in string,
table and native form.
* colorstring
: the new color of the item stack
minetest.rollback_get_node_actions(pos, range, seconds, limit)
:
returns { {actor, pos, time, oldnode, newnode}, ...}
actor
: "player:<name>"
, also "liquid"
.minetest.rollback_revert_actions_by(actor, seconds)
: returns
boolean, log_messages
.actor
: "player:<name>"
, also "liquid"
.on_*
item definition functionsThese functions return the leftover itemstack.
minetest.item_place_node(itemstack, placer, pointed_thing, param2)
minetest.item_place_object(itemstack, placer, pointed_thing)
minetest.item_place(itemstack, placer, pointed_thing, param2)
minetest.item_drop(itemstack, dropper, pos)
minetest.item_eat(hp_change, replace_with_item)
on_punch
and on_dig
node definition callbacksminetest.node_punch(pos, node, puncher, pointed_thing)
minetest.register_on_punchnode()
minetest.node_dig(pos, node, digger)
minetest.registered_on_dignodes()
minetest.sound_play(spec, parameters)
: returns a handle
minetest.sound_stop(handle)
minetest.sound_fade(handle, step, gain)
minetest.after(time, func, ...)
minetest.request_shutdown([message],[reconnect],[delay])
: request for
server shutdown. Will display message
to clients.
minetest.cancel_shutdown_requests()
: cancel current delayed shutdownminetest.get_server_status()
: returns server status stringminetest.get_server_uptime()
: returns the server uptime in secondsminetest.remove_player(name)
: remove player from database (if they are not
connected).minetest.remove_player_auth(name)
: remove player authentication dataminetest.get_ban_list()
: returns the ban list
(same as minetest.get_ban_description("")
).minetest.get_ban_description(ip_or_name)
: returns ban description (string)minetest.ban_player(name)
: ban a playerminetest.unban_player_or_ip(name)
: unban player or IP addressminetest.kick_player(name, [reason])
: disconnect a player with a optional
reason.minetest.add_particle(particle definition)
minetest.add_particle(pos, velocity, acceleration,
expirationtime, size, collisiondetection, texture, playername)
minetest.add_particlespawner(particlespawner definition)
ParticleSpawner
, an object that spawns an amount of particles
over time
seconds.id
, and -1 if adding didn't succeedDeprecated: minetest.add_particlespawner(amount, time,
minpos, maxpos,
minvel, maxvel,
minacc, maxacc,
minexptime, maxexptime,
minsize, maxsize,
collisiondetection, texture, playername)
minetest.delete_particlespawner(id, player)
ParticleSpawner
with id
(return value from
minetest.add_particlespawner
).minetest.create_schematic(p1, p2, probability_list, filename, slice_prob_list)
probability_list
.probability_list
is an array of tables containing two fields, pos
and prob
.pos
is the 3D vector specifying the absolute coordinates of the
node being modified,prob
is an integer value from 0
to 255
that encodes
probability and per-node force-place. Probability has levels
0-127, then 128 may be added to encode per-node force-place.
For probability stated as 0-255, divide by 2 and round down to
get values 0-127, then add 128 to apply per-node force-place.pos
is not inside the box formed by p1
and p2
, it is
ignored.probability_list
equals nil
, no probabilities are applied.slice_prob_list
.
minetest.place_schematic(pos, schematic, rotation, replacements, force_placement, flags)
pos
.rotation
can equal "0"
, "90"
, "180"
, "270"
, or "random"
.rotation
parameter is omitted, the schematic is not rotated.replacements
= {["old_name"] = "convert_to", ...}
force_placement
is a boolean indicating whether nodes other than air
and ignore
are replaced by the schematic.flags
is a flag field with the available flags:minetest.place_schematic_on_vmanip(vmanip, pos, schematic, rotation, replacement, force_placement, flags)
:
vmanip
instead of the
map.flags
is a flag field with the available flags:minetest.serialize_schematic(schematic, format, options)
format
of either "mts" or "lua".options
is a table containing the following optional parameters:lua_use_comments
is true and format
is "lua", the Lua code
generated will have (X, Z) position comments for every X row
generated in the schematic data for easier reading.lua_num_indent_spaces
is a nonzero number and format
is "lua",
the Lua code generated will use that number of spaces as indentation
instead of a tab character.minetest.request_http_api()
:HTTPApiTable
containing http functions if the calling mod has
been granted access by being listed in the secure.http_mods
or
secure.trusted_mods
setting, otherwise returns nil
.fetch
, fetch_async
and
fetch_async_get
described below.HTTPApiTable.fetch(HTTPRequest req, callback)
function(HTTPRequestResult res)
HTTPApiTable.fetch_async(HTTPRequest req)
: returns handleHTTPApiTable.fetch_async_get
HTTPApiTable.fetch_async_get(handle)
: returns HTTPRequestResultminetest.get_mod_storage()
:StorageRef
minetest.get_connected_players()
: returns list of ObjectRefs
minetest.is_player(o)
: boolean, whether o
is a playerminetest.player_exists(name)
: boolean, whether player exists
(regardless of online status)minetest.hud_replace_builtin(name, hud_definition)
minetest.send_join_message(player_name)
minetest.send_leave_message(player_name, timed_out)
minetest.hash_node_position(pos)
: returns an 48-bit integerpos
: table {x=number, y=number, z=number},minetest.get_position_from_hash(hash)
: returns a positionminetest.hash_node_position
minetest.get_item_group(name, group)
: returns a rating0
means: not in group)minetest.get_node_group(name, group)
: returns a ratingminetest.raillike_group(name)
: returns a ratingminetest.get_content_id(name)
: returns an integername
minetest.get_name_from_content_id(content_id)
: returns a stringminetest.parse_json(string[, nullvalue])
: returns somethingnullvalue
: returned in place of the JSON null; defaults to nil
nullvalue
nil
parse_json("[10, {\"a\":false}]")
, returns {10, {a = false}}
minetest.write_json(data[, styled])
: returns a string or nil
and an error
message.write_json({10, {a = false}})
,
returns "[10, {\"a\": false}]"
minetest.serialize(table)
: returns a string
minetest.deserialize(string)
: returns a tableminetest.deserialize
into a tablestring
is loaded in an empty sandbox environment.deserialize('return { ["foo"] = "bar" }')
,
returns {foo='bar'}
deserialize('print("foo")')
, returns nil
(function call fails), returns
error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
minetest.compress(data, method, ...)
: returns compressed_data
minetest.decompress(compressed_data, method, ...)
: returns dataminetest.compress()
for supported compression
methods....
indicates method-specific arguments. Currently, no methods use thisminetest.rgba(red, green, blue[, alpha])
: returns a stringminetest.rgba(10, 20, 30, 40)
, returns "#0A141E28"
minetest.encode_base64(string)
: returns string encoded in base64minetest.decode_base64(string)
: returns stringminetest.is_protected(pos, name)
: returns boolean
name
shouldn't be able to dig at pos
or do
other actions, definable by mods, due to some mod-defined ownership-like
concept.name
will be "" for non-players or unknown players.local old_is_protected = minetest.is_protected
function minetest.is_protected(pos, name)
if mymod:position_protected_from(pos, name) then
return true
end
return old_is_protected(pos, name)
end
minetest.record_protection_violation(pos, name)
minetest.register_on_protection_violation
.player_name
may not modify
in the specified cuboid between pos1
and pos2
.false
if no protections were found.is_protected()
to a 3D lattice of points in the defined volume.
The points are spaced evenly throughout the volume and have a spacing
similar to, but no larger than, interval
.interval
defaults to 4.interval
should be carefully chosen and maximised to avoid an excessive
number of points being checked.minetest.is_protected
, this function may be extended or
overwritten by mods to provide a faster implementation to check the
cuboid for intersections.minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
itemstack
, and place it accordingly (on-wall, on the floor,
or hanging from the ceiling). Stacks are handled normally if the
infinitestacks
field is false or omitted (else, the itemstack is not
changed). orient_flags
is an optional table containing extra tweaks to
the placement code:invert_wall
: if true
, place wall-orientation on the ground and
ground-orientation on the wall.force_wall
: if true
, always place the node in wall orientation.force_ceiling
: if true
, always place on the ceiling.force_floor
: if true
, always place the node on the floor.force_facedir
: if true
, forcefully reset the facedir to north
when placing on the floor or ceiling.minetest.rotate_node(itemstack, placer, pointed_thing)
rotate_and_place()
with infinitestacks set according to the state
of the creative mode setting, and checks for "sneak" to set the
invert_wall
parameter.minetest.forceload_block(pos[, transient])
minetest.forceload_free_block(pos[, transient])
minetest.request_insecure_environment()
: returns an environment containing
insecure functions if the calling mod has been listed as trusted in the
secure.trusted_mods
setting or security is disabled, otherwise returns
nil
.
minetest.global_exists(name)
minetest.env
: EnvRef
of the server environment and world.minetest.env:somefunction(somearguments)
instead of minetest.somefunction(somearguments)
minetest.registered_items
minetest.registered_nodes
minetest.registered_craftitems
minetest.registered_tools
minetest.registered_entities
minetest.object_refs
minetest.luaentities
minetest.registered_chatcommands
minetest.registered_ores
minetest.registered_biomes
minetest.registered_decorations
An interface to use mod channels on client and server
leave()
: leave the mod channel.channel_name
.is_writeable()
: returns true if channel is writeable and mod can send over
it.send_all(message)
: Send message
though the mod channel.MetaDataRef
See StorageRef
, NodeMetaRef
and ItemStackMetaRef
.
set_string(name, value)
get_string(name)
set_int(name, value)
get_int(name)
set_float(name, value)
get_float(name)
to_table()
: returns nil
or a table with keys:
from_table(nil or {})
true
on successequals(other)
true
if this metadata has the same key-value pairs as other
NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via minetest.get_meta(pos)
.
get_inventory()
: returns InvRef
mark_as_private(name or {name1, name2, ...})
: Mark specific vars as private
This will prevent them from being sent to the client. Note that the "private"
status will only be remembered if an associated key-value pair exists,
meaning it's best to call this when initializing all other meta (e.g.
on_construct
).ItemStackMetaRef
ItemStack metadata: reference extra data and functionality stored in a stack.
Can be obtained via item:get_meta()
.
set_tool_capabilities([tool_capabilities])
StorageRef
Mod metadata: per mod metadata, saved automatically.
Can be obtained via minetest.get_mod_storage()
during load time.
NodeTimerRef
Node Timers: a high resolution persistent per-node timer.
Can be gotten via minetest.get_node_timer(pos)
.
set(timeout,elapsed)
start(timeout)
set(timeout,0)
stop()
get_timeout()
: returns current timeout in secondstimeout
equals 0
, timer is inactiveget_elapsed()
: returns current elapsed time in secondson_timer
function will be called after (timeout - elapsed)
seconds.is_started()
: returns boolean state of timertrue
if timer is started, otherwise false
ObjectRef
Moving things in the game are generally these.
This is basically a reference to a C++ ServerActiveObject
remove()
: remove object (after returning from Lua)minetest.kick_player
insteadget_pos()
: returns {x=num, y=num, z=num}
set_pos(pos)
; pos
={x=num, y=num, z=num}
move_to(pos, continuous=false)
: interpolated movepunch(puncher, time_from_last_punch, tool_capabilities, direction)
right_click(clicker)
; clicker
is another ObjectRef
get_hp()
: returns number of hitpoints (2 * number of hearts)set_hp(hp, reason)
: set number of hitpoints (2 * number of hearts).get_inventory()
: returns an 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 itemget_wielded_item()
: returns an ItemStack
set_wielded_item(item)
: replaces the wielded item, returns true
if
successful.set_armor_groups({group1=rating, group2=rating, ...})
get_armor_groups()
: returns a table with the armor group ratingsset_animation(frame_range, frame_speed, frame_blend, frame_loop)
get_animation()
: returns range
, frame_speed
, frame_blend
and
frame_loop
.set_animation_frame_speed(frame_speed)
frame_speed
: number, default: 15.0
set_attach(parent, bone, position, rotation)
get_attach()
: returns parent, bone, position, rotation or nil if it isn't
attached.set_detach()
set_bone_position(bone, position, rotation)
get_bone_position(bone)
: returns position and rotation of the boneset_properties(object property table)
get_properties()
: returns object property tableis_player()
: returns true for players, false otherwiseget_nametag_attributes()
set_nametag_attributes(attributes)
attributes
:
{
color = ColorSpec,
text = "My Nametag",
}set_velocity(vel)
vel
is a vector, e.g. {x=0.0, y=2.3, z=1.0}
get_velocity()
: returns the velocity, a vectorset_acceleration(acc)
acc
is a vectorget_acceleration()
: returns the acceleration, a vectorset_yaw(radians)
get_yaw()
: returns number in radiansset_texture_mod(mod)
get_texture_mod()
returns current texture modifierset_sprite(p, num_frames, framelength, select_horiz_by_yawpitch)
p
: {x=number, y=number}, the coordinate of the first frame
(x: column, y: row), default: {x=0, y=0}
num_frames
: number, default: 1
framelength
: number, default: 0.2
select_horiz_by_yawpitch
: boolean, this was once used for the Dungeon
Master mob, default: false
get_entity_name()
(Deprecated: Will be removed in a future version)get_luaentity()
get_player_name()
: returns ""
if is not a playerget_player_velocity()
: returns nil
if is not a player, otherwise a
table {x, y, z} representing the player's instantaneous velocity in nodes/sget_look_dir()
: get camera direction as a unit vectorget_look_vertical()
: pitch in radiansget_look_horizontal()
: yaw in radiansset_look_vertical(radians)
: sets look pitchset_look_horizontal(radians)
: sets look yawget_look_pitch()
: pitch in radians - Deprecated as broken. Use
get_look_vertical
.get_look_yaw()
: yaw in radians - Deprecated as broken. Use
get_look_horizontal
.set_look_pitch(radians)
: sets look pitch - Deprecated. Use
set_look_vertical
.set_look_yaw(radians)
: sets look yaw - Deprecated. Use
set_look_horizontal
.get_breath()
: returns players breathset_breath(value)
: sets players breath
set_attribute(attribute, value)
:
get_attribute(attribute)
:nil
if no attribute found.set_inventory_formspec(formspec)
on_joinplayer
get_inventory_formspec()
: returns a formspec stringset_formspec_prepend(formspec)
:get_formspec_prepend(formspec)
: returns a formspec string.get_player_control()
: returns table with player pressed keys{jump=false, right=true, left=false, LMB=false, RMB=false,
sneak=true, aux1=false, down=false, up=false}
get_player_control_bits()
: returns integer with bit packed player pressed
keys.set_physics_override(override_table)
override_table
is a table with the following fields:speed
: multiplier to default walking speed value (default: 1
)jump
: multiplier to default jump value (default: 1
)gravity
: multiplier to default gravity value (default: 1
)sneak
: whether player can sneak (default: true
)sneak_glitch
: whether player can use the new move code replications
of the old sneak side-effects: sneak ladders and 2 node sneak jump
(default: false
)new_move
: use new move/sneak code. When false
the exact old code
is used for the specific old sneak behaviour (default: true
)get_physics_override()
: returns the table given to set_physics_override
hud_add(hud definition)
: add a HUD element described by HUD def, returns ID
number on successhud_remove(id)
: remove the HUD element of the specified idhud_change(id, stat, value)
: change a value of a previously added HUD
element.stat
values:
position
, name
, scale
, text
, number
, item
, dir
hud_get(id)
: gets the HUD element definition structure of the specified IDhud_set_flags(flags)
: sets specified HUD flags to true
/false
flags
: (is visible) hotbar
, healthbar
, crosshair
, wielditem
,
breathbar
, minimap
, minimap_radar
true
/false
value of each flag to be set or
unset.nil
, the flag is not modifiedminimap
modifies the client's permission to view the
minimap - the client may locally elect to not view the minimap.radar
is only usable when minimap
is truehud_get_flags()
: returns a table containing status of hud flags{hotbar=true, healthbar=true, crosshair=true, wielditem=true,
breathbar=true, minimap=true, minimap_radar=true}
hud_set_hotbar_itemcount(count)
: sets number of items in builtin hotbarcount
: number of items, must be between 1
and 23
hud_get_hotbar_itemcount
: returns number of visible itemshud_set_hotbar_image(texturename)
hud_get_hotbar_image
: returns texturenamehud_set_hotbar_selected_image(texturename)
hud_get_hotbar_selected_image
: returns texturenameset_sky(bgcolor, type, {texture names}, clouds)
get_sky()
: returns bgcolor, type, table of textures, cloudsset_clouds(parameters)
: set cloud parametersparameters
is a table with the following optional fields:density
: from 0
(no clouds) to 1
(full clouds) (default 0.4
)color
: basic cloud color with alpha channel, ColorSpec
(default #fff0f0e5
).ambient
: cloud color lower bound, use for a "glow at night" effect.
ColorSpec (alpha ignored, default #000000
)height
: cloud height, i.e. y of cloud base (default per conf,
usually 120
)thickness
: cloud thickness in nodes (default 16
)speed
: 2D cloud speed + direction in nodes per second
(default {x=0, z=-2}
).get_clouds()
: returns a table with the current cloud parameters as in
set_clouds
.override_day_night_ratio(ratio or nil)
get_day_night_ratio()
: returns the ratio or nil if it isn't overriddenset_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)
:
set animation for player model in third person viewset_local_animation({x=0, y=79}, -- < stand/idle animation key frames
{x=168, y=187}, -- < walk animation key frames
{x=189, y=198}, -- < dig animation key frames
{x=200, y=219}, -- < walk+dig animation key frames
frame_speed=30): -- < animation frame speed
get_local_animation()
: returns stand, walk, dig, dig+walk tables and
frame_speed
.set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})
: defines offset value for
camera per player.{x=-10/10,y=-10,15,z=-5/5}
)get_eye_offset()
: returns offset_first
and offset_third
InvRef
An InvRef
is a reference to an inventory.
is_empty(listname)
: return true
if list is emptyget_size(listname)
: get size of a listset_size(listname, size)
: set size of a listfalse
on error (e.g. invalid listname
or size
)get_width(listname)
: get width of a listset_width(listname, width)
: set width of list; currently used for craftingget_stack(listname, i)
: get a copy of stack index i
in listset_stack(listname, i, stack)
: copy stack
to index i
in listget_list(listname)
: return full listset_list(listname, list)
: set full list (size will not change)get_lists()
: returns list of inventory listsset_lists(lists)
: sets inventory lists (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 listcontains_item(listname, stack, [match_meta])
: returns true
if
the stack of items can be fully taken from the list.
If match_meta
is false, only the items' names are compared
(default: false
).remove_item(listname, stack)
: take as many items as specified from the
list, returns the items that were actually removed (as an ItemStack
)
-- note that any item metadata is ignored, so attempting to remove a specific
unique item this way will likely remove the wrong one -- to do that use
set_stack
with an empty ItemStack
.get_location()
: returns a location compatible to
minetest.get_inventory(location)
.{type="undefined"}
in case location is not knownAreaStore
A fast access data structure to store areas, and find areas near a given
position or area.
Every area has a data
string attribute to store additional information.
You can create an empty AreaStore
by calling AreaStore()
, or
AreaStore(type_name)
.
If you chose the parameter-less constructor, a fast implementation will be
automatically chosen for you.
get_area(id, include_borders, include_data)
: returns the area with the id
id
.
(optional) Boolean values include_borders
and include_data
control what's
copied.
Returns nil if specified area id does not exist.get_areas_for_pos(pos, include_borders, include_data)
: returns all areas
that contain the position pos
.
(optional) Boolean values include_borders
and include_data
control what's
copied.get_areas_in_area(edge1, edge2, accept_overlap, include_borders, include_data)
:
returns all areas that contain all nodes inside the area specified by edge1
and edge2
(inclusive).
If accept_overlap
is true, also areas are returned that have nodes in
common with the specified area.
(optional) Boolean values include_borders
and include_data
control what's
copied.insert_area(edge1, edge2, data, [id])
: inserts an area into the store.
Returns the new area's ID, or nil if the insertion failed.
The (inclusive) positions edge1
and edge2
describe the area.
data
is a string stored with the area. If passed, id
will be used as the
internal area ID, it must be a unique number between 0 and 2^32-2. If you use
the id
parameter you must always use it, or insertions are likely to fail
due to conflicts.reserve(count)
: reserves resources for at most count
many contained
areas.
Only needed for efficiency, and only some implementations profit.remove_area(id)
: removes the area with the given id from the store, returns
success.set_cache_params(params)
: sets params for the included prefiltering cache.
Calling invalidates the cache, so that its elements have to be newly
generated.params
:
{
enabled = boolean, -- whether to enable, default true
block_radius = number, -- the radius (in nodes) of the areas the cache
generates prefiltered lists for, minimum 16,
default 64.
limit = number, -- the cache's size, minimum 20, default 1000
}to_string()
: Experimental. Returns area store serialized as a (binary)
string.to_file(filename)
: Experimental. Like to_string()
, but writes the data to
a file.from_string(str)
: Experimental. Deserializes string and loads it into the
AreaStore.
Returns success and, optionally, an error message.from_file(filename)
: Experimental. Like from_string()
, but reads the data
from a file.ItemStack
An ItemStack
is a stack of items.
It can be created via ItemStack(x)
, where x is an ItemStack
,
an itemstring, a table or nil
.
is_empty()
: returns true
if stack is empty.get_name()
: returns item name (e.g. "default:stone"
).set_name(item_name)
: returns a boolean indicating whether the item was
cleared.get_count()
: Returns number of items on the stack.set_count(count)
: returns a boolean indicating whether the item was clearedcount
: number, unsigned 16 bit integerget_wear()
: returns tool wear (0
-65535
), 0
for non-tools.set_wear(wear)
: returns boolean indicating whether item was clearedwear
: number, unsigned 16 bit integerget_meta()
: returns ItemStackMetaRef. See section for more detailsget_metadata()
: (DEPRECATED) Returns metadata (a string attached to an item
stack).set_metadata(metadata)
: (DEPRECATED) Returns true.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 typeadd_wear(amount)
add_item(item)
: returns leftover ItemStack
item_fits(item)
: returns true
if item or stack can be fully added to
this one.take_item(n)
: returns taken ItemStack
peek_item(n)
: returns taken ItemStack
PseudoRandom
A 16-bit pseudorandom number generator. Uses a well-known LCG algorithm introduced by K&R.
It can be created via PseudoRandom(seed)
.
next()
: return next integer random number [0
...32767
]next(min, max)
: return next integer random number [min
...max
]((max - min) == 32767) or ((max-min) <= 6553))
must be true
due to the simple implementation making bad distribution otherwise.PcgRandom
A 32-bit pseudorandom number generator. Uses PCG32, an algorithm of the permuted congruential generator family, offering very strong randomness.
It can be created via PcgRandom(seed)
or PcgRandom(seed, sequence)
.
next()
: return next integer random number [-2147483648
...2147483647
]next(min, max)
: return next integer random number [min
...max
]rand_normal_dist(min, max, num_trials=6)
: return normally distributed
random number [min
...max
].
SecureRandom
Interface for the operating system's crypto-secure PRNG.
It can be created via SecureRandom()
. The constructor returns nil if a
secure random device cannot be found on the system.
next_bytes([count])
: return next count
(default 1, capped at 2048) many
random bytes, as a string.PerlinNoise
A perlin noise generator.
It can be created via PerlinNoise(seed, octaves, persistence, scale)
or PerlinNoise(noiseparams)
.
Alternatively with minetest.get_perlin(seeddiff, octaves, persistence, scale)
or minetest.get_perlin(noiseparams)
.
get_2d(pos)
: returns 2D noise value at pos={x=,y=}
get_3d(pos)
: returns 3D noise value at pos={x=,y=,z=}
PerlinNoiseMap
A fast, bulk perlin noise generator.
It can be created via PerlinNoiseMap(noiseparams, size)
or
minetest.get_perlin_map(noiseparams, size)
.
Format of size
is {x=dimx, y=dimy, z=dimz}
. The z
component is omitted
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
nil
is returned).
For each of the functions with an optional buffer
parameter: If buffer
is
not nil, this table will be used to store the result instead of creating a new
table.
get_2d_map(pos)
: returns a <size.x>
times <size.y>
2D array of 2D noise
with values starting at pos={x=,y=}
get_3d_map(pos)
: returns a <size.x>
times <size.y>
times <size.z>
3D array of 3D noise with values starting at pos={x=,y=,z=}
.get_2d_map_flat(pos, buffer)
: returns a flat <size.x * size.y>
element
array of 2D noise with values starting at pos={x=,y=}
get_3d_map_flat(pos, buffer)
: Same as get2dMap_flat
, but 3D noisecalc_2d_map(pos)
: Calculates the 2d noise map starting at pos
. The result
is stored internally.calc_3d_map(pos)
: Calculates the 3d noise map starting at pos
. The result
is stored internally.get_map_slice(slice_offset, slice_size, buffer)
: In the form of an array,
returns a slice of the most recently computed noise results. The result slice
begins at coordinates slice_offset
and takes a chunk of slice_size
.
E.g. to grab a 2-slice high horizontal 2d plane of noise starting at buffer
offset y = 20:
noisevals = noise:get_map_slice({y=20}, {y=2})
It is important to note that slice_offset
offset coordinates begin at 1,
and are relative to the starting position of the most recently calculated
noise.
To grab a single vertical column of noise starting at map coordinates
x = 1023, y=1000, z = 1000:
noise:calc_3d_map({x=1000, y=1000, z=1000})
noisevals = noise:get_map_slice({x=24, z=1}, {x=1, z=1})
VoxelManip
VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting map nodes through VoxelManip will lack many of the higher level features and concepts you may be used to with other methods of setting nodes. For example, nodes will not have their construction and destruction callbacks run, and no rollback information is logged.
It is important to note that VoxelManip is designed for speed, and not ease
of use or flexibility. If your mod requires a map manipulation facility that
will handle 100% of all edge cases, or the use of high level node placement
features, perhaps minetest.set_node()
is better suited for the job.
In addition, VoxelManip might not be faster, or could even be slower, for your
specific use case. VoxelManip is most effective when setting large areas of map
at once - for example, if only setting a 3x3x3 node area, a
minetest.set_node()
loop may be more optimal. Always profile code using both
methods of map manipulation to determine which is most appropriate for your
usage.
A recent simple test of setting cubic areas showed that minetest.set_node()
is faster than a VoxelManip for a 3x3x3 node cube or smaller.
A VoxelManip object can be created any time using either:
VoxelManip([p1, p2])
, or minetest.get_voxel_manip([p1, p2])
.
If the optional position parameters are present for either of these routines,
the specified region will be pre-loaded into the VoxelManip object on creation.
Otherwise, the area of map you wish to manipulate must first be loaded into the
VoxelManip object using VoxelManip:read_from_map()
.
Note that VoxelManip:read_from_map()
returns two position vectors. The region
formed by these positions indicate the minimum and maximum (respectively)
positions of the area actually loaded in the VoxelManip, which may be larger
than the area requested. For convenience, the loaded area coordinates can also
be queried any time after loading map data with VoxelManip:get_emerged_area()
.
Now that the VoxelManip object is populated with map data, your mod can fetch a
copy of this data using either of two methods. VoxelManip:get_node_at()
,
which retrieves an individual node in a MapNode formatted table at the position
requested is the simplest method to use, but also the slowest.
Nodes in a VoxelManip object may also be read in bulk to a flat array table using:
VoxelManip:get_data()
for node content (in Content ID form, see section
'Content IDs'),VoxelManip:get_light_data()
for node light levels, andVoxelManip:get_param2_data()
for the node type-dependent "param2" values.See section 'Flat array format' for more details.
It is very important to understand that the tables returned by any of the above three functions represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the data will not magically update itself if another function modifies the internal VoxelManip state. Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless otherwise explicitly stated.
Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using:
VoxelManip:set_data()
for node content (in Content ID form, see section
'Content IDs'),VoxelManip:set_light_data()
for node light levels, andVoxelManip:set_param2_data()
for the node type-dependent param2
values.The parameter to each of the above three functions can use any table at all in
the same flat array format as produced by get_data()
etc. and is not required
to be a table retrieved from get_data()
.
Once the internal VoxelManip state has been modified to your liking, the
changes can be committed back to the map by calling VoxelManip:write_to_map()
Let
Nx = p2.X - p1.X + 1
,
Ny = p2.Y - p1.Y + 1
, and
Nz = p2.Z - p1.Z + 1
.
Then, for a loaded region of p1..p2, this array ranges from 1
up to and
including the value of the expression Nx * Ny * Nz
.
Positions offset from p1 are present in the array with the format of:
[
(0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0),
(0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0),
...
(0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0),
(0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1),
...
(0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2),
...
(0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz)
]
and the array index for a position p contained completely in p1..p2 is:
(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1
Note that this is the same "flat 3D array" format as
PerlinNoiseMap:get3dMap_flat()
.
VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation
of the index for a single point in a flat VoxelManip array.
A Content ID is a unique integer identifier for a specific node type.
These IDs are used by VoxelManip in place of the node name string for
VoxelManip:get_data()
and VoxelManip:set_data()
. You can use
minetest.get_content_id()
to look up the Content ID for the specified node
name, and minetest.get_name_from_content_id()
to look up the node name string
for a given Content ID.
After registration of a node, its Content ID will remain the same throughout
execution of the mod.
Note that the node being queried needs to have already been been registered.
The following builtin node types have their Content IDs defined as constants:
minetest.CONTENT_UNKNOWN
: ID for "unknown" nodesminetest.CONTENT_AIR
: ID for "air" nodesminetest.CONTENT_IGNORE
: ID for "ignore" nodesInside of on_generated()
callbacks, it is possible to retrieve the same
VoxelManip object used by the core's Map Generator (commonly abbreviated
Mapgen). Most of the rules previously described still apply but with a few
differences:
minetest.get_mapgen_object("voxelmanip")
VoxelManip:read_from_map()
before using
a Mapgen VoxelManip.on_generated()
callbacks of some mods may place individual nodes in the
generated area using non-VoxelManip map modification methods. Because the
same Mapgen VoxelManip object is passed through each on_generated()
callback, it becomes necessary for the Mapgen VoxelManip object to maintain
consistency with the current map state. For this reason, calling any of the
following functions:
minetest.add_node()
, minetest.set_node()
, or minetest.swap_node()
will also update the Mapgen VoxelManip object's internal state active on the
current thread.VoxelManip:calc_lighting()
or VoxelManip:set_lighting()
.If any VoxelManip contents were set to a liquid node,
VoxelManip:update_liquids()
must be called for these liquid nodes to begin
flowing. It is recommended to call this function only after having written all
buffered data back to the VoxelManip object, save for special situations where
the modder desires to only have certain liquid nodes begin flowing.
The functions minetest.generate_ores()
and minetest.generate_decorations()
will generate all registered decorations and ores throughout the full area
inside of the specified VoxelManip object.
minetest.place_schematic_on_vmanip()
is otherwise identical to
minetest.place_schematic()
, except instead of placing the specified schematic
directly on the map at the specified position, it will place the schematic
inside the VoxelManip.
VoxelManip:get_data()
, and an
"ignore" node at any position for VoxelManip:get_node_at()
.on_generated()
callback, consider passing a file-scoped table as the optional parameter to
VoxelManip:get_data()
, which serves as a static buffer the function can use
to write map data to instead of returning a new table each call. This greatly
enhances performance by avoiding unnecessary memory allocations.read_from_map(p1, p2)
: Loads a chunk of map into the VoxelManip object
containing the region formed by p1
and p2
.pmin
, actual emerged pmax
write_to_map([light])
: Writes the data loaded from the VoxelManip
back to
the map.VoxelManip:set_data()
before
calling this.light
is true, then lighting is automatically recalculated.
The default value is true.
If light
is false, no light calculations happen, and you should correct
all modified blocks with minetest.fix_light()
as soon as possible.
Keep in mind that modifying the map where light is incorrect can cause
more lighting bugs.get_node_at(pos)
: Returns a MapNode
table of the node currently loaded in
the VoxelManip
at that positionset_node_at(pos, node)
: Sets a specific MapNode
in the VoxelManip
at
that position.get_data([buffer])
: Retrieves the node content data loaded into the
VoxelManip
object.buffer
is present, this table will be used to store the
result instead.set_data(data)
: Sets the data contents of the VoxelManip
objectupdate_map()
: Does nothing, kept for compatibility.set_lighting(light, [p1, p2])
: Set the lighting within the VoxelManip
to
a uniform value.
get_light_data()
: Gets the light data read into the VoxelManip
object
set_light_data(light_data)
: Sets the param1
(light) contents of each node
in the VoxelManip
.get_light_data()
returnsget_param2_data([buffer])
: Gets the raw param2
data read into the
VoxelManip
object.
set_param2_data(param2_data)
: Sets the param2
contents of each node in
the VoxelManip
.calc_lighting([p1, p2], [propagate_shadow])
: Calculate lighting within the
VoxelManip
.VoxelManip
object from
minetest.get_mapgen_object
.p1
, p2
) is the area in which lighting is set, defaults to the whole
area if left out or nil.propagate_shadow
is an optional boolean deciding whether shadows in a
generated mapchunk above are propagated down into the mapchunk, defaults
to true
if left out.update_liquids()
: Update liquid flowwas_modified()
: Returns true
or false
if the data in the voxel
manipulator had been modified since the last read from map, due to a call to
minetest.set_data()
on the loaded area elsewhere.get_emerged_area()
: Returns actual emerged minimum and maximum positions.VoxelArea
A helper class for voxel areas.
It can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
.
The coordinates are inclusive, like most other things in Minetest.
getExtent()
: returns a 3D vector containing the size of the area formed by
MinEdge
and MaxEdge
.getVolume()
: returns the volume of the area formed by MinEdge
and
MaxEdge
.index(x, y, z)
: returns the index of an absolute position in a flat array
starting at 1
.VoxelManip
, raw Schematic specifiers,
PerlinNoiseMap:get2d
/3dMap
, and so on.indexp(p)
: same as above, except takes a vectorposition(i)
: returns the absolute position vector corresponding to index
i
.contains(x, y, z)
: check if (x
,y
,z
) is inside area formed by
MinEdge
and MaxEdge
.containsp(p)
: same as above, except takes a vectorcontainsi(i)
: same as above, except takes an index i
iter(minx, miny, minz, maxx, maxy, maxz)
: returns an iterator that returns
indices.minx
,miny
,minz
) to (maxx
,maxy
,maxz
) in the order of
[z [y [x]]]
.iterp(minp, maxp)
: same as above, except takes a vectorSettings
An interface to read config files in the format of minetest.conf
.
It can be created via Settings(filename)
.
get(key)
: returns a valueget_bool(key, [default])
: returns a boolean
get_np_group(key)
: returns a NoiseParams tableset(key, value)
set_bool(key, value)
set_np_group(key, value)
value
is a NoiseParams table.remove(key)
: returns a boolean (true
for success)get_names()
: returns {key1,...}
write()
: returns a boolean (true
for success)to_table()
: returns {[key1]=value1,...}
Raycast
A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop.
The map is loaded as the ray advances. If the
map is modified after the Raycast
is created,
the changes may or may not have an effect on
the object.
It can be created via Raycast(pos1, pos2, objects, liquids)
or
minetest.raycast(pos1, pos2, objects, liquids)
where:
pos1
: start of the ray
pos2
: end of the ray
objects
: if false, only nodes will be returned. Default is true.
`liquids' : if false, liquid nodes won't be returned. Default is false.
next()
: returns a pointed_thing
A mapgen object is a construct used in map generation. Mapgen objects can be
used by an on_generate
callback to speed up operations by avoiding
unnecessary recalculations, these can be retrieved using the
minetest.get_mapgen_object()
function. If the requested Mapgen object is
unavailable, or get_mapgen_object()
was called outside of an on_generate()
callback, nil
is returned.
The following Mapgen objects are currently available:
voxelmanip
This returns three values; the VoxelManip
object to be used, minimum and
maximum emerged position, in that order. All mapgens support this object.
heightmap
Returns an array containing the y coordinates of the ground levels of nodes in the most recently generated chunk by the current mapgen.
biomemap
Returns an array containing the biome IDs of nodes in the most recently generated chunk by the current mapgen.
heatmap
Returns an array containing the temperature values of nodes in the most recently generated chunk by the current mapgen.
humiditymap
Returns an array containing the humidity values of nodes in the most recently generated chunk by the current mapgen.
gennotify
Returns a table mapping requested generation notification types to arrays of
positions at which the corresponding generated structures are located within
the current chunk. To set the capture of positions of interest to be recorded
on generate, use minetest.set_gen_notify()
.
For decorations, the returned positions are the ground surface 'place_on'
nodes, not the decorations themselves. A 'simple' type decoration is often 1
node above the returned position and possibly displaced by 'place_offset_y'.
Possible fields of the table returned are:
Decorations have a key in the format of "decoration#id"
, where id
is the
numeric unique decoration ID.
self
:
on_activate(self, staticdata, dtime_s)
dtime_s
is the time passed since the object was unloaded, which can
be used for updating the entity state.on_step(self, dtime)
dtime
is usually 0.1 seconds, as per the dedicated_server_step
setting in minetest.conf
.on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
puncher
: an 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_death(self, killer)
killer
: an ObjectRef
(can be nil
)on_rightclick(self, clicker)
get_staticdata(self)
on_activate
when
the object is instantiated the next time.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, if no seed is provided, the engine
will create one.
}
G
: move forward one unit with the pen upF
: move forward one unit with the pen down drawing trunks and branchesf
: move forward one unit with the pen down drawing leaves (100% chance)T
: move forward one unit with the pen down drawing trunks onlyR
: move forward one unit with the pen down placing fruitA
: replace with rules set AB
: replace with rules set BC
: replace with rules set CD
: replace with rules set Da
: 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 infoSpawn a small apple tree:
pos = {x=230,y=20,z=4}
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.spawn_tree(pos,apple_tree)
{
hp_max = 1,
-- ^ For players: Defaults to `minetest.PLAYER_MAX_HP_DEFAULT`
breath_max = 0,
-- ^ For players only. Defaults to `minetest.PLAYER_MAX_BREATH_DEFAULT`
zoom_fov = 0.0,
-- ^ For players only. Zoom FOV in degrees.
-- Note that zoom loads and/or generates world beyond the server's
-- maximum send and generate distances, so acts like a telescope.
-- Smaller zoomFOV values increase the distance loaded and/or generated.
-- Defaults to 15 in creative mode, 0 in survival mode.
-- zoom_fov = 0 disables zooming for the player.
eye_height = 1.625,
-- ^ For players only. Camera height above feet position in nodes.
-- Defaults to 1.625.
physical = true,
collide_with_objects = true,
-- ^ Collide with other objects if physical = true.
weight = 5,
collisionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
selectionbox = {-0.5, 0.0, -0.5, 0.5, 1.0, 0.5},
-- ^ Default, uses collision box dimensions when not set.
-- ^ For both boxes: {xmin, ymin, zmin, xmax, ymax, zmax} in nodes from
-- object position.
pointable = true,
-- ^ Overrides selection box when false.
visual = "cube" / "sprite" / "upright_sprite" / "mesh" / "wielditem",
-- ^ "cube" is a node-sized cube.
-- ^ "sprite" is a flat texture always facing the player.
-- ^ "upright_sprite" is a vertical flat texture.
-- ^ "mesh" uses the defined mesh model.
-- ^ "wielditem" is used for dropped items
-- (see builtin/game/item_entity.lua).
-- For this use 'textures = {itemname}'.
-- If the item has a 'wield_image' the object will be an extrusion of
-- that, otherwise:
-- If 'itemname' is a cubic node or nodebox the object will appear
-- identical to 'itemname'.
-- If 'itemname' is a plantlike node the object will be an extrusion of
-- its texture.
-- Otherwise for non-node items, the object will be an extrusion of
-- 'inventory_image'.
visual_size = {x = 1, y = 1},
-- ^ `x` multiplies horizontal (X and Z) visual size.
-- ^ `y` multiplies vertical (Y) visual size.
mesh = "model",
textures = {},
-- ^ Number of required textures depends on visual.
-- ^ "cube" uses 6 textures in the way a node does.
-- ^ "sprite" uses 1 texture.
-- ^ "upright_sprite" uses 2 textures: {front, back}.
-- ^ "wielditem" expects 'textures = {itemname}' (see 'visual' above).
colors = {},
-- ^ Number of required colors depends on visual.
use_texture_alpha = false,
-- ^ Use texture's alpha channel, excludes "upright_sprite" and "wielditem"
-- ^ Note: currently causes visual issues when viewed through other
-- ^ semi-transparent materials such as water.
spritediv = {x = 1, y = 1},
-- ^ Used with spritesheet textures for animation and/or frame selection
-- according to position relative to player.
-- ^ Defines the number of columns and rows in the spritesheet:
-- {columns, rows}.
initial_sprite_basepos = {x = 0, y = 0},
-- ^ Used with spritesheet textures.
-- ^ Defines the {column, row} position of the initially used frame in the
-- spritesheet.
is_visible = true,
makes_footstep_sound = false,
automatic_rotate = 0,
-- ^ Set constant rotation in radians per second, positive or negative.
-- ^ Set to 0 to disable constant rotation.
stepheight = 0,
automatic_face_movement_dir = 0.0,
-- ^ Automatically set yaw to movement direction, offset in degrees,
-- 'false' to disable.
automatic_face_movement_max_rotation_per_sec = -1,
-- ^ Limit automatic rotation to this value in degrees per second,
-- value < 0 no limit.
backface_culling = true,
-- ^ Set to false to disable backface_culling for model.
glow = 0,
-- ^ Add this much extra lighting when calculating texture color.
-- Value < 0 disables light's effect on texture color.
-- For faking self-lighting, UI style entities, or programmatic coloring
-- in mods.
nametag = "",
-- ^ By default empty, for players their name is shown if empty.
nametag_color = <color>,
-- ^ Sets color of nametag as ColorSpec.
infotext = "",
-- ^ By default empty, text to be shown when pointed at object.
static_save = true,
-- ^ If false, never save this object statically. It will simply be
-- deleted when the block gets unloaded.
-- The get_staticdata() callback is never called then.
-- Defaults to 'true'
}
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, puncher, time_from_last_punch, tool_capabilities, dir),
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
_custom_field = whatever,
-- ^ You can define arbitrary member variables here (see item definition
-- for more info) by using a '_' prefix.
}
register_abm
){
label = "Lava cooling",
^ Descriptive label for profiling purposes (optional).
Definitions with identical labels will be listed as one.
nodenames = {"default:lava_source"},
^ Apply `action` function to these nodes.
^ `group:groupname` can also be used here.
neighbors = {"default:water_source", "default:water_flowing"},
^ Only apply `action` to nodes that have one of, or any
combination of, these neighbors.
^ If left out or empty, any neighbor will do.
^ `group:groupname` can also be used here.
interval = 1.0,
^ Operation interval in seconds.
chance = 1,
^ Chance of triggering `action` per-node per-interval is 1.0 / this
value.
catch_up = true,
^ If true, catch-up behaviour is enabled: The `chance` value is
temporarily reduced when returning to an area to simulate time lost
by the area being unattended. Note that the `chance` value can often
be reduced to 1.
action = function(pos, node, active_object_count, active_object_count_wider),
^ Function triggered for each qualifying node.
^ `active_object_count` is number of active objects in the node's
mapblock.
^ `active_object_count_wider` is number of active objects in the node's
mapblock plus all 26 neighboring mapblocks. If any neighboring
mapblocks are unloaded an estmate is calculated for them based on
loaded mapblocks.
}
register_lbm
){
label = "Upgrade legacy doors",
-- ^ Descriptive label for profiling purposes (optional).
-- Definitions with identical labels will be listed as one.
name = "modname:replace_legacy_door",
nodenames = {"default:lava_source"},
-- ^ List of node names to trigger the LBM on.
-- Also non-registered nodes will work.
-- Groups (as of group:groupname) will work as well.
run_at_every_load = false,
-- ^ Whether to run the LBM's action every time a block gets loaded,
-- and not just for blocks that were saved last time before LBMs were
-- introduced to the world.
action = func(pos, node),
}
register_node
, register_craftitem
, register_tool
){
description = "Steel Axe",
groups = {}, -- key = name, value = rating; rating = 1..3.
if rating not applicable, use 1.
e.g. {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",
inventory_overlay = "overlay.png",
^ An overlay which does not get colorized.
wield_image = "",
wield_overlay = "",
palette = "",
--[[
^ An image file containing the palette of a node.
^ You can set the currently used color as the
^ "palette_index" field of the item stack metadata.
^ The palette is always stretched to fit indices
^ between 0 and 255, to ensure compatibility with
^ "colorfacedir" and "colorwallmounted" nodes.
]]
color = "0xFFFFFFFF",
^ The color of the item. The palette overrides this.
wield_scale = {x = 1, y = 1, z = 1},
stack_max = 99,
range = 4.0,
liquids_pointable = false,
tool_capabilities = {
full_punch_interval = 1.0,
max_drop_level = 0,
groupcaps = {
-- For example:
choppy = {times = {[1] = 2.50, [2] = 1.40, [3] = 1.00},
uses = 20, maxlevel = 2},
},
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.
]]
node_dig_prediction = "air",
--[[
^ if "", no prediction is made
^ if "air", node is removed
^ Otherwise should be name of node which the client immediately places
upon digging. Server will always update actual result shortly.
]]
sound = {
breaks = "default_tool_break", -- tools only
place = --[[<SimpleSoundSpec>]],
},
on_place = func(itemstack, placer, pointed_thing),
--[[
^ Shall place item and return the leftover itemstack
^ The placer may be any ObjectRef or nil.
^ default: minetest.item_place ]]
on_secondary_use = func(itemstack, user, pointed_thing),
--[[
^ Same as on_place but called when pointing at nothing.
^ The user may be any ObjectRef or nil.
^ pointed_thing : always { type = "nothing" }
]]
on_drop = func(itemstack, dropper, pos),
--[[
^ Shall drop item and return the leftover itemstack
^ The dropper may be any ObjectRef or nil.
^ 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.
e.g. itemstack:take_item(); return itemstack
^ Otherwise, the function is free to do what it wants.
^ The user may be any ObjectRef or nil.
^ The default functions handle regular use cases.
]]
after_use = func(itemstack, user, node, digparams),
--[[
^ default: nil
^ If defined, should return an itemstack and will be called instead of
wearing out the tool. If returns nil, does nothing.
If after_use doesn't exist, it is the same as:
function(itemstack, user, node, digparams)
itemstack:add_wear(digparams.wear)
return itemstack
end
^ The user may be any ObjectRef or nil.
]]
_custom_field = whatever,
--[[
^ Add your own custom fields. By convention, all custom field names
should start with `_` to avoid naming collisions with future engine
usage.
]]
}
"image.png"
{name="image.png", animation={Tile Animation definition}}
{name="image.png", backface_culling=bool, tileable_vertical=bool,
tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}
glasslike_framed_optional
.
Note: supported by solid nodes and nodeboxes only.scale
) nodes,
instead of just one, in each direction. Works for world-aligned
textures only.
Note that as the effect is applied on per-mapblock basis, 16
should
be equally divisible by scale
or you may get wrong results.{name="image.png", color=ColorSpec}
image
(name){
type = "vertical_frames",
aspect_w = 16,
-- ^ specify width of a frame in pixels
aspect_h = 16,
-- ^ specify height of a frame in pixels
length = 3.0,
-- ^ specify full loop length
}
{
type = "sheet_2d",
frames_w = 5,
-- ^ specify width in number of frames
frames_h = 3,
-- ^ specify height in number of frames
frame_length = 0.5,
-- ^ specify length of a single frame
}
register_node
){
-- <all fields allowed in item definitions>,
drawtype = "normal", -- See "Node drawtypes"
visual_scale = 1.0, --[[
^ Supported for drawtypes "plantlike", "signlike", "torchlike",
^ "firelike", "mesh".
^ For plantlike and firelike, the image will start at the bottom of the
^ node, for the other drawtypes the image will be centered on the node.
^ Note that positioning for "torchlike" may still change. ]]
tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Textures of node; +Y, -Y, +X, -X, +Z, -Z
^ Old field name was 'tile_images'.
^ List can be shortened to needed length ]]
overlay_tiles = {tile definition 1, def2, def3, def4, def5, def6}, --[[
^ Same as `tiles`, but these textures are drawn on top of the
^ base tiles. You can use this to colorize only specific parts of
^ your texture. If the texture name is an empty string, that
^ overlay is not drawn. Since such tiles are drawn twice, it
^ is not recommended to use overlays on very common nodes. ]]
special_tiles = {tile definition 1, Tile definition 2}, --[[
^ Special textures of node; used rarely
^ Old field name was 'special_materials'.
^ List can be shortened to needed length ]]
color = ColorSpec, --[[
^ The node's original color will be multiplied with this color.
^ If the node has a palette, then this setting only has an effect
^ in the inventory and on the wield item. ]]
use_texture_alpha = false,
^ Use texture's alpha channel.
palette = "palette.png", --[[
^ The node's `param2` is used to select a pixel from the image
^ (pixels are arranged from left to right and from top to bottom).
^ The node's color will be multiplied with the selected pixel's
^ color. Tiles can override this behavior.
^ Only when `paramtype2` supports palettes. ]]
post_effect_color = "green#0F",
^ Screen tint if player is inside node, see "ColorSpec".
paramtype = "none", --[[
^ See "Nodes".
^ paramtype = "light" allows light to propagate from or through the
^ node with light value falling by 1 per node. This line is essential
^ for a light source node to spread its light. ]]
paramtype2 = "none", -- See "Nodes"
place_param2 = nil, -- Force value for param2 when player places node
is_ground_content = true,
^ If false, the cave generator will not carve through this node.
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
floodable = false, --[[
^ If true, liquids flow into and replace this node.
^ Warning: making a liquid node 'floodable' will cause problems. ]]
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, --[[
^ If true, a new liquid source can be created by placing two or more
sources nearby. ]]
leveled = 16, --[[
^ Only valid for "nodebox" drawtype with 'type = "leveled"'.
^ Allows defining the nodebox height without using param2.
^ The nodebox height is 'leveled' / 64 nodes.
^ The maximum value of 'leveled' is 127. ]]
liquid_range = 8, -- number of flowing nodes around source (max. 8)
drowning = 0,
^ Player will take this amount of damage if no bubbles are left.
light_source = 0, --[[
^ Amount of light emitted by node.
^ To set the maximum (currently 14), use the value
^ 'minetest.LIGHT_MAX'.
^ A value outside the range 0 to minetest.LIGHT_MAX causes undefined
^ behavior.]]
damage_per_second = 0,
^ If player is inside node, this damage is caused.
node_box = {type="regular"}, -- See "Node boxes"
connects_to = nodenames, --[[
^ Used for nodebox nodes with the type == "connected"
^ Specifies to what neighboring nodes connections will be drawn
^ e.g. `{"group:fence", "default:wood"}` or `"default:stone"` ]]
connect_sides = { "top", "bottom", "front", "left", "back", "right" },
-- [[
^ Tells connected nodebox nodes to connect only to these sides of this
^ node. ]]
mesh = "model",
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.
waving = 0, --[[
^ Valid for mesh, nodebox, plantlike, allfaces_optional nodes.
^ 1 - wave node like plants (top of node moves, bottom is fixed)
^ 2 - wave node like leaves (whole node moves side-to-side)
^ caveats: not all models will properly wave.
^ plantlike drawtype nodes can only wave like plants.
^ allfaces_optional drawtype nodes can only wave like leaves. --]]
sounds = {
footstep = <SimpleSoundSpec>,
dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
dug = <SimpleSoundSpec>,
place = <SimpleSoundSpec>,
place_failed = <SimpleSoundSpec>,
},
drop = "",
^ Name of dropped node when dug. Default is the node itself.
^ Alternatively:
drop = {
max_items = 1, -- Maximum number of items to drop.
items = { -- Choose max_items randomly from this list.
{
items = {"foo:bar", "baz:frob"}, -- Items to drop.
rarity = 1, -- Probability of dropping is 1 / rarity.
inherit_color = true, -- To inherit palette color from the
node.
},
},
},
on_construct = func(pos), --[[
^ Node constructor; called after adding node
^ Can set up metadata and stuff like that
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_destruct = func(pos), --[[
^ Node destructor; called before removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
after_destruct = func(pos, oldnode), --[[
^ Node destructor; called after removing node
^ Not called for bulk node placement (i.e. schematics and VoxelManip)
^ default: nil ]]
on_flood = func(pos, oldnode, newnode), --[[
^ Called when a liquid (newnode) is about to flood oldnode, if
^ it has `floodable = true` in the nodedef. Not called for bulk
^ node placement (i.e. schematics and VoxelManip) or air nodes. If
^ return true the node is not flooded, but on_flood callback will
^ most likely be called over and over again every liquid update
^ interval. Default: nil.
^ Warning: making a liquid node 'floodable' will cause problems. ]]
preserve_metadata = func(pos, oldnode, oldmeta, drops) --[[
^ Called when oldnode is about be converted to an item, but before the
^ node is deleted from the world or the drops are added. This is
^ generally the result of either the node being dug or an attached node
^ becoming detached.
^ drops is a table of ItemStacks, so any metadata to be preserved can
^ be added directly to one or more of the dropped items. See
^ "ItemStackMetaRef".
^ default: nil ]]
after_place_node = func(pos, placer, itemstack, pointed_thing) --[[
^ Called after constructing node when node was placed using
^ minetest.item_place_node / minetest.place_node
^ If return true no item is taken from itemstack
^ `placer` may be any valid ObjectRef or nil
^ 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.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, pointed_thing), --[[
^ default: minetest.node_punch
^ By default: Calls minetest.register_on_punchnode callbacks ]]
on_rightclick = func(pos, node, clicker, itemstack, pointed_thing),
--[[
^ default: nil
^ itemstack will hold clicker's wielded item
^ Shall return the leftover itemstack
^ Note: pointed_thing can be nil, if a mod calls this function
^ This function does not get triggered by clients <=0.4.16 if the
^ "formspec" node metadata field is set ]]
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 minetest.get_node_timer 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 (e.g. 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 ]]
}
register_craft
(shaped){
output = 'default:pick_stone',
recipe = {
{'default:cobble', 'default:cobble', 'default:cobble'},
{'', 'default:stick', ''},
{'', 'default:stick', ''}, -- Also groups; e.g. 'group:crumbly'
},
replacements = --[[<optional list of item pairs,
replace one input item with another item on crafting>]]
}
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>]]
}
register_craft
(tool repair){
type = "toolrepair",
additional_wear = -0.02,
}
register_craft
(cooking){
type = "cooking",
output = "default:glass",
recipe = "default:sand",
cooktime = 3,
}
register_craft
(furnace fuel){
type = "fuel",
recipe = "default:leaves",
burntime = 1,
}
register_ore
)See 'Ore types' section above for essential information.
{
ore_type = "scatter",
ore = "default:stone_with_coal",
ore_param2 = 3,
-- ^ Facedir rotation. Default is 0 (unchanged rotation)
wherein = "default:stone",
-- ^ a list of nodenames is supported too
clust_scarcity = 8 * 8 * 8,
-- ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
-- ^ If the desired average distance between ores is 'd', set this to
-- ^ d * d * d.
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 3 * 3 * 3 cluster where 8 out of the 27
-- ^ nodes are coal ore.
y_min = -31000,
y_max = 64,
-- ^ Lower and upper limits for ore.
flags = "",
-- ^ Attributes for this ore generation, see 'Ore attributes' section
-- ^ above.
noise_threshold = 0.5,
-- ^ If noise is above this threshold, 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 = 0.7
},
-- ^ NoiseParams structure describing one of the perlin noises used for
-- ^ ore distribution.
-- ^ Needed by "sheet", "puff", "blob" and "vein" ores.
-- ^ Omit from "scatter" ore for a uniform ore distribution.
-- ^ Omit from "stratum ore for a simple horizontal strata from y_min to
-- ^ y_max.
biomes = {"desert", "rainforest"}
-- ^ List of biomes in which this decoration occurs.
-- ^ Occurs in all biomes if this is omitted, and ignored if the Mapgen
-- ^ being used does not support biomes.
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
column_height_min = 1,
column_height_max = 16,
column_midpoint_factor = 0.5,
-- ^ See 'Ore types' section above.
-- ^ The above 3 parameters are only valid for "sheet" ore.
np_puff_top = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 47,
octaves = 3,
persist = 0.7
},
np_puff_bottom = {
offset = 4,
scale = 2,
spread = {x = 100, y = 100, z = 100},
seed = 11,
octaves = 3,
persist = 0.7
},
-- ^ See 'Ore types' section above.
-- ^ The above 2 parameters are only valid for "puff" ore.
random_factor = 1.0,
-- ^ See 'Ore types' section above.
-- ^ Only valid for "vein" ore.
np_stratum_thickness = {
offset = 8,
scale = 4,
spread = {x = 100, y = 100, z = 100},
seed = 17,
octaves = 3,
persist = 0.7
},
stratum_thickness = 8,
-- ^ See 'Ore types' section above.
-- ^ The above 2 parameters are only valid for "stratum" ore.
}
register_biome
){
name = "tundra",
node_dust = "default:snow",
-- ^ Node dropped onto upper surface after all else is generated.
node_top = "default:dirt_with_snow",
depth_top = 1,
-- ^ Node forming surface layer of biome and thickness of this layer.
node_filler = "default:permafrost",
depth_filler = 3,
-- ^ Node forming lower layer of biome and thickness of this layer.
node_stone = "default:bluestone",
-- ^ Node that replaces all stone nodes between roughly y_min and y_max.
node_water_top = "default:ice",
depth_water_top = 10,
-- ^ Node forming a surface layer in seawater with the defined thickness.
node_water = "",
-- ^ Node that replaces all seawater nodes not in the defined surface
-- ^ layer.
node_river_water = "default:ice",
-- ^ Node that replaces river water in mapgens that use
-- ^ default:river_water.
node_riverbed = "default:gravel",
depth_riverbed = 2,
-- ^ Node placed under river water and thickness of this layer.
y_max = 31000,
y_min = 1,
-- ^ Upper and lower limits for biome.
-- ^ Alternatively you can use xyz limits as shown below.
max_pos = {x = 31000, y = 128, z = 31000},
min_pos = {x = -31000, y = 9, z = -31000},
-- ^ xyz limits for biome, an alternative to using 'y_min' and 'y_max'.
-- ^ Biome is limited to a cuboid defined by these positions.
-- ^ Any x, y or z field left undefined defaults to -31000 in 'min_pos' or
-- ^ 31000 in 'max_pos'.
vertical_blend = 8,
-- ^ Vertical distance in nodes above 'y_max' over which the biome will
-- ^ blend with the biome above.
-- ^ Set to 0 for no vertical blend. Defaults to 0.
heat_point = 0,
humidity_point = 50,
-- ^ Characteristic temperature and humidity for the biome.
-- ^ These values create 'biome points' on a voronoi diagram with heat and
-- ^ humidity as axes. The resulting voronoi cells determine the
-- ^ distribution of the biomes.
-- ^ Heat and humidity have average values of 50, vary mostly between
-- ^ 0 and 100 but can exceed these values.
}
register_decoration
){
deco_type = "simple", -- See "Decoration types"
place_on = "default:dirt_with_grass",
-- ^ Node (or list of nodes) that the decoration can be placed on
sidelen = 8,
-- ^ Size of the square divisions of the mapchunk being generated.
-- ^ Determines the resolution of noise variation if used.
-- ^ If the chunk size is not evenly divisible by sidelen, sidelen is made
-- ^ equal to the chunk size.
fill_ratio = 0.02,
-- ^ The value determines 'decorations per surface node'.
-- ^ Used only if noise_params is not specified.
noise_params = {
offset = 0,
scale = 0.45,
spread = {x = 100, y = 100, z = 100},
seed = 354,
octaves = 3,
persist = 0.7,
lacunarity = 2.0,
flags = "absvalue"
},
-- ^ NoiseParams structure describing the perlin noise used for decoration
-- ^ distribution.
-- ^ A noise value is calculated for each square division and determines
-- ^ 'decorations per surface node' within each division.
biomes = {"Oceanside", "Hills", "Plains"},
-- ^ List of biomes in which this decoration occurs. Occurs in all biomes
-- ^ if this is omitted, and ignored if the Mapgen being used does not
-- ^ support biomes.
-- ^ Can be a list of (or a single) biome names, IDs, or definitions.
y_min = -31000
y_max = 31000
-- ^ Lower and upper limits for decoration.
-- ^ These parameters refer to the Y co-ordinate of the 'place_on' node.
spawn_by = "default:water",
-- ^ Node (or list of nodes) that the decoration only spawns next to.
-- ^ Checks two horizontal planes of 8 neighbouring nodes (including
-- ^ diagonal neighbours), one plane level with the 'place_on' node and a
-- ^ plane one node above that.
num_spawn_by = 1,
-- ^ Number of spawn_by nodes that must be surrounding the decoration
-- ^ position to occur.
-- ^ If absent or -1, decorations occur next to any nodes.
flags = "liquid_surface, force_placement, all_floors, all_ceilings",
-- ^ Flags for all decoration types.
-- ^ "liquid_surface": Instead of placement on the highest solid surface
-- ^ in a mapchunk column, placement is on the highest liquid surface.
-- ^ Placement is disabled if solid nodes are found above the liquid
-- ^ surface.
-- ^ "force_placement": Nodes other than "air" and "ignore" are replaced
-- ^ by the decoration.
-- ^ "all_floors", "all_ceilings": Instead of placement on the highest
-- ^ surface in a mapchunk the decoration is placed on all floor and/or
-- ^ ceiling surfaces, for example in caves.
-- ^ Ceiling decorations act as an inversion of floor decorations so the
-- ^ effect of 'place_offset_y' is inverted.
-- ^ If a single decoration registration has both flags the floor and
-- ^ ceiling decorations will be aligned vertically and may sometimes
-- ^ meet to form a column.
----- Simple-type parameters
decoration = "default:grass",
-- ^ The node name used as the decoration.
-- ^ If instead a list of strings, a randomly selected node from the list
-- ^ is placed as the decoration.
height = 1,
-- ^ Decoration height in nodes.
-- ^ If height_max is not 0, this is the lower limit of a randomly
-- ^ selected height.
height_max = 0,
-- ^ Upper limit of the randomly selected height.
-- ^ If absent, the parameter 'height' is used as a constant.
param2 = 0,
-- ^ Param2 value of decoration nodes.
-- ^ If param2_max is not 0, this is the lower limit of a randomly
-- ^ selected param2.
param2_max = 0,
-- ^ Upper limit of the randomly selected param2.
-- ^ If absent, the parameter 'param2' is used as a constant.
place_offset_y = 0,
-- ^ Y offset of the decoration base node relative to the standard base
-- ^ node position.
-- ^ Can be positive or negative. Default is 0.
-- ^ Effect is inverted for "all_ceilings" decorations.
-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- ^ to the 'place_on' node.
----- Schematic-type parameters
schematic = "foobar.mts",
-- ^ If schematic is a string, it is the filepath relative to the current
-- ^ working directory of the specified Minetest schematic file.
-- ^ - OR -, could be the ID of a previously registered schematic
-- ^ - OR -, could instead be a table containing two mandatory fields,
-- ^ size and data, and an optional table yslice_prob:
schematic = {
size = {x = 4, y = 6, z = 4},
data = {
{name = "default:cobble", param1 = 255, param2 = 0},
{name = "default:dirt_with_grass", param1 = 255, param2 = 0},
{name = "air", param1 = 255, param2 = 0},
...
},
yslice_prob = {
{ypos = 2, prob = 128},
{ypos = 5, prob = 64},
...
},
},
-- ^ See 'Schematic specifier' for details.
replacements = {["oldname"] = "convert_to", ...},
flags = "place_center_x, place_center_y, place_center_z",
-- ^ Flags for schematic decorations. See 'Schematic attributes'.
rotation = "90",
-- ^ Rotation can be "0", "90", "180", "270", or "random".
place_offset_y = 0,
-- ^ If the flag 'place_center_y' is set this parameter is ignored.
-- ^ Y offset of the schematic base node layer relative to the 'place_on'
-- ^ node.
-- ^ Can be positive or negative. Default is 0.
-- ^ Effect is inverted for "all_ceilings" decorations.
-- ^ Ignored by 'y_min', 'y_max' and 'spawn_by' checks, which always refer
-- ^ to the 'place_on' node.
}
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.
-- Returns boolean success and text
-- output.
}
Note that in params, use of symbols is as follows:
<>
signifies a placeholder to be replaced when the command is used. For
example, when a player name is needed: <name>
[]
signifies param is optional and not required when the command is used.
For example, if you require param1 but param2 is optional:
<param1> [<param2>]
|
signifies exclusive or. The command requires one param from the options
provided. For example: <param1> | <param2>
()
signifies grouping. For example, when param1 and param2 are both
required, or only param3 is required: (<param1> <param2>) | <param3>
{
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_add
, hud_get
){
hud_elem_type = "image", -- see HUD element types
-- ^ type of HUD element, can be either of "image", "text", "statbar",
"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
alignment = {x=0, y=0},
-- ^ See "HUD Element Types"
offset = {x=0, y=0},
-- ^ See "HUD Element Types"
size = { x=100, y=100 },
-- ^ Size of element in pixels
}
add_particle
){
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
-- ^ Spawn particle at pos with velocity and acceleration
expirationtime = 1,
-- ^ Disappears after expirationtime seconds
size = 1,
collisiondetection = false,
-- ^ collisiondetection: if true collides with physical objects
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
-- ^ Uses texture (string)
playername = "singleplayer",
-- ^ optional, if specified spawns particle only on the player's client
animation = {Tile Animation definition},
-- ^ optional, specifies how to animate the particle texture
glow = 0
-- ^ optional, specify particle self-luminescence in darkness
}
ParticleSpawner
definition (add_particlespawner
){
amount = 1,
time = 1,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a
-- ^ per-second basis.
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity),
-- ^ minacc/maxacc (acceleration), minsize/maxsize,
-- ^ minexptime/maxexptime (expirationtime).
collisiondetection = false,
-- ^ collisiondetection: if true uses collision detection
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
attached = ObjectRef,
-- ^ attached: if defined, particle positions, velocities and
-- ^ accelerations are relative to this object's position and yaw.
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ Playername is optional, if specified spawns particle only on the
-- ^ player's client.
animation = {Tile Animation definition},
-- ^ optional, specifies how to animate the particle texture
glow = 0
-- ^ optional, specify particle self-luminescence in darkness
}
HTTPRequest
definition (HTTPApiTable.fetch_async
, HTTPApiTable.fetch_async
){
url = "http://example.org",
timeout = 10,
-- ^ Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- ^ Optional, if specified a POST request with post_data is performed.
-- ^ Accepts both a string and a table. If a table is specified, encodes
-- ^ table as x-www-form-urlencoded key-value pairs.
-- ^ If post_data ist not specified, a GET request is performed instead.
user_agent = "ExampleUserAgent",
-- ^ Optional, if specified replaces the default minetest user agent with
-- ^ given string.
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- ^ Optional, if specified adds additional headers to the HTTP request.
-- ^ You must make sure that the header strings follow HTTP specification
-- ^ ("Key: Value").
multipart = boolean
-- ^ Optional, if true performs a multipart HTTP request.
-- ^ Default is false.
}
HTTPRequestResult
definition (HTTPApiTable.fetch
callback, HTTPApiTable.fetch_async_get
){
completed = true,
-- ^ If true, the request has finished (either succeeded, failed or timed
out).
succeeded = true,
-- ^ If true, the request was successful
timeout = false,
-- ^ If true, the request timed out
code = 200,
-- ^ HTTP status code
data = "response"
}
{
get_auth = func(name),
-- ^ Get authentication data for existing player `name` (`nil` if player
doesn't exist).
-- ^ returns following structure:
-- ^ `{password=<string>, privileges=<table>, last_login=<number or nil>}`
create_auth = func(name, password),
-- ^ Create new auth data for player `name`
-- ^ Note that `password` is not plain-text but an arbitrary
-- ^ representation decided by the engine
delete_auth = func(name),
-- ^ Delete auth data of player `name`, returns boolean indicating success
-- ^ (false if player nonexistant).
set_password = func(name, password),
-- ^ Set password of player `name` to `password`
Auth data should be created if not present
set_privileges = func(name, privileges),
-- ^ Set privileges of player `name`
-- ^ `privileges` is in table form, auth data should be created if not
-- ^ present.
reload = func(),
-- ^ Reload authentication data from the storage location
-- ^ Returns boolean indicating success
record_login = func(name),
-- ^ Called when player joins, used for keeping track of last_login
iterate = func(),
-- ^ Returns an iterator (use with `for` loops) for all player names
-- ^ currently in the auth database.
}