--- title: Lua Modding API Reference layout: default ---
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.
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.
RUN_IN_PLACE=1
(Windows release, local build)$path_user
:<build directory>
<build directory>
$path_share
<build directory>
<build directory>
RUN_IN_PLACE=0
: (Linux release)$path_share
/usr/share/minetest
<install directory>/minetest-0.4.x
$path_user
:$HOME/.minetest
C:/users/<user>/AppData/minetest
(maybe)Games are looked up from:
$path_share/games/gameid/
$path_user/games/gameid/
where gameid
is unique to each game.
The game directory contains the file game.conf
, which contains these fields:
name = <Human-readable full name of the game>
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.
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
| |-- depends.txt
| |-- screenshot.png
| |-- description.txt
| |-- init.lua
| |-- models
| |-- textures
| | |-- modname_stuff.png
| | `-- modname_something_else.png
| |-- sounds
| |-- media
| `-- <custom data>
`-- another
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.
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.
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)
.
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
.
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:
foomod_foothing.png
foomod_foothing
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 overlayed over default_dirt.png
.
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
.
[crack:<n>:<p>
<n>
= animation frame count<p>
= current animation frameDraw 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>
<w>
= width<h>
= height<x1>
/<x2>
= x positions<y1>
/<y1>
= y positions<file1>
/<file2>
= textures to combineCreate 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>
<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>
^
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>
<t>
= animation frame count<n>
= current animation frameCrops 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.
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:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
foomod_foosound.9.ogg
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
""
"default_place_node"
{}
{name="default_place_node"}
{name="default_place_node", gain=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.registered_items[name]
minetest.registered_nodes[name]
minetest.register_tool(name, item definition)
minetest.registered_items[name]
minetest.register_craftitem(name, item definition)
minetest.registered_items[name]
minetest.register_ore(ore definition)
minetest.registered_ores
with the key of ore.name
ore.name
is nil, the key is the returned IDminetest.register_decoration(decoration definition)
minetest.registered_decorations
with the key of decoration.name
decoration.name
is nil, the key is the returned IDminetest.clear_registered_ores()
clears all ores currently registered
minetest.clear_registered_decorations()
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. 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".
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
glasslike_framed_optional
allfaces
allfaces_optional
torchlike
signlike
plantlike
firelike
fencelike
raillike
nodebox
-- See below. (Experimental!)mesh
-- use models for nodes*_optional
drawtypes need less rendering time if deactivated (always client side).
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
.
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, 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.
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.
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.
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.
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.
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:
size
field is a 3D vector containing the dimensions of the provided schematic.data
field is a flat table of MapNodes making up the schematic,
in the order of [z [y [x]]]
.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
:
0
means that node will never appear (0% chance).255
means the node will always appear (100% chance).p
is greater than 0
, then there is a
(p / 256 * 100)
% chance that node will appear when the schematic is
placed on the map.Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.
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
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
{type="nothing"}
{type="node", under=pos, above=pos}
{type="object", ref=ObjectRef}
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.Items and item stacks can exist in three formats: Serializes, table format
and ItemStack
.
This is called "stackstring" or "itemstring":
'default:dirt 5'
'default:pick_wood 21323'
'default:apple'
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.
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 entitylevel
: 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 tool wear)2
: node is removed without tool wear after 0.5 seconds or so
(rail, sign)3
: node is removed without tool wear immediately (torch)disable_jump
: Player (and possibly other things) cannot jump from 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 othercrumbly
: 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 metal
weapon
: any weapon
* heavy
: anything considerably heavy
Groups such as crumbly
, cracky
and snappy
are used for this
purpose. Rating is 1
, 2
or 3
. A higher rating for such a group implies
faster digging time.
The level
group is used to limit the toughness of nodes a tool can dig
and to scale the digging times / damage to a greater extent.
Please do understand this, otherwise you cannot use the system to it's full potential.
Tools define their properties by a list of parameters for groups. They cannot dig other groups; thus it is important to use a standard bunch of groups to enable interaction with tools.
Tools define:
0
, 1
, 2
or 3
)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.
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:
crumbly
grouplevel
group less or equal to 2
Table of resulting digging times:
crumbly 0 1 2 3 4 <- level
-> 0 - - - - -
1 0.80 1.60 1.60 - -
2 0.60 1.20 1.20 - -
3 0.40 0.80 0.80 - -
level diff: 2 1 0 -1 -2
Table of resulting tool uses:
-> 0 - - - - -
1 180 60 20 - -
2 180 60 20 - -
3 180 60 20 - -
Notes:
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)
This should never be called directly, because damage is usually not handled by the entity itself.
puncher
is the object performing the punch. Can be nil
. Should never be
accessed unless absolutely required, to encourage interoperability.time_from_last_punch
is time from last punch (by puncher
) or nil
.tool_capabilities
can be nil
.direction
is a unit vector, pointing from the source of the punch to
the punched object.To punch an entity/object in Lua, call:
object:punch(puncher, time_from_last_punch, tool_capabilities, direction)
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
".
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 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.
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>;]
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>]
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>]
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[<name>;<label>;<default>]
size[]
elementtextarea[<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 buttonlabel
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 formsizedrawborder
: 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 elementlistelements
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 elementlistelements
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>;<tooltip>]
x
and y
: position of checkboxname
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional): true
/false
tooltip
(optional)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 imagescolo
: cell contents are a ColorString and define color of following cellindent
: cell contents are a number and define indentation of following celltree
: 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>
text
and image
: minimum width in em (default: 0
)indent
and tree
: indent width in em (default: 1.5
)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:0=<value>
sets image for image index 01=<value>
sets image for image index 12=<value>
sets image for image index 20
.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 inventoryColorString
#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.new([x[, y, z]])
: returns a vector.
x
is a table or the x
position.vector.direction(p1, p2)
: returns a vector
vector.distance(p1, p2)
: returns a numbervector.length(v)
: returns a numbervector.normalize(v)
: returns a vectorvector.round(v)
: returns a vectorvector.apply(v, func)
: returns a vectorvector.equals(v1, v2)
: returns a booleanFor the following functions x
can be either a vector or a number:
vector.add(v, x)
: returns a vectorvector.subtract(v, x)
: returns a vectorvector.multiply(v, x)
: returns a vectorvector.divide(v, x)
: returns a vectordump2(obj, name="_", dumped={})
dump(obj, dumped={})
math.hypot(x, y)
math.sign(x, tolerance)
0
when the absolute value is within the tolerance (default: 0
)max_splits
is negative, do not limit splits.sep_is_pattern
specifies if separator is a plain string or a pattern (regex).string:split("a,b", ",") == {"a","b"}
string:trim()
string.trim("\n \t\tfoo bar\t ") == "foo bar"
minetest.pos_to_string({x=X,y=Y,z=Z})
: returns "(X,Y,Z)"
minetest.string_to_pos(string)
: returns a positionnil
if the string can't be parsed to a position.minetest.formspec_escape(string)
: returns a stringminetest.is_yes(arg)
arg
can be interpreted as yesminetest.get_us_time()
table.copy(table)
: returns a tabletable
minetest
namespace referenceminetest.get_current_modname()
: returns a stringminetest.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
{foo=true, bar=true}
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(playername)
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
}
minetest.debug(line)
stderr
and logfile (print()
is redirected here)minetest.log(line)
minetest.log(loglevel, line)
loglevel
is one of "error"
, "action"
, "info"
, "verbose"
Call these functions only at load time!
minetest.register_entity(name, prototype table)
minetest.register_abm(abm definition)
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)
minetest.register_ore(ore definition)
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_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))
true
no item is taken from itemstack
on_construct
or after_place_node
in node definition
whenever possibleminetest.register_on_dignode(func(pos, oldnode, digger))
on_destruct
or after_dig_node
in node definition
whenever possibleminetest.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_dieplayer(func(ObjectRef))
minetest.register_on_respawnplayer(func(ObjectRef))
minetest.register_on_prejoinplayer(func(name, ip))
minetest.register_on_joinplayer(func(ObjectRef))
minetest.register_on_leaveplayer(func(ObjectRef))
minetest.register_on_cheat(func(ObjectRef, cheat))
cheat
: {type=<cheat_type>}
, where <cheat_type>
is one of:"moved_too_fast"
"interacted_too_far"
"finished_unknown_dig"
dug_unbreakable
dug_too_fast
minetest.register_on_chat_message(func(name, message))
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))
player
crafts somethingitemstack
is the outputold_craft_grid
contains the recipe (Note: the one in the inventory is cleared)craft_inv
is the inventory with the crafting gridItemStack
, to replace the output, or nil
, to not modify itminetest.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.item_eat
true
or itemstack
to cancel the default item eat response (i.e.: hp increase)minetest.register_chatcommand(cmd, chatcommand definition)
minetest.register_privilege(name, definition)
definition
: "description text"
definition
: { description = "description text", give_to_singleplayer = boolean, -- default: true }
minetest.register_authentication_handler(handler)
minetest.builtin_auth_handler
in builtin.lua
for referenceminetest.setting_set(name, value)
minetest.setting_get(name)
: returns string or nil
minetest.setting_setbool(name, value)
minetest.setting_getbool(name)
: returns boolean or nil
minetest.setting_get_pos(name)
: returns position or nilminetest.setting_save()
, returns nil
, save all settings to config fileminetest.notify_authentication_modified(name)
name=nil
.minetest.get_password_hash(name, raw_password)
minetest.string_to_privs(str)
: returns {priv1=true,...}
minetest.privs_to_string(privs)
: returns "priv1,priv2,..."
minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.auth_reload()
minetest.check_player_privs(name, {priv1=true,...})
: returns bool, missing_privs
minetest.get_player_ip(name)
: returns an IP address stringminetest.set_player_password
, minetest_set_player_privs
, minetest_get_player_privs
and minetest.auth_reload
call the authetification handler.
minetest.chat_send_all(text)
minetest.chat_send_player(name, text)
minetest.set_node(pos, node)
minetest.add_node(pos, node): alias set_node(pos, node)
node = {name="foo", param1=0, param2=0}
)minetest.swap_node(pos, node
minetest.remove_node(pos)
set_node(pos, "air")
minetest.get_node(pos)
{name="ignore", ...}
for unloaded areaminetest.get_node_or_nil(pos)
nil
for unloaded areaminetest.get_node_light(pos, timeofday)
returns a number between 0
and 15
or nil
timeofday
: nil
for current time, 0
for night, 0.5
for dayminetest.place_node(pos, node)
minetest.dig_node(pos)
true
if successful, false
on failure (e.g. protected location)minetest.punch_node(pos)
minetest.get_meta(pos)
NodeMetaRef
at that positionminetest.get_node_timer(pos)
NodeTimerRef
minetest.add_entity(pos, name)
: 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)
minetest.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 createdminetest.find_node_near(pos, radius, nodenames)
: returns pos or nil
nodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.find_nodes_in_area(minp, maxp, nodenames)
: returns a list of positionsnodenames
: e.g. {"ignore", "group:tree"}
or "default:dirt"
minetest.find_nodes_in_area_under_air(minp, maxp, nodenames)
: returns a list of positionsnodenames
: 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: dungeon
, temple
, cave_begin
,
cave_end
, large_cave_begin
, large_cave_end
, decoration
minetest.get_mapgen_object(objectname)
minetest.get_mapgen_params()
Returns mapgen parameters, a table containing
mgname
, seed
, chunksize
, water_level
, and flags
.minetest.set_mapgen_params(MapgenParams)
on_mapgen_init
mgname
, seed
, water_level
,
and flags
.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.set_noiseparams(name, noiseparams, set_default)
name
to the noiseparams table specified in noiseparams
.set_default
is an optional boolean (default: true
) that specifies whether the setting
should be applied to the default config or current active configminetest.generate_ores(vm, p1, p2)
vm
and in the area from p1 to p2.minetest.generate_decorations(vm, p1, p2)
vm
and in the area from p1 to p2.minetest.clear_objects()
minetest.delete_area(pos1, pos2)
minetest.line_of_sight(pos1, pos2, stepsize)
: returns boolean, pos
pos1
and pos2
false
pos1
: First positionpos2
: Second positionstepsize
: smaller gives more accurate results but requires more computing
time. Default is 1
.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 directionmax_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)
level
equals 1
totallevel > maxlevel
, returns rest (total-max
).minetest.add_node_level(pos, level)
level
equals 1
totallevel > maxlevel
, returns rest (total-max
)minetest.get_inventory(location)
: returns an InvRef
location
= e.g.{type="player", name="celeron55"}
{type="node", pos={x=, y=, z=}}
{type="detached", name="creative"}
minetest.create_detached_inventory(name, callbacks)
: returns an InvRef
minetest.do_item_eat(hp_change, replace_with_item, itemstack, user, pointed_thing)
:
returns left over ItemStackminetest.item_eat
and minetest.register_on_item_eat
minetest.show_formspec(playername, formname, formspec)
playername
: name of player to show formspecformname
: name passed to on_player_receive_fields
callbacks.
It should follow the "modname:<whatever>"
naming conventionformspec
: formspec to displayminetest.formspec_escape(string)
: returns a stringminetest.explode_table_event(string)
: returns a table{type="CHG", row=1, column=2}
type
is one of:"INV"
: no row selected)"CHG"
: selected)"DCL"
: double-clickminetest.explode_textlist_event(string)
: returns a table{type="CHG", index=1}
type
is one of:"INV"
: no row selected)"CHG"
: selected)"DCL"
: double-clickminetest.explode_scrollbar_event(string)
: returns a table{type="CHG", value=500}
type
is one of:"INV"
: something failed"CHG"
: has been changed"VAL"
: not changedminetest.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)
param2
for paramtype2="facedir"
;nil
/false
for the optional second parameter causes it to
take the y component into accountminetest.facedir_to_dir(facedir)
minetest.dir_to_wallmounted(dir)
paramtype2="wallmounted"
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
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"default:gold_ingot"
will return table:
{
[1]={type = "cooking", width = 3, output = "default:gold_ingot",
items = {1 = "default:gold_lump"}},
[2]={type = "normal", width = 1, output = "default:gold_ingot 9",
items = {1 = "default:goldblock"}}
}minetest.handle_node_drops(pos, drops, digger)
drops
: list of itemstringsminetest.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)
param2
overrides facedir
and wallmounted param2
itemstack, success
minetest.item_place_object(itemstack, placer, pointed_thing)
minetest.item_place(itemstack, placer, pointed_thing, param2)
on_rightclick
of pointed_thing.under
if defined insteadon_place
param2
overrides facedir
and wallmounted param2
itemstack, success
minetest.item_drop(itemstack, dropper, pos)
minetest.item_eat(hp_change, replace_with_item)
replace_with_item
is the itemstring which is added to the inventory.
If the player is eating a stack, then replace_with_item goes to a
different spot. Can be nil
minetest.do_item_eat
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 handlespec
is a SimpleSoundSpec
parameters
is a sound parameter tableminetest.sound_stop(handle)
minetest.after(time, func, ...)
func
after time
secondsfunc
minetest.request_shutdown()
: request for server shutdownminetest.get_server_status()
: returns server status stringminetest.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 reasonminetest.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
secondsid
Deprecated: 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 the integer value from 0
to 255
of the probability (see: Schematic specifier).pos
is not inside the box formed by p1
and p2
, it is ignored.probability_list
equals nil
, no probabilities are applied.ypos
instead which
indicates the y position of the slice with a probability applied.nil
, no slice probabilities are applied.minetest.place_schematic(pos, schematic, rotation, replacements, force_placement)
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 schematicminetest.get_connected_players()
: returns list of ObjectRefs
minetest.hash_node_position({x=,y=,z=})
: returns an 48-bit integerminetest.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.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 messagewrite_json({10, {a = false}})
, returns "[10, {\"a\": false}]"
minetest.serialize(table)
: returns a stringnil
s
into string form readable by minetest.deserialize
serialize({foo='bar'})
, returns 'return { ["foo"] = "bar" }'
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)error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
minetest.compress(data, method, ...)
: returns compressed_data
method
is a string identifying the compression method to be used."deflate"
...
indicates method-specific arguments. Currently defined arguments are:level
- Compression level, 0
-9
or nil
.minetest.decompress(compressed_data, method, ...)
: returns dataminetest.compress()
for supported compression methods....
indicates method-specific arguments. Currently, no methods use this.minetest.is_protected(pos, name)
: returns boolean
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
.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 ceilingminetest.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)
pos
.true
if area could be forceloadedminetest.forceload_free_block(pos)
pos
Please note that forceloaded areas are saved when the server restarts.
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_ores
minetest.registered_decorations
NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be gotten via minetest.get_meta(pos)
.
set_string(name, value)
get_string(name)
set_int(name, value)
get_int(name)
set_float(name, value)
get_float(name)
get_inventory()
: returns InvRef
to_table()
: returns nil
or {fields = {...}, inventory = {list1 = {}, ...}}
from_table(nil or {})
NoteTimerRef
Node Timers: a high resolution persistent per-node timer.
Can be gotten via minetest.get_node_timer(pos)
.
set(timeout,elapsed)
timeout
is in seconds, and supports fractional values (0.1 etc)elapsed
is in seconds, and supports fractional values (0.1 etc)on_timer
function after timeout
-elapsed secondsstart(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 secondsis_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)getpos()
: returns {x=num, y=num, z=num}
setpos(pos)
; pos
={x=num, y=num, z=num}
moveto(pos, continuous=false)
: interpolated movepunch(puncher, time_from_last_punch, tool_capabilities, direction)
puncher
= another ObjectRef
,time_from_last_punch
= time since last punch action of the puncherdirection
: can be nil
right_click(clicker)
; clicker
is another ObjectRef
get_hp()
: returns number of hitpoints (2 * number of hearts)set_hp(hp)
: set number of hitpoints (2 * number of hearts)get_inventory()
: returns an InvRef
get_wield_list()
: returns the name of the inventory list the wielded item is inget_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 successfulset_armor_groups({group1=rating, group2=rating, ...})
set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
set_attach(parent, bone, position, rotation)
bone
: stringposition
: {x=num, y=num, z=num}
(relative)rotation
: {x=num, y=num, z=num}
set_detach()
set_bone_position(bone, position, rotation)
bone
: stringposition
: {x=num, y=num, z=num}
(relative)rotation
: {x=num, y=num, z=num}
set_properties(object property table)
setvelocity({x=num, y=num, z=num})
getvelocity()
: returns {x=num, y=num, z=num}
setacceleration({x=num, y=num, z=num})
getacceleration()
: returns {x=num, y=num, z=num}
setyaw(radians)
getyaw()
: returns number in radianssettexturemod(mod)
setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
select_horiz_by_yawpitch=false)
get_entity_name()
(Deprecated: Will be removed in a future version)get_luaentity()
is_player()
: true for players, false for othersget_player_name()
: returns ""
if is not a playerget_look_dir()
: get camera direction as a unit vectorget_look_pitch()
: pitch in radiansget_look_yaw()
: yaw in radians (wraps around pretty randomly as of now)set_look_pitch(radians)
: sets look pitchset_look_yaw(radians)
: sets look yawget_breath()
: returns players breathset_breath(value)
: sets players breath0
: player is drowning,1
-10
: remaining number of bubbles11
: bubbles bar is not shownset_inventory_formspec(formspec)
get_inventory_formspec()
: returns a formspec stringget_player_control()
: returns table with player pressed keys{jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
get_player_control_bits()
: returns integer with bit packed player pressed keysset_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 sneak glitch (default: true
)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 elementstat
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
true
/false
value of each flag to be set or unsetnil
, the flag is not modifiedhud_get_flags()
: returns a table containing status of hud flags{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }
hud_set_hotbar_itemcount(count)
: sets number of items in builtin hotbarcount
: number of items, must be between 1
and 23
hud_set_hotbar_image(texturename)
hud_set_hotbar_selected_image(texturename)
hud_replace_builtin(name, hud_definition)
name
: "breath"
or "health"
hud_definition
: definition to replace builtin definitionset_sky(bgcolor, type, {texture names})
bgcolor
: {r=0...255, g=0...255, b=0...255}
or nil
, defaults to white"regular"
: Uses 0 textures, bgcolor
ignored"skybox"
: Uses 6 textures, bgcolor
used"plain"
: Uses 0 textures, bgcolor
usedon_joinplayer
; use
minetest.after(0)
in there.override_day_night_ratio(ratio or nil)
0
...1
: Overrides day-night ratio, controlling sunlight to a specific amountnil
: Disables override, defaulting to sunlight based on day-night cycleset_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)
set animation for player model in third person view
set_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
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}
)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)
: returns true
if the stack of items
can be fully taken from the listremove_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 knownItemStack
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 boolean success.
Clears item on failure.get_count()
: Returns number of items on the stack.set_count(count)
get_wear()
: Returns tool wear (0
-65535
), 0
for non-tools.set_wear(wear)
: Returns boolean success.
Clears item on failure.get_metadata()
: Returns metadata (a string attached to an item stack).set_metadata(metadata)
: 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)
: Increases wear by amount
if the item is a tool.add_item(item)
: Put some item or stack onto this stack.
Returns leftover ItemStack
.item_fits(item)
: Returns true
if item or stack can be fully added to
this one.take_item(n=1)
: Take (and remove) up to n
items from this stack.
Returns taken ItemStack
.peek_item(n=1)
: copy (don't remove) up to n
items from this stack.
Returns taken ItemStack
.PseudoRandom
A pseudorandom number generator.
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.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)
.
get2d(pos)
: returns 2D noise value at pos={x=,y=}
get3d(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
conponent is ommitted
for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
nil
is returned).
get2dMap(pos)
: returns a <size.x>
times <size.y>
2D array of 2D noise
with values starting at pos={x=,y=}
get3dMap(pos)
: returns a <size.x>
times <size.y>
times <size.z>
3D array
of 3D noise with values starting at pos={x=,y=,z=}
get2dMap_flat(pos)
: returns a flat <size.x * size.y>
element array of 2D noise
with values starting at pos={x=,y=}
get3dMap_flat(pos)
: Same as get2dMap_flat
, but 3D noiseVoxelManip
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.
read_from_map(p1, p2)
: Reads a chunk of map from the map containing the
region formed by p1
and p2
.pmin
, actual emerged pmax
write_to_map()
: Writes the data loaded from the VoxelManip
back to the map.VoxelManip:set_data
before calling thisget_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 positionget_data()
: Gets the data read into the VoxelManip
objectset_data(data)
: Sets the data contents of the VoxelManip
objectupdate_map()
: Update map after writing chunk back to map.VoxelManip
objects created by the mod itself;
not a VoxelManip
that was retrieved from minetest.get_mapgen_object
set_lighting(light, p1, p2)
: Set the lighting within the VoxelManip
to a uniform valuelight
is a table, {day=<0...15>, night=<0...15>}
VoxelManip
object from minetest.get_mapgen_object
p1
, p2
) is the area in which lighting is set;
defaults to the whole area if left outget_light_data()
: Gets the light data read into the VoxelManip
object0
to 255
0
to 15
each)light = day + (night * 16)
set_light_data(light_data)
: Sets the param1
(light) contents of each node
in the VoxelManip
get_light_data()
returnsget_param2_data()
: Gets the raw param2
data read into the VoxelManip
objectset_param2_data(param2_data)
: Sets the param2
contents of each node in the VoxelManip
calc_lighting(p1, p2)
: 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 outupdate_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 elsewhereget_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 onindexp(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 indicesminx
,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)
: returns a booleanset(key, value)
remove(key)
: returns a boolean (true
for success)get_names()
: returns {key1,...}
write()
: returns a boolean (true
for success)to_table()
: returns {[key1]=value1,...}
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:
dungeon
temple
cave_begin
cave_end
large_cave_begin
large_cave_end
decoration
Decorations have a key in the format of "decoration#id"
, where id
is the
numeric unique decoration ID.
self
:.name
, which is the registered name ("mod:thing")
.object
, which is an ObjectRef
pointing to the objecton_activate(self, staticdata)
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_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,
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
}
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,
}
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),
}
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
]]
}
"image.png"
{name="image.png", animation={Tile Animation definition}}
{name="image.png", backface_culling=bool}
image
(name){type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}
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 ]]
}
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
){
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".
}
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".
}
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.
}
{
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", 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
}
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
}