minetest-game-minetest/game_api.md

40 KiB

Minetest5 Game API

This is a fork of the original one at https://github.com/minetest/minetest_game For more information about fork check Differences section.

Introduction

The Minetest5 Game game offers multiple new possibilities in addition to the Minetest engine's built-in API, allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.

For information on the Minetest5 API, visit https://codeberg.org/minenux/minetest-engine-minetest/src/branch/stable-5.2/doc/lua_api.txt

Please note:

  • [XYZ] refers to a section the Minetest API
  • [#ABC] refers to a section in this document
  • [pos] refers to a position table {x = -5, y = 0, z = 200}

Table of Contents

Differences

This game api is the same.. just that format the document and progresivelly added new things, this is cos this game sustitute some mods by improved versions:

  • boats by the minetest-mod-boats forked from tenplus1
  • creative by the minetest-mod-creative improved
  • tnt by the minetest-mod-tnt forked and improved from tenplus1
  • wool by the minetest-mod-wool forked and improved from tenplus1
  • carts by the minetest-mod-carts forked and improved from tenplus1
  • fire by the minetest-mod-fire forked and improved from templus1
  • torch as sistution of default:torch by the minetest-mod-torchs

The original api from those remains but aditional (independient documented in each one) are added.

Bucket API


The bucket API allows registering new types of buckets for non-default liquids.

bucket.register_liquid(
	"default:lava_source",   -- name of the source node
	"default:lava_flowing",  -- name of the flowing node
	"bucket:bucket_lava",    -- name of the new bucket item (or nil if liquid is not takeable)
	"bucket_lava.png",       -- texture of the new bucket item (ignored if itemname == nil)
	"Lava Bucket",           -- text description of the bucket item
	{lava_bucket = 1},       -- groups of the bucket item, OPTIONAL
	false                    -- force-renew, OPTIONAL. Force the liquid source to renew if it has
	                         -- a source neighbour, even if defined as 'liquid_renewable = false'.
	                         -- Needed to avoid creating holes in sloping rivers.
)

The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.

Beds API


beds.register_bed(
	"beds:bed",    -- Bed name
	def            -- See [#Bed definition]
)
  • beds.can_dig(bed_pos) Returns a boolean whether the bed at bed_pos may be dug
  • beds.read_spawns() Returns a table containing players respawn positions
  • beds.kick_players() Forces all players to leave bed
  • beds.skip_night() Sets world time to morning and saves respawn position of all players currently sleeping

Bed definition

{
	description = "Simple Bed",
	inventory_image = "beds_bed.png",
	wield_image = "beds_bed.png",
	tiles = {
		bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
		top = {Tile definition} -- the tiles of the bottom part of the bed.
	},
	nodebox = {
		bottom = 'regular nodebox',     -- bottom part of bed (see [Node boxes])
		top = 'regular nodebox',        -- top part of bed (see [Node boxes])
	},
	selectionbox = 'regular nodebox',  -- for both nodeboxes (see [Node boxes])
	recipe = {                                         -- Craft recipe
		{"group:wool", "group:wool", "group:wool"},
		{"group:wood", "group:wood", "group:wood"}
	}
}

Bones API


An ordered list of listnames (default: "main", "craft") of the player inventory, that will be placed into bones or dropped on player death can be looked up or changed in bones.player_inventory_lists.

e.g. table.insert(bones.player_inventory_lists, "backpack")

Creative API


Use creative.register_tab(name, title, items) to add a tab with filtered items. For example,

creative.register_tab("tools", "Tools", minetest.registered_tools)

is used to show all tools. Name is used in the sfinv page name, title is the human readable title.

is_enabled_for is used to check whether a player is in creative mode:

creative.is_enabled_for(name)

Override this to allow per-player game modes.

The contents of creative.formspec_add is appended to every creative inventory page. Mods can use it to add additional formspec elements onto the default creative inventory formspec to be drawn after each update.

Chests API


The chests API allows the creation of chests, which have their own inventories for holding items.

default.chest.get_chest_formspec(pos)

  • Returns a formspec for a specific chest.
  • pos Location of the chest node, e.g {x = 1, y = 1, z = 1}

default.chest.chest_lid_obstructed(pos)

  • Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  • pos Location of the chest node, e.g {x = 1, y = 1, z = 1}

default.chest.chest_lid_close(pn)

  • Closes the chest that a player is currently looking in.
  • pn The name of the player whose chest is going to be closed

default.chest.open_chests

  • A table indexed by player name to keep track of who opened what chest.
  • Key: The name of the player.
  • Value: A table containing information about the chest the player is looking at. e.g { pos = {1, 1, 1}, sound = null, swap = "chest" }

default.chest.register_chest(name, def)

  • Registers new chest
  • name Name for chest
  • def See [#Chest Definition]

Chest Definition

description = "Chest",
tiles = {
	"default_chest_top.png",
	"default_chest_top.png",
	"default_chest_side.png",
	"default_chest_side.png",
	"default_chest_front.png",
	"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.

Doors API


The doors mod allows modders to register custom doors and trapdoors.

doors.registered_doors[name] = Door definition

  • Table of registered doors, indexed by door name

doors.registered_trapdoors[name] = Trapdoor definition

  • Table of registered trap doors, indexed by trap door name

doors.register_door(name, def)

  • Registers new door
  • name Name for door
  • def See [#Door definition]

doors.register_trapdoor(name, def)

  • Registers new trapdoor
  • name Name for trapdoor
  • def See [#Trapdoor definition]

doors.register_fencegate(name, def)

  • Registers new fence gate
  • name Name for fence gate
  • def See [#Fence gate definition]

doors.get(pos)

  • pos A position as a table, e.g {x = 1, y = 1, z = 1}
  • Returns an ObjectRef to a door, or nil if the position does not contain a door

doors.door_toggle(pos, node, clicker)

  • Toggle door open or shut
  • pos Position of the door
  • node Node definition
  • clicker Player definition for the player that clicked on the door

door ObjectRef Methods

  • :open(player) -- Open the door object, returns if door was opened
  • :close(player) -- Close the door object, returns if door was closed
  • :toggle(player) -- Toggle the door state, returns if state was toggled
  • :state() -- returns the door state, true = open, false = closed

the "player" parameter can be omitted in all methods. If passed then the usual permission checks will be performed to make sure the player has the permissions needed to open this door. If omitted then no permission checks are performed.

Door definition

description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) 
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper

Trapdoor definition

description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png",
-- The texture for the four sides of the trapdoor.
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
-- 1/8ths of the texture, both upright. The area between is not used.
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
-- for the open trapdoor.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) 
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) 
-- function containing the on_rightclick callback

Fence gate definition

description = "Wooden Fence Gate",
texture = "default_wood.png", -- `backface_culling` will automatically be
                              -- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) 
-- function containing the on_rightclick callback

Dungeon Loot API


The mod that places chests with loot in dungeons provides an API to register additional loot.

dungeon_loot.register(def)

  • Registers one or more loot items
  • def Can be a single [#Loot definition] or a list of them

dungeon_loot.registered_loot

  • Table of all registered loot, not to be modified manually

Loot definition

name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
--   Due to an extra step in the selection process, 0.5 does not(!) mean that
--   on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
--   optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
--   optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
--   supported types: "normal" (the cobble/mossycobble one), "sandstone"
--   "desert" and "ice"
--   optional, defaults to no type restrictions

Fence API


Allows creation of new fences with "fencelike" drawtype.

default.register_fence(name, item definition)

Registers a new fence. Custom fields texture and material are required, as are name and description. The rest is optional. You can pass most normal nodedef fields here except drawtype. The fence group will always be added for this node.

fence definition

name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),

Walls API


The walls API allows easy addition of stone auto-connecting wall nodes.

walls.register(name, desc, texture, mat, sounds) ^ name = "walls:stone_wall". Node name. ^ desc = "A Stone wall" ^ texture = "default_stone.png" ^ mat = "default:stone". Used to auto-generate crafting recipe. ^ sounds = sounds: see [#Default sounds]

Farming API


The farming API allows you to easily register plants and hoes.

farming.register_hoe(name, hoe definition)

  • Register a new hoe, see [#hoe definition]

farming.register_plant(name, Plant definition)

  • Register a new growing plant, see [#Plant definition]

farming.registered_plants[name] = definition

  • Table of registered plants, indexed by plant name

Hoe Definition

{
	description = "",                      -- Description for tooltip
	inventory_image = "unknown_item.png",  -- Image to be used as wield- and inventory image
	max_uses = 30,                         -- Uses until destroyed
	material = "",                         -- Material for recipes
	recipe = {                             -- Craft recipe, if material isn't used
		{"air", "air", "air"},
		{"", "group:stick"},
		{"", "group:stick"},
	}
}

Plant definition

{
	description = "",                      -- Description of seed item
	harvest_description = "",              -- Description of harvest item
	                                       -- (optional, derived automatically if not provided)
	inventory_image = "unknown_item.png",  -- Image to be used as seed's wield- and inventory image
	steps = 8,                             -- How many steps the plant has to grow, until it can be harvested
	-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
	minlight = 13,                         -- Minimum light to grow
	maxlight = default.LIGHT_MAX           -- Maximum light to grow
}

Fire API


Add group flammable when registering a node to make fire seek for it. Add it to an item to make it burn up when dropped in lava or fire. New node def property:

on_burn(pos)

  • Called when fire attempts to remove a burning node.
  • pos Position of the burning node.

on_ignite(pos, igniter)

  • Called when Flint and steel (or a mod defined ignitor) is used on a node. Defining it may prevent the default action (spawning flames) from triggering.
  • pos Position of the ignited node.
  • igniter Player that used the tool, when available.

Give Initial Stuff API


give_initial_stuff.give(player)

^ Give initial stuff to "player"

give_initial_stuff.add(stack)

^ Add item to the initial stuff ^ Stack can be an ItemStack or a item name eg: "default:dirt 99" ^ Can be called after the game has loaded

give_initial_stuff.clear()

^ Removes all items from the initial stuff ^ Can be called after the game has loaded

give_initial_stuff.get_list()

^ returns list of item stacks

give_initial_stuff.set_list(list)

^ List of initial items with numeric indices.

give_initial_stuff.add_from_csv(str)

^ str is a comma separated list of initial stuff ^ Adds items to the list of items to be given

Players API


The player API can register player models and update the player's appearance.

  • player_api.register_model(name, def)

    • Register a new model to be used by players
    • name: model filename such as "character.x", "foo.b3d", etc.
    • def: See [#Model definition]
    • saved to player_api.registered_models
  • player_api.registered_player_models[name]

    • Get a model's definition
    • see [#Model definition]
  • player_api.set_model(player, model_name)

    • Change a player's model
    • player: PlayerRef
    • model_name: model registered with player_api.register_model()
  • player_api.set_animation(player, anim_name [, speed])

    • Applies an animation to a player
    • anim_name: name of the animation.
    • speed: frames per second. If nil, default from the model is used
  • player_api.set_textures(player, textures)

    • Sets player textures
    • player: PlayerRef
    • textures: array of textures, If textures is nil the default textures from the model def are used
  • player_api.get_animation(player)

    • Returns a table containing fields model, textures and animation.
    • Any of the fields of the returned table may be nil.
    • player: PlayerRef
  • player_api.player_attached

    • A table that maps a player name to a boolean.
    • If the value for a given player is set to true, the default player animations (walking, digging, ...) will no longer be updated. Knockback from damage is also prevented for that player.

Model Definition

{
	animation_speed = 30,            -- Default animation speed, in FPS.
	textures = {"character.png", },  -- Default array of textures.
	visual_size = {x = 1, y = 1},    -- Used to scale the model.
	animations = {
		-- <anim_name> = {x = <start_frame>, y = <end_frame>},
		foo = {x = 0, y = 19},
		bar = {x = 20, y = 39},
		-- ...
	},
	collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
	stepheight = 0.6, -- In nodes
	eye_height = 1.47, -- In nodes above feet position
}

TNT API


tnt.register_tnt(definition)

^ Register a new type of tnt.

  • name The name of the node. If no prefix is given tnt is used.
  • description A description for your TNT.
  • radius The radius within which the TNT can destroy nodes. The default is 3.
  • damage_radius The radius within which the TNT can damage players and mobs. By default it is twice the radius.
  • sound The sound played when explosion occurs. By default it is tnt_explode.
  • disable_drops Disable drops. By default it is set to false.
  • ignore_protection Don't check minetest.is_protected before removing a node.
  • ignore_on_blast Don't call on_blast even if a node has one.
  • tiles Textures for node
    • side Side tiles. By default the name of the tnt with a suffix of _side.png.
    • top Top tile. By default the name of the tnt with a suffix of _top.png.
    • bottom Bottom tile. By default the name of the tnt with a suffix of _bottom.png.
    • burning Top tile when lit. By default the name of the tnt with a suffix of _top_burning_animated.png.

tnt.boom(position[, definition])

^ Create an explosion.

  • position The center of explosion.
  • definition The TNT definion as passed to tnt.register with the following addition:
    • explode_center false by default which removes TNT node on blast, when true will explode center node.

tnt.burn(position, [nodename])

^ Ignite node at position, triggering its on_ignite callback (see fire mod). If no such callback exists, fallback to turn tnt group nodes to their "_burning" variant. nodename isn't required unless already known.

To make dropping items from node inventories easier, you can use the following helper function from 'default':

default.get_inventory_drops(pos, inventory, drops)

^ Return drops from node inventory "inventory" in drops.

  • pos - the node position
  • inventory - the name of the inventory (string)
  • drops - an initialized list

The function returns no values. The drops are returned in the drops parameter, and drops is not reinitialized so you can call it several times in a row to add more inventory items to it.

on_blast callbacks:

Both nodedefs and entitydefs can provide an on_blast() callback

nodedef.on_blast(pos, intensity) ^ Allow drop and node removal overriding

  • pos - node position
  • intensity - TNT explosion measure. larger or equal to 1.0 ^ Should return a list of drops (e.g. {"default:stone"}) ^ Should perform node removal itself. If callback exists in the nodedef ^ then the TNT code will not destroy this node.

entitydef.on_blast(luaobj, damage) ^ Allow TNT effects on entities to be overridden

  • luaobj - LuaEntityRef of the entity
  • damage - suggested HP damage value ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  • do_damage - if true then TNT mod wil damage the entity
  • do_knockback - if true then TNT mod will knock the entity away
  • drops - a list of drops, e.g. {"wool:red"}

Screwdriver API


The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it. To use it, add the on_screwdriver function to the node definition.

on_rotate(pos, node, user, mode, new_param2)

  • pos Position of the node that the screwdriver is being used on
  • node that node
  • user The player who used the screwdriver
  • mode screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  • new_param2 the new value of param2 that would have been set if on_rotate wasn't there
  • return value: false to disallow rotation, nil to keep default behaviour, true to allow it but to indicate that changed have already been made (so the screwdriver will wear out)
  • use on_rotate = false to always disallow rotation
  • use on_rotate = screwdriver.rotate_simple to allow only face rotation

Sethome API


The sethome API adds three global functions to allow mods to read a players home position, set a players home position and teleport a player to home position.

sethome.get(name)

  • name Player who's home position you wish to get
  • return value: false if no player home coords exist, position table if true

sethome.set(name, pos)

  • name Player who's home position you wish to set
  • pos Position table containing coords of home position
  • return value: false if unable to set and save new home position, otherwise true

sethome.go(name)

  • name Player you wish to teleport to their home position
  • return value: false if player cannot be sent home, otherwise true

Sfinv API


It is recommended that you read this link for a good introduction to the sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html

sfinv Methods

Pages

  • sfinv.set_page(player, pagename) - changes the page
  • sfinv.get_page(player) - get the current page name. Will never return nil
  • sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  • sfinv.register_page(name, def) - register a page, see section below
  • sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
    • Note: Page must already be defined, (opt)depend on the mod defining it.
  • sfinv.set_player_inventory_formspec(player) - (re)builds page formspec and calls set_inventory_formspec().
  • sfinv.get_formspec(player, context) - builds current page's formspec

Contexts

  • sfinv.get_or_create_context(player) - gets the player's context
  • sfinv.set_context(player, context)

Theming

  • sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
    • show_inv, defaults to false. Whether to show the player's main inventory
    • size, defaults to size[8,8.6] if not specified
  • sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""

sfinv Members

  • pages - table of pages[pagename] = def
  • pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  • contexts - contexts[playername] = player_context
  • enabled - set to false to disable. Good for inventory rehaul mods like unified inventory

Context

A table with these keys:

  • page - current page name
  • nav - a list of page names
  • nav_titles - a list of page titles
  • nav_idx - current nav index (in nav and nav_titles)
  • any thing you want to store
    • sfinv will clear the stored data on log out / log in

sfinv.register_page

sfinv.register_page(name, def)

def is a table containing:

  • title - human readable page name (required)
  • get(self, player, context) - returns a formspec string. See formspec variables. (required)
  • is_in_nav(self, player, context) - return true to show in the navigation (the tab header, by default)
  • on_player_receive_fields(self, player, context, fields) - on formspec submit.
  • on_enter(self, player, context) - called when the player changes pages, usually using the tabs.
  • on_leave(self, player, context) - when leaving this page to go to another, called before other's on_enter

get formspec

Use sfinv.make_formspec to apply a layout:

return sfinv.make_formspec(player, context, [[
	list[current_player;craft;1.75,0.5;3,3;]
	list[current_player;craftpreview;5.75,1.5;1,1;]
	image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
	listring[current_player;main]
	listring[current_player;craft]
	image[0,4.25;1,1;gui_hb_bg.png]
	image[1,4.25;1,1;gui_hb_bg.png]
	image[2,4.25;1,1;gui_hb_bg.png]
	image[3,4.25;1,1;gui_hb_bg.png]
	image[4,4.25;1,1;gui_hb_bg.png]
	image[5,4.25;1,1;gui_hb_bg.png]
	image[6,4.25;1,1;gui_hb_bg.png]
	image[7,4.25;1,1;gui_hb_bg.png]
]], true)

See above (methods section) for more options.

Customising themes

Simply override this function to change the navigation:

function sfinv.get_nav_fs(player, context, nav, current_idx)
	return "navformspec"
end

And override this function to change the layout:

function sfinv.make_formspec(player, context, content, show_inv, size)
	local tmp = {
		size or "size[8,8.6]",
		theme_main,
		sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
		content
	}
	if show_inv then
		tmp[4] = theme_inv
	end
	return table.concat(tmp, "")
end

Stairs API


The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those delivered with Minetest Game, to keep them compatible with other mods.

stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)

  • Registers a stair
  • subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  • recipeitem: Item used in the craft recipe, e.g. "default:cobble", may be nil
  • groups: See [Known damage and digging time defining groups]
  • images: See [Tile definition]
  • description: Used for the description field in the stair's definition
  • sounds: See [#Default sounds]
  • worldaligntex: A bool to set all textures world-aligned. Default false. See [Tile definition]

stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)

  • Registers a slab
  • subname: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  • recipeitem: Item used in the craft recipe, e.g. "default:cobble"
  • groups: See [Known damage and digging time defining groups]
  • images: See [Tile definition]
  • description: Used for the description field in the slab's definition
  • sounds: See [#Default sounds]
  • worldaligntex: A bool to set all textures world-aligned. Default false. See [Tile definition]

stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)

  • Registers an inner corner stair
  • subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  • recipeitem: Item used in the craft recipe, e.g. "default:cobble", may be nil
  • groups: See [Known damage and digging time defining groups]
  • images: See [Tile definition]
  • description: Used for the description field in the stair's definition with "Inner" prepended
  • sounds: See [#Default sounds]
  • worldaligntex: A bool to set all textures world-aligned. Default false. See [Tile definition]
  • full_description: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)

stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)

  • Registers an outer corner stair
  • subname: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  • recipeitem: Item used in the craft recipe, e.g. "default:cobble", may be nil
  • groups: See [Known damage and digging time defining groups]
  • images: See [Tile definition]
  • description: Used for the description field in the stair's definition with "Outer" prepended
  • sounds: See [#Default sounds]
  • worldaligntex: A bool to set all textures world-aligned. Default false. See [Tile definition]
  • full_description: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)

stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)

  • A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  • Uses almost the same arguments as stairs.register_stair
  • desc_stair: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
  • desc_slab: Description for slab node

Xpanes API


Creates panes that automatically connect to each other

xpanes.register_pane(subname, def)

  • subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  • def: See [#Pane definition]

Pane definition

{
	textures = {
		"texture for front and back",
		(unused),
		"texture for the 4 edges"
	}, -- More tiles aren't supported
	groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
	sounds = SoundSpec,        -- See [#Default sounds]
	recipe = {{"","","","","","","","",""}}, -- Recipe field only
	use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
}

Raillike definitions


The following nodes use the group connect_to_raillike and will only connect to raillike nodes within this group and the same group value. Use minetest.raillike_group(<Name>) to get the group value.

Node type Raillike group name
default:rail "rail"
tnt:gunpowder "gunpowder"
tnt:gunpowder_burning "gunpowder"

Example: If you want to add a new rail type and want it to connect with default:rail, add connect_to_raillike=minetest.raillike_group("rail") into the groups table of your node.

Default sounds


Sounds inside the default table can be used within the sounds field of node definitions.

  • default.node_sound_defaults()
  • default.node_sound_stone_defaults()
  • default.node_sound_dirt_defaults()
  • default.node_sound_sand_defaults()
  • default.node_sound_wood_defaults()
  • default.node_sound_leaves_defaults()
  • default.node_sound_glass_defaults()
  • default.node_sound_metal_defaults()

Default constants


default.LIGHT_MAX The maximum light level (see [Node definition] light_source)

GUI and formspecs


default.get_hotbar_bg(x, y)

  • Get the hotbar background as string, containing the formspec elements
  • x: Horizontal position in the formspec
  • y: Vertical position in the formspec

default.gui_bg

  • Deprecated, remove from mods.

default.gui_bg_img

  • Deprecated, remove from mods.

default.gui_slots

  • Deprecated, remove from mods.

default.gui_survival_form

  • Entire formspec for the survival inventory

default.get_furnace_active_formspec(fuel_percent, item_percent)

  • Get the active furnace formspec using the defined GUI elements
  • fuel_percent: Percent of how much the fuel is used
  • item_percent: Percent of how much the item is cooked

default.get_furnace_inactive_formspec()

  • Get the inactive furnace formspec using the defined GUI elements

Leafdecay


To enable leaf decay for leaves when a tree is cut down by a player, register the tree with the default.register_leafdecay(leafdecaydef) function.

If param2 of any registered node is ~= 0, the node will always be preserved. Thus, if the player places a node of that kind, you will want to set param2 = 1 or so.

The function default.after_place_leaves can be set as after_place_node of a node to set param2 to 1 if the player places the node (should not be used for nodes that use param2 otherwise (e.g. facedir)).

If the node is in the leafdecay_drop group then it will always be dropped as an item.

default.register_leafdecay(leafdecaydef)

leafdecaydef is a table, with following members: { trunks = {"default:tree"}, -- nodes considered trunks leaves = {"default:leaves", "default:apple"}, -- nodes considered for removal radius = 3, -- radius to consider for searching }

Note: all the listed nodes in trunks have their on_after_destruct callback overridden. All the nodes listed in leaves have their on_timer callback overridden.

Dyes


Minetest Game dyes are registered with:

groups = {dye = 1, color_<color> = 1},

To make recipes that will work with dyes from many mods, define them using the dye group and the color groups.

Dye color groups:

  • color_white
  • color_grey
  • color_dark_grey
  • color_black
  • color_red
  • color_pink
  • color_orange
  • color_brown
  • color_yellow
  • color_green
  • color_dark_green
  • color_blue
  • color_cyan
  • color_violet
  • color_magenta

Example of one shapeless recipe using the dye group and a color group:

minetest.register_craft({
	type = "shapeless",
	output = "<mod>:item_yellow",
	recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
})

Trees


  • default.grow_tree(pos, is_apple_tree)

    • Grows a mgv6 tree or apple tree at pos
  • default.grow_jungle_tree(pos)

    • Grows a mgv6 jungletree at pos
  • default.grow_pine_tree(pos)

    • Grows a mgv6 pinetree at pos
  • default.grow_new_apple_tree(pos)

    • Grows a new design apple tree at pos
  • default.grow_new_jungle_tree(pos)

    • Grows a new design jungle tree at pos
  • default.grow_new_pine_tree(pos)

    • Grows a new design pine tree at pos
  • default.grow_new_snowy_pine_tree(pos)

    • Grows a new design snowy pine tree at pos
  • default.grow_new_acacia_tree(pos)

    • Grows a new design acacia tree at pos
  • default.grow_new_aspen_tree(pos)

    • Grows a new design aspen tree at pos
  • default.grow_bush(pos)

    • Grows a bush at pos
  • default.grow_acacia_bush(pos)

    • Grows an acaia bush at pos
  • default.grow_pine_bush(pos)

    • Grows a pine bush at pos
  • default.grow_blueberry_bush(pos)

    • Grows a blueberry bush at pos

Carts


carts.register_rail(
	"mycarts:myrail", -- Rail name
	nodedef,          -- standard nodedef
	railparams        -- rail parameter struct (optional)
)

railparams = {
	on_step(obj, dtime), -- Event handler called when
	                     -- cart is on rail
	acceleration, -- integer acceleration factor (negative
	              -- values to brake)
}

The event handler is called after all default calculations
are made, so the custom on_step handler can override things
like speed, acceleration, player attachment. The handler will
likely be called many times per second, so the function needs
to make sure that the event is handled properly.

Key API


The key API allows mods to add key functionality to nodes that have ownership or specific permissions. Using the API will make it so that a node owner can use skeleton keys on their nodes to create keys for that node in that location, and give that key to other players, allowing them some sort of access that they otherwise would not have due to node protection.

To make your new nodes work with the key API, you need to register two callback functions in each nodedef:

on_key_use(pos, player)

  • Is called when a player right-clicks (uses) a normal key on your
  • node.
  • pos - position of the node
  • player - PlayerRef
  • return value: none, ignored

The on_key_use callback should validate that the player is wielding a key item with the right key meta secret. If needed the code should deny access to the node functionality.

If formspecs are used, the formspec callbacks should duplicate these checks in the metadata callback functions.

on_skeleton_key_use(pos, player, newsecret)

  • Is called when a player right-clicks (uses) a skeleton key on your
  • node.
  • pos - position of the node
  • player - PlayerRef
  • newsecret - a secret value(string)
  • return values:
  • secret - nil or the secret value that unlocks the door
  • name - a string description of the node ("a locked chest")
  • owner - name of the node owner

The on_skeleton_key_use function should validate that the player has the right permissions to make a new key for the item. The newsecret value is useful if the node has no secret value. The function should store this secret value somewhere so that in the future it may compare key secrets and match them to allow access. If a node already has a secret value, the function should return that secret value instead of the newsecret value. The secret value stored for the node should not be overwritten, as this would invalidate existing keys.

Aside from the secret value, the function should retun a descriptive name for the node and the owner name. The return values are all encoded in the key that will be given to the player in replacement for the wielded skeleton key.

if nil is returned, it is assumed that the wielder did not have permissions to create a key for this node, and no key is created.

default.register_craft_metadata_copy(ingredient, result)

This function registers a shapeless recipe that takes ingredient and result as input and outputs result.

The metadata of the input result is copied to the output result.

Table of Contents