--- title: Lua Modding API Reference layout: default ---

Table of Contents

Introduction

Content and functionality can be added to Minetest 0.4 by using Lua scripting in run-time loaded mods.

A mod is a self-contained bunch of scripts, textures and other related things that is loaded by and interfaces with Minetest.

Mods are contained and ran solely on the server side. Definitions and media files are automatically transferred to the client.

If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API. You can send such improvements as source code patches to celeron55@gmail.com.

Programming in Lua

If you have any difficulty in understanding this, please read Programming in Lua.

Startup

Mods are loaded during server startup from the mod load paths by running the init.lua scripts in a shared environment.

Paths

Games

Games are looked up from:

where gameid is unique to each game.

The game directory contains the file game.conf, which contains these fields:

name = <Human-readable full name of the game>

e.g.

name = Minetest

The game directory can contain the file minetest.conf, which will be used to set default settings when running the particular game.

Mod load path

Generic:

In a run-in-place version (e.g. the distributed windows version):

On an installed version on Linux:

Mod load path for world-specific games

It is possible to include a game in a world; in this case, no mods or games are loaded or checked from anywhere else.

This is useful for e.g. adventure worlds.

This happens if the following directory exists:

$world/game/

Mods should be then be placed in:

$world/game/mods/

Modpack support

Mods can be put in a subdirectory, if the parent directory, which otherwise should be a mod, contains a file named modpack.txt. This file shall be empty, except for lines starting with #, which are comments.

Mod directory structure

mods
|-- modname
|   |-- depends.txt
|   |-- screenshot.png
|   |-- description.txt
|   |-- init.lua
|   |-- models
|   |-- textures
|   |   |-- modname_stuff.png
|   |   `-- modname_something_else.png
|   |-- sounds
|   |-- media
|   `-- <custom data>
`-- another

modname

The location of this directory can be fetched by using minetest.get_modpath(modname).

depends.txt

List of mods that have to be loaded before loading this mod.

A single line contains a single modname.

Optional dependencies can be defined by appending a question mark to a single modname. Their meaning is that if the specified mod is missing, that does not prevent this mod from being loaded.

screenshot.png

A screenshot shown in modmanager within mainmenu.

description.txt

A File containing description to be shown within mainmenu.

init.lua

The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks.

minetest.setting_get(name) and minetest.setting_getbool(name) can be used to read custom or existing settings at load time, if necessary.

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.

Naming convention for registered textual names

Registered names should generally be in this format:

"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)

This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.

Example

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

Aliases can be added by using minetest.register_alias(name, convert_to).

This will make Minetest to convert things called name to things called convert_to.

This can be used for maintaining backwards compatibility.

This can be also used for setting quick access names for things, 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.

Textures

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:

Texture modifiers

There are various texture modifiers that can be used to generate textures on-the-fly.

Texture overlaying

Textures can be overlaid by putting a ^ between them.

Example:

default_dirt.png^default_grass_side.png

default_grass_side.png is overlayed over default_dirt.png.

Texture grouping

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 over cobble.png.

Advanced texture modifiers

[crack:<n>:<p>

Draw a step of the crack animation on the texture.

Example:

default_cobble.png^[crack:10:1

[combine:<w>x<h>:<x1>,<y1>=<file1>:<x2>,<y2>=<file2>

Create a texture of size <w> times <h> and blit <file1> to (<x1>,<y1>) and blit <file2> to (<x2>,<y2>).

Example:

[combine:16x32:0,0=default_cobble.png:0,16=default_wood.png

[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>

Rotates 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>

^ is replaced by & in texture names.

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.

[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, and specifies how much of the color to apply. If ommitted, the alpha will be used.

Sounds

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 location-less on all clients
{
    gain = 1.0, -- default
}
-- Play location-less to a player
{
    to_player = name,
    gain = 1.0, -- default
}
-- Play in a location
{
    pos = {x=1,y=2,z=3},
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
    object = <an ObjectRef>,
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
    loop = true, -- only sounds connected to objects can be looped
}

SimpleSoundSpec

Registered definitions of stuff

Anything added using certain minetest.register_* functions get added to the global minetest.registered_* tables.

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

Nodes are the bulk data of the world: cubes and other things that take the space of a cube. Huge amounts of them are handled efficiently, but they are quite static.

The definition of a node is stored and can be accessed by name in

minetest.registered_nodes[node.name]

See "Registered definitions of stuff".

Nodes are passed by value between Lua and the engine. They are represented by a table:

{name="name", param1=num, param2=num}

param1 and param2 are 8-bit integers. The engine uses them for certain automated functions. If you don't use these functions, you can use them to store arbitrary values.

The functions of param1 and param2 are determined by certain fields in the node definition:

param1 is reserved for the engine when paramtype != "none":

paramtype = "light"
^ The value stores light with and without sun in 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 modulo 4 = axisdir
  0 = y+    1 = z+    2 = z-    3 = x+    4 = x-    5 = y-
  facedir's two less significant bits are rotation around the axis
paramtype2 == "leveled"
collision_box = {
  type = "fixed",
  fixed = {
            {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
  },
},
^ defines list of collision boxes for the node. If empty, collision boxes
  will be the same as nodeboxes, in case of any other nodes will be full cube
  as in the example above.

Nodes can also contain extra data. See "Node Metadata".

Node drawtypes

There are a bunch of different looking node types.

Look for examples in games/minimal or games/minetest_game.

*_optional drawtypes need less rendering time if deactivated (always client side).

Node boxes

Node selection boxes are defined using "node boxes"

The nodebox node drawtype allows defining visual of nodes consisting of arbitrary number of boxes. It allows defining stuff like stairs. Only the fixed and leveled box type is supported for these.

Please note that this is still experimental, and may be incompatibly changed in the future.

A nodebox is defined as any of:

{
    -- A normal cube; the default in most things
    type = "regular"
}
{
    -- A fixed box (facedir param2 is used, if applicable)
    type = "fixed",
    fixed = box OR {box1, box2, ...}
}
{
    -- A box like the selection box for torches
    -- (wallmounted param2 is used, if applicable)
    type = "wallmounted",
    wall_top = box,
    wall_bottom = box,
    wall_side = box
}

A box is defined as:

{x1, y1, z1, x2, y2, z2}

A box of a regular node would look like:

{-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},

type = "leveled" is same as type = "fixed", but y2 will be automatically set to level from param2.

Meshes

If drawtype mesh is used, tiles should hold model materials textures. Only static meshes are implemented. For supported model formats see Irrlicht engine documentation.

Noise Parameters

Noise Parameters, or commonly called "NoiseParams", define the properties of perlin noise.

offset

Offset that the noise is translated by (i.e. added) after calculation.

scale

Factor that the noise is scaled by (i.e. multiplied) after calculation.

spread

Vector containing values by which each coordinate is divided by before calculation. Higher spread values result in larger noise features.

A value of {x=250, y=250, z=250} is common.

seed

Random seed for the noise. Add the world seed to a seed offset for world-unique noise. In the case of minetest.get_perlin(), this value has the world seed automatically added.

octaves

Number of times the noise gradient is accumulated into the noise.

Increase this number to increase the amount of detail in the resulting noise.

A value of 6 is common.

persistence

Factor by which the effect of the noise gradient function changes with each successive octave.

Values less than 1 make the details of successive octaves' noise diminish, while values greater than 1 make successive octaves stronger.

A value of 0.6 is common.

lacunarity

Factor by which the noise feature sizes change with each successive octave.

A value of 2.0 is common.

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. If no flags are specified (or defaults is), 2D noise is eased and 3D noise is not eased.

absvalue

Accumulates the absolute value of each noise gradient result.

Noise parameters format example 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" } ^ A single noise parameter table can be used to get 2D or 3D noise, when getting 2D noise spread.z is ignored.

Ore types

These tell in what manner the ore is generated.

All default ores are of the uniformly-distributed scatter type.

scatter

Randomly chooses a location and generates a cluster of ore.

If noise_params is specified, the ore will be placed if the 3D perlin noise at that point is greater than the noise_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. The relative height of the sheet can be controlled by the same perlin noise as well, by specifying a non-zero scale parameter in noise_params.

IMPORTANT: The noise is not transformed by offset or scale when comparing against the noise threshold, but scale is used to determine relative height. The height of the blob is randomly scattered, with a maximum height of clust_size.

clust_scarcity and clust_num_ores are ignored.

This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.

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 diffferent 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_threshhold. 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,
    flags = "eased",
},
noise_threshhold = 1.6

WARNING: Use this ore type very sparingly since it is ~200x more computationally expensive than any other ore.

Ore attributes

See section "Flag Specifier Format".

Currently supported flags: absheight

absheight

Also produce this same ore between the height range of -y_max and -y_min.

Useful for having ore in sky realms without having to duplicate ore entries.

Decoration types

The varying types of decorations that can be placed.

The default value is simple, and is currently the only type supported.

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, 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.

Schematic specifier

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 must specify two fields:

Important: The default value for param1 in MapNodes here is 255, which represents "always place".

In the bulk MapNode data, param1, instead of the typical light values, instead represents the probability of that node appearing in the structure.

When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:

Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.

Schematic attributes

See section "Flag Specifier Format".

Currently supported flags: place_center_x, place_center_y, place_center_z, force_placement.

HUD element types

The position field is used for all element types.

To account for differing resolutions, the position coordinates are the percentage of the screen, ranging in value from 0 to 1.

The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn.

0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.

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.

text

Displays text on the HUD.

statbar

Displays a horizontal bar made up of half-images.

inventory

waypoint

Displays distance to selected world position.

Representations of simple things

Position/vector

{x=num, y=num, z=num}

For helper functions see "Vector helpers".

pointed_thing

Flag Specifier Format

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.

Items

Item types

There are three kinds of items: nodes, tools and craftitems.

Item formats

Items and item stacks can exist in three formats: Serializes, table format and ItemStack.

Serialized

This is called "stackstring" or "itemstring":

Table format

Examples:

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.

Groups

In a number of places, there is a group table. Groups define the properties of a thing (item, node, armor of entity, capabilities of tool) in such a way that the engine and other mods can can interact with the thing without actually knowing what the thing is.

Usage

Groups are stored in a table, having the group names with keys and the group ratings as values. For example:

groups = {crumbly=3, soil=1}
-- ^ Default dirt

groups = {crumbly=2, soil=1, level=2, outerspace=1}
-- ^ A more special dirt-kind of thing

Groups always have a rating associated with them. If there is no useful meaning for a rating for an enabled group, it shall be 1.

When not defined, the rating of a group defaults to 0. Thus when you read groups, you must interpret nil and 0 as the same value, 0.

You can read the rating of a group for an item or a node by using

minetest.get_item_group(itemname, groupname)

Groups of items

Groups of items can define what kind of an item it is (e.g. wool).

Groups of nodes

In addition to the general item things, groups are used to define whether a node is destroyable and how long it takes to destroy by a tool.

Groups of entities

For entities, groups are, as of now, used only for calculating damage. The rating is the percentage of damage caused by tools with this damage group. See "Entity damage mechanism".

object.get_armor_groups() --> a group-rating table (e.g. {fleshy=100})
object.set_armor_groups({fleshy=30, cracky=80})

Groups of tools

Groups in tools define which groups of nodes and entities they are effective towards.

Groups in crafting recipes

An example: Make meat soup from any meat, any water and any bowl:

{
    output = 'food:meat_soup_raw',
    recipe = {
        {'group:meat'},
        {'group:water'},
        {'group:bowl'},
    },
    -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}

Another example: Make red wool from white wool and red dye:

{
    type = 'shapeless',
    output = 'wool:red',
    recipe = {'wool:white', 'group:dye,basecolor_red'},
}

Special groups

Known damage and digging time defining groups

Examples of custom groups

Item groups are often used for defining, well, groups of items. meat: any meat-kind of a thing (rating might define the size or healing ability or be irrelevant -- it is not defined as of yet) eatable: anything that can be eaten. Rating might define HP gain in half hearts. flammable: can be set on fire. Rating might define the intensity of the fire, affecting e.g. the speed of the spreading of an open fire. wool: any wool (any origin, any color) metal: any metal weapon: any weapon * heavy: anything considerably heavy

Digging time calculation specifics

Groups such as crumbly, cracky and snappy are used for this purpose. Rating is 1, 2 or 3. A higher rating for such a group implies faster digging time.

The level group is used to limit the toughness of nodes a tool can dig and to scale the digging times / damage to a greater extent.

Please do understand this, otherwise you cannot use the system to it's full potential.

Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools.

Tools definition

Tools define:

Full punch interval

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.

Maximum drop level

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.

Uses

Determines how many uses the tool has when it is used for digging a node, of this group, of the maximum level. For lower leveled nodes, the use count is multiplied by 3^leveldiff.

Maximum level

Tells what is the maximum level of a node of this group that the tool will be able to dig.

Digging times

List of digging times for different ratings of the group, for nodes of the maximum level.

For example, as a Lua table, times={2=2.00, 3=0.70}. This would result in the tool to be able to dig nodes that have a rating of 2 or 3 for this group, and unable to dig the rating 1, which is the toughest. Unless there is a matching group that enables digging otherwise.

Damage groups

List of damage for groups of entities. See "Entity damage mechanism".

Example definition of the capabilities of a tool

tool_capabilities = {
    full_punch_interval=1.5,
    max_drop_level=1,
    groupcaps={
        crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
    }
    damage_groups = {fleshy=2},
}

This makes the tool be able to dig nodes that 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:

Entity damage mechanism

Damage calculation:

damage = 0
foreach group in cap.damage_groups:
    damage += cap.damage_groups[group] * limit(actual_interval /
           cap.full_punch_interval, 0.0, 1.0)
        * (object.armor_groups[group] / 100.0)
        -- Where object.armor_groups[group] is 0 for 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)

This should never be called directly, because damage is usually not handled by the entity itself.

To punch an entity/object in Lua, call:

object:punch(puncher, time_from_last_punch, tool_capabilities, direction)

Node Metadata

The instance of a node in the world normally only contains the three values mentioned in "Nodes". However, it is possible to insert extra data into a node. It is called "node metadata"; See "NodeMetaRef".

Metadata contains two things: A key-value store An inventory

Some of the values in the key-value store are handled specially: formspec: Defines a right-click inventory menu. See "Formspec". infotext: Text shown on the screen when the node is pointed at

Example stuff:

local meta = minetest.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"
    }
})

Formspec

Formspec defines a menu. Currently not much else than inventories are supported. It is a string, with a somewhat strange format.

Spaces and newlines can be inserted between the blocks, as is used in the examples.

Examples

Chest

size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]

Furnace

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;]

Minecraft-like player inventory

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;]

Elements

size[<W>,<H>,<fixed_size>]

list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]

list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]

listcolors[<slot_bg_normal>;<slot_bg_hover>]

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]

tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]

image[<X>,<Y>;<W>,<H>;<texture name>]

item_image[<X>,<Y>;<W>,<H>;<item name>]

bgcolor[<color>;<fullscreen>]

background[<X>,<Y>;<W>,<H>;<texture name>]

background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]

pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]

field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

field[<name>;<label>;<default>]

textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]

label[<X>,<Y>;<label>]

vertlabel[<X>,<Y>;<label>]

button[<X>,<Y>;<W>,<H>;<name>;<label>]

image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]

image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]

item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]

button_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>]

textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]

tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]

box[<X>,<Y>;<W>,<H>;<color>]

checkbox[<X>,<Y>;<name>;<label>;<selected>;<tooltip>]

scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]

table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]

tableoptions[<opt 1>;<opt 2>;...]

tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]

Note: do not use a element name starting with key_; those names are reserved to pass key press events to formspec!

Inventory locations

ColorString

#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.

Vector helpers

For the following functions x can be either a vector or a number:

Helper functions

minetest namespace reference

Utilities

Example of minetest.get_player_information return value:

{
    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

    -- following information is available on debug build only!!!
    -- DO NOT USE IN MODS
    --ser_vers = 26,             -- serialization version used by client
    --prot_vers = 23,            -- protocol 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
}

Logging

Registration functions

Call these functions only at load time!

Global callback registration functions

Call these functions only at load time!

Other registration functions

Authentication

minetest.set_player_password, minetest_set_player_privs, minetest_get_player_privs and minetest.auth_reload call the authetification handler.

Chat

Environment access

Inventory

minetest.get_inventory(location): returns an InvRef

Formspec

Item handling

Rollback

Defaults for the on_* item definition functions

These functions return the leftover itemstack.

Defaults for the on_punch and on_dig node definition callbacks

Sounds

Timing

Server

Bans

Particles

Schematics

Misc.

Please note that forceloaded areas are saved when the server restarts.

Global objects

Global tables

Class reference

NodeMetaRef

Node metadata: reference extra data and functionality stored in a node. Can be gotten via minetest.get_meta(pos).

Methods

NoteTimerRef

Node Timers: a high resolution persistent per-node timer. Can be gotten via minetest.get_node_timer(pos).

Methods

ObjectRef

Moving things in the game are generally these.

This is basically a reference to a C++ ServerActiveObject

Methods

LuaEntitySAO-only (no-op for other objects)
Player-only (no-op for other objects)

InvRef

An InvRef is a reference to an inventory.

Methods

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.

Methods

PseudoRandom

A pseudorandom number generator.

It can be created via PseudoRandom(seed).

Methods

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).

Methods

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 conponent is ommitted for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise nil is returned).

Methods

VoxelManip

An interface to the MapVoxelManipulator for Lua.

It can be created via VoxelManip() or minetest.get_voxel_manip(). The map will be pre-loaded if two positions are passed to either.

Methods

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.

Methods

Settings

An interface to read config files in the format of minetest.conf.

It can be created via Settings(filename).

Methods

Mapgen objects

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 at within the current chunk. To set the capture of positions of interest to be recorded on generate, use minetest.set_gen_notify().

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.

Registered entities

L-system trees

Tree definition

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
}

Key for Special L-System Symbols used in Axioms

Example

Spawn 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)

Definition tables

Object Properties

{
    hp_max = 1,
    physical = true,
    collide_with_objects = true, -- collide with other objects if physical=true
    weight = 5,
    collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
    visual = "cube"/"sprite"/"upright_sprite"/"mesh"/"wielditem",
    visual_size = {x=1, y=1},
    mesh = "model",
    textures = {}, -- number of required textures depends on visual
    colors = {}, -- number of required colors depends on visual
    spritediv = {x=1, y=1},
    initial_sprite_basepos = {x=0, y=0},
    is_visible = true,
    makes_footstep_sound = false,
    automatic_rotate = false,
    stepheight = 0,
    automatic_face_movement_dir = 0.0,
--  ^ automatically set yaw to movement direction; offset in degrees; false to disable
}

Entity definition (register_entity)

{
--  Deprecated: Everything in object properties is read directly from here

    initial_properties = --[[<initial object properties>]],

    on_activate = function(self, staticdata, dtime_s),
    on_step = function(self, dtime),
    on_punch = function(self, hitter),
    on_rightclick = function(self, clicker),
    get_staticdata = function(self),
--  ^ Called sometimes; the string returned is passed to on_activate when
--    the entity is re-activated from static state

    -- Also you can define arbitrary member variables here
    myvariable = whatever,
}

ABM (ActiveBlockModifier) definition (register_abm)

{
--  In the following two fields, also group:groupname will work.
    nodenames = {"default:lava_source"},
    neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
--  ^ If left out or empty, any neighbor will do
    interval = 1.0, -- (operation interval)
    chance = 1, -- (chance of trigger is 1.0/this)
    action = func(pos, node, active_object_count, active_object_count_wider),
}

Item definition (register_node, register_craftitem, register_tool)

{
    description = "Steel Axe",
    groups = {}, -- key=name, value=rating; rating=1..3.
                    if rating not applicable, use 1.
                    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",
    wield_image = "",
    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:
            snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
            choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
        },
        damage_groups = {groupname=damage},
    },
    node_placement_prediction = nil,
    --[[
    ^ If nil and item is node, prediction is made automatically
    ^ If nil and item is not a node, no prediction is made
    ^ If "" and item is anything, no prediction is made
    ^ Otherwise should be name of node which the client immediately places
      on ground when the player places the item. Server will always update
      actual result to client in a short moment.
    ]]
    sound = {
        place = --[[<SimpleSoundSpec>]],
    },

    on_place = func(itemstack, placer, pointed_thing),
    --[[
    ^ Shall place item and return the leftover itemstack
    ^ default: minetest.item_place ]]
    on_drop = func(itemstack, dropper, pos),
    --[[
    ^ Shall drop item and return the leftover itemstack
    ^ default: minetest.item_drop ]]
    on_use = func(itemstack, user, pointed_thing),
    --[[
    ^  default: nil
    ^ Function must return either nil if no item shall be removed from
      inventory, or an itemstack to replace the original itemstack.
        e.g. itemstack:take_item(); return itemstack
    ^ Otherwise, the function is free to do what it wants.
    ^ 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
    ]]
}

Tile definition

Tile animation definition

Node definition (register_node)

{
    -- <all fields allowed in item definitions>,

    drawtype = "normal", -- See "Node drawtypes"
    visual_scale = 1.0, --[[
    ^ Supported for drawtypes "plantlike", "signlike", "torchlike", "mesh".
    ^ For plantlike, 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: tile_images)
    ^ List can be shortened to needed length ]]
    special_tiles = {tile definition 1, Tile definition 2}, --[[
    ^ Special textures of node; used rarely (old field name: special_materials)
    ^ List can be shortened to needed length ]]
    alpha = 255,
    use_texture_alpha = false, -- Use texture's alpha channel
    post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
    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"
    is_ground_content = true, -- If false, the cave generator will not carve through this
    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
    liquidtype = "none", -- "none"/"source"/"flowing"
    liquid_alternative_flowing = "", -- Flowing version of source liquid
    liquid_alternative_source = "", -- Source version of flowing liquid
    liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
    liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
    leveled = 0, --[[
    ^ Block contains level in param2. Value is default level, used for snow.
    ^ Don't forget to use "leveled" type nodebox. ]]
    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
    damage_per_second = 0, -- If player is inside node, this damage is caused
    node_box = {type="regular"}, -- See "Node boxes"
    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
    sounds = {
        footstep = <SimpleSoundSpec>,
        dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
        dug = <SimpleSoundSpec>,
        place = <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"},  -- Choose one item randomly from this list.
                rarity = 1,  -- Probability of getting is 1 / rarity.
            },
        },
    },

    on_construct = func(pos), --[[
    ^ Node constructor; always called after adding node
    ^ Can set up metadata and stuff like that
    ^ default: nil ]]
    on_destruct = func(pos), --[[
    ^ Node destructor; always called before removing node
    ^ default: nil ]]
    after_destruct = func(pos, oldnode), --[[
    ^ Node destructor; always called after removing node
    ^ default: nil ]]

    after_place_node = func(pos, placer, itemstack, 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
    ^ 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
    ^ if defined, itemstack will hold clicker's wielded item
    ^ Shall return the leftover itemstack
    ^ Note: pointed_thing can be nil, if a mod calls this function ]]

    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 ]]
}

Recipe for 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>]]
}

Recipe for register_craft (shapeless)

{
   type = "shapeless",
   output = 'mushrooms:mushroom_stew',
   recipe = {
       "mushrooms:bowl",
       "mushrooms:mushroom_brown",
       "mushrooms:mushroom_red",
   },
   replacements = --[[<optional list of item pairs,
                   replace one input item with another item on crafting>]]

}

Recipe for register_craft (tool repair)

{
    type = "toolrepair",
    additional_wear = -0.02,
}

Recipe for register_craft (cooking)

{
    type = "cooking",
    output = "default:glass",
    recipe = "default:sand",
    cooktime = 3,
}

Recipe for register_craft (furnace fuel)

{
    type = "fuel",
    recipe = "default:leaves",
    burntime = 1,
}

Ore definition (register_ore)

{
    ore_type = "scatter", -- See "Ore types"
    ore = "default:stone_with_coal",
    wherein = "default:stone",
--  ^ 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
--  ^ This value should be *MUCH* higher than your intuition might tell you!
    clust_num_ores = 8,
--  ^ Number of ores in a cluster
    clust_size = 3,
--  ^ Size of the bounding box of the cluster
--  ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
    y_min = -31000,
    y_max = 64,
    flags = "",
--  ^ Attributes for this ore generation
    noise_threshhold = 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=0.70}
--  ^ NoiseParams structure describing the perlin noise used for ore distribution.
--  ^ Needed for sheet ore_type.  Omit from scatter ore_type for a uniform ore distribution
    random_factor = 1.0,
--  ^ Multiplier of the randomness contribution to the noise value at any
--   given point to decide if ore should be placed.  Set to 0 for solid veins.
--  ^ This parameter is only valid for ore_type == "vein".
}

Decoration definition (register_decoration)

{
    deco_type = "simple", -- See "Decoration types"
    place_on = "default:dirt_with_grass",
--  ^ Node that decoration can be placed on
    sidelen = 8,
--  ^ Size of divisions made in the chunk being generated.
--  ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
    fill_ratio = 0.02,
--  ^ Ratio of the area to be uniformly filled by the decoration.
--  ^ Used only if noise_params is not specified.
    noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
--  ^ NoiseParams structure describing the perlin noise used for decoration distribution.
--  ^ The result of this is multiplied by the 2d area of the division being decorated.
    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.
    y_min = -31000
    y_max = 31000
-- ^ Minimum and maximum `y` positions these decorations can be generated at.
-- ^ This parameter refers to the `y` position of the decoration base, so
--   the actual maximum height would be `height_max + size.Y`.

    ----- 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,
--  ^ Number of nodes high the decoration is made.
--  ^ If height_max is not 0, this is the lower bound of the randomly selected height.
    height_max = 0,
--      ^ Number of nodes the decoration can be at maximum.
--  ^ If absent, the parameter 'height' is used as a constant.
    spawn_by = "default:water",
--  ^ Node that the decoration only spawns next to, in a 1-node square radius.
    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.

    ----- 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 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="ignore", 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, force_placement",
--  ^ Flags for schematic decorations.  See 'Schematic attributes'.
    rotation = "90" -- rotate schematic 90 degrees on placement
--  ^ Rotation can be "0", "90", "180", "270", or "random".
}

Chat command definition (register_chatcommand)

{
    params = "<name> <privilege>", -- Short parameter description
    description = "Remove privilege from player", -- Full description
    privs = {privs=true}, -- Require the "privs" privilege to run
    func = function(name, param), -- Called when command is run.
                                  -- Returns boolean success and text output.
}

Detached inventory callbacks

{
    allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
--  ^ Called when a player wants to move items inside the inventory
--  ^ Return value: number of items allowed to move

    allow_put = func(inv, listname, index, stack, player),
--  ^ Called when a player wants to put something into the inventory
--  ^ Return value: number of items allowed to put
--  ^ Return value: -1: Allow and don't modify item count in inventory

    allow_take = func(inv, listname, index, stack, player),
--  ^ Called when a player wants to take something out of the inventory
--  ^ Return value: number of items allowed to take
--  ^ Return value: -1: Allow and don't modify item count in inventory

    on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
    on_put = func(inv, listname, index, stack, player),
    on_take = func(inv, listname, index, stack, player),
--  ^ Called after the actual action has happened, according to what was allowed.
--  ^ No return value
}

HUD Definition (hud_add, hud_get)

{
    hud_elem_type = "image", -- see HUD element types
--  ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
    position = {x=0.5, y=0.5},
--  ^ Left corner position of element
    name = "<name>",
    scale = {x=2, y=2},
    text = "<text>",
    number = 2,
    item = 3,
--  ^ Selected item in inventory.  0 for no item selected.
    direction = 0,
--  ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
    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
}

Particle definition (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
    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
}

ParticleSpawner definition (add_particlespawner)

{
    amount = 1,
    time = 1,
--  ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
    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
    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
}