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game_api.txt 42 KB

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  1. Minetest Game API
  2. =================
  3. GitHub Repo: https://github.com/minetest/minetest_game
  4. Introduction
  5. ------------
  6. The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
  7. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
  8. For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
  9. Please note:
  10. * [XYZ] refers to a section the Minetest API
  11. * [#ABC] refers to a section in this document
  12. * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
  13. Bucket API
  14. ----------
  15. The bucket API allows registering new types of buckets for non-default liquids.
  16. bucket.register_liquid(
  17. "default:lava_source", -- name of the source node
  18. "default:lava_flowing", -- name of the flowing node
  19. "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
  20. "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
  21. "Lava Bucket", -- text description of the bucket item
  22. {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL
  23. false -- force-renew, OPTIONAL. Force the liquid source to renew if it has
  24. -- a source neighbour, even if defined as 'liquid_renewable = false'.
  25. -- Needed to avoid creating holes in sloping rivers.
  26. )
  27. The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
  28. 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.
  29. Beds API
  30. --------
  31. beds.register_bed(
  32. "beds:bed", -- Bed name
  33. def -- See [#Bed definition]
  34. )
  35. * `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
  36. * `beds.read_spawns() ` Returns a table containing players respawn positions
  37. * `beds.kick_players()` Forces all players to leave bed
  38. * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
  39. * `beds.day_interval` Is a table with keys "start" and "finish". Allows you
  40. to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
  41. ### Bed definition
  42. {
  43. description = "Simple Bed",
  44. inventory_image = "beds_bed.png",
  45. wield_image = "beds_bed.png",
  46. tiles = {
  47. bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
  48. top = {Tile definition} -- the tiles of the bottom part of the bed.
  49. },
  50. nodebox = {
  51. bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
  52. top = 'regular nodebox', -- top part of bed (see [Node boxes])
  53. },
  54. selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
  55. recipe = { -- Craft recipe
  56. {"group:wool", "group:wool", "group:wool"},
  57. {"group:wood", "group:wood", "group:wood"}
  58. }
  59. }
  60. Bones API
  61. ---------
  62. An ordered list of listnames (default: "main", "craft") of the player inventory,
  63. that will be placed into bones or dropped on player death can be looked up or changed
  64. in `bones.player_inventory_lists`.
  65. e.g. `table.insert(bones.player_inventory_lists, "backpack")`
  66. Creative API
  67. ------------
  68. Use `creative.register_tab(name, title, items)` to add a tab with filtered items.
  69. For example,
  70. creative.register_tab("tools", "Tools", minetest.registered_tools)
  71. is used to show all tools. Name is used in the sfinv page name, title is the
  72. human readable title.
  73. Creative provides `creative.is_enabled_for(name)`, which is identical in
  74. functionality to the engine's `minetest.creative_is_enabled(name)`.
  75. Its use is deprecated and it should also not be overriden.
  76. The contents of `creative.formspec_add` is appended to every creative inventory
  77. page. Mods can use it to add additional formspec elements onto the default
  78. creative inventory formspec to be drawn after each update.
  79. Group overrides can be used for any registered item, node or tool. Use one of
  80. the groups stated below to pick which category it will appear in.
  81. node = 1 -- Appears in the Nodes category
  82. tool = 1 -- Appears in the Tools category
  83. craftitem = 1 -- Appears in the Items category
  84. Chests API
  85. ----------
  86. The chests API allows the creation of chests, which have their own inventories for holding items.
  87. `default.chest.get_chest_formspec(pos)`
  88. * Returns a formspec for a specific chest.
  89. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  90. `default.chest.chest_lid_obstructed(pos)`
  91. * Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
  92. * `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
  93. `default.chest.chest_lid_close(pn)`
  94. * Closes the chest that a player is currently looking in.
  95. * `pn` The name of the player whose chest is going to be closed
  96. `default.chest.open_chests`
  97. * A table indexed by player name to keep track of who opened what chest.
  98. * Key: The name of the player.
  99. * Value: A table containing information about the chest the player is looking at.
  100. e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
  101. `default.chest.register_chest(name, def)`
  102. * Registers new chest
  103. * `name` Name for chest e.g. "default:chest"
  104. * `def` See [#Chest Definition]
  105. ### Chest Definition
  106. description = "Chest",
  107. tiles = {
  108. "default_chest_top.png",
  109. "default_chest_top.png",
  110. "default_chest_side.png",
  111. "default_chest_side.png",
  112. "default_chest_front.png",
  113. "default_chest_inside.png"
  114. }, -- Textures which are applied to the chest model.
  115. sounds = default.node_sound_wood_defaults(),
  116. sound_open = "default_chest_open",
  117. sound_close = "default_chest_close",
  118. groups = {choppy = 2, oddly_breakable_by_hand = 2},
  119. protected = false, -- If true, only placer can modify chest.
  120. Doors API
  121. ---------
  122. The doors mod allows modders to register custom doors and trapdoors.
  123. `doors.registered_doors[name] = Door definition`
  124. * Table of registered doors, indexed by door name
  125. `doors.registered_trapdoors[name] = Trapdoor definition`
  126. * Table of registered trap doors, indexed by trap door name
  127. `doors.register_door(name, def)`
  128. * Registers new door
  129. * `name` Name for door
  130. * `def` See [#Door definition]
  131. `doors.register_trapdoor(name, def)`
  132. * Registers new trapdoor
  133. * `name` Name for trapdoor
  134. * `def` See [#Trapdoor definition]
  135. `doors.register_fencegate(name, def)`
  136. * Registers new fence gate
  137. * `name` Name for fence gate
  138. * `def` See [#Fence gate definition]
  139. `doors.get(pos)`
  140. * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
  141. * Returns an ObjectRef to a door, or nil if the position does not contain a door
  142. ### Methods
  143. :open(player) -- Open the door object, returns if door was opened
  144. :close(player) -- Close the door object, returns if door was closed
  145. :toggle(player) -- Toggle the door state, returns if state was toggled
  146. :state() -- returns the door state, true = open, false = closed
  147. the "player" parameter can be omitted in all methods. If passed then
  148. the usual permission checks will be performed to make sure the player
  149. has the permissions needed to open this door. If omitted then no
  150. permission checks are performed.
  151. `doors.door_toggle(pos, node, clicker)`
  152. * Toggle door open or shut
  153. * `pos` Position of the door
  154. * `node` Node definition
  155. * `clicker` Player definition for the player that clicked on the door
  156. ### Door definition
  157. description = "Door description",
  158. inventory_image = "mod_door_inv.png",
  159. groups = {choppy = 2},
  160. model = "mod_door", -- (optional)
  161. -- Model name without a suffix ("big_door" not "big_door_a.obj", "big_door_b.obj")
  162. tiles = {"mod_door.png"}, -- UV map.
  163. -- The front and back of the door must be identical in appearence as they swap on
  164. -- open/close.
  165. recipe = craftrecipe,
  166. sounds = default.node_sound_wood_defaults(), -- optional
  167. sound_open = sound play for open door, -- optional
  168. sound_close = sound play for close door, -- optional
  169. gain_open = 0.3, -- optional, defaults to 0.3
  170. gain_close = 0.3, -- optional, defaults to 0.3
  171. protected = false, -- If true, only placer can open the door (locked for others)
  172. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing),
  173. -- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
  174. use_texture_alpha = "clip",
  175. ### Trapdoor definition
  176. description = "Trapdoor description",
  177. inventory_image = "mod_trapdoor_inv.png",
  178. nodebox_closed = {} -- Nodebox for closed model
  179. nodebox_opened = {} -- Nodebox for opened model
  180. -- (optional) both nodeboxes must be used, not one only
  181. groups = {choppy = 2},
  182. tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
  183. tile_side = "doors_trapdoor_side.png",
  184. -- The texture for the four sides of the trapdoor.
  185. -- The texture should have the trapdoor side drawn twice, in the lowest and highest
  186. -- 1/8ths of the texture, both upright. The area between is not used.
  187. -- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
  188. -- for the open trapdoor.
  189. sounds = default.node_sound_wood_defaults(), -- optional
  190. sound_open = sound play for open door, -- optional
  191. sound_close = sound play for close door, -- optional
  192. gain_open = 0.3, -- optional, defaults to 0.3
  193. gain_close = 0.3, -- optional, defaults to 0.3
  194. protected = false, -- If true, only placer can open the door (locked for others)
  195. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing) ,
  196. -- function containing the on_rightclick callback
  197. use_texture_alpha = "clip",
  198. ### Fence gate definition
  199. description = "Wooden Fence Gate",
  200. texture = "default_wood.png", -- `backface_culling` will automatically be
  201. -- set to `true` if not specified.
  202. material = "default:wood",
  203. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  204. sounds = default.node_sound_wood_defaults(), -- optional
  205. on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
  206. -- function containing the on_rightclick callback
  207. Dungeon Loot API
  208. ----------------
  209. The mod that places chests with loot in dungeons provides an API to register additional loot.
  210. `dungeon_loot.register(def)`
  211. * Registers one or more loot items
  212. * `def` Can be a single [#Loot definition] or a list of them
  213. `dungeon_loot.registered_loot`
  214. * Table of all registered loot, not to be modified manually
  215. ### Loot definition
  216. name = "item:name",
  217. chance = 0.5,
  218. -- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
  219. -- Due to an extra step in the selection process, 0.5 does not(!) mean that
  220. -- on average every second chest will have this item
  221. count = {1, 4},
  222. -- ^ table with minimum and maximum amounts of this item
  223. -- optional, defaults to always single item
  224. y = {-32768, -512},
  225. -- ^ table with minimum and maximum heights this item can be found at
  226. -- optional, defaults to no height restrictions
  227. types = {"desert"},
  228. -- ^ table with types of dungeons this item can be found in
  229. -- supported types: "normal" (the cobble/mossycobble one), "sandstone"
  230. -- "desert" and "ice"
  231. -- optional, defaults to no type restrictions
  232. Fence API
  233. ---------
  234. Allows creation of new fences with "fencelike" drawtype.
  235. `default.register_fence(name, item definition)`
  236. Registers a new fence. Custom fields texture and material are required, as
  237. are name and description. The rest is optional. You can pass most normal
  238. nodedef fields here except drawtype. The fence group will always be added
  239. for this node.
  240. ### fence definition
  241. name = "default:fence_wood",
  242. description = "Wooden Fence",
  243. texture = "default_wood.png",
  244. material = "default:wood", -- `nil` if you don't want the recipe
  245. groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
  246. sounds = default.node_sound_wood_defaults(),
  247. Walls API
  248. ---------
  249. The walls API allows easy addition of stone auto-connecting wall nodes.
  250. walls.register(name, desc, texture, mat, sounds)
  251. ^ name = "walls:stone_wall". Node name.
  252. ^ desc = "A Stone wall"
  253. ^ texture = "default_stone.png"
  254. ^ mat = "default:stone". Used to auto-generate crafting recipe.
  255. ^ sounds = sounds: see [#Default sounds]
  256. Farming API
  257. -----------
  258. The farming API allows you to easily register plants and hoes.
  259. `farming.register_hoe(name, hoe definition)`
  260. * Register a new hoe, see [#hoe definition]
  261. `farming.register_plant(name, Plant definition)`
  262. * Register a new growing plant, see [#Plant definition]
  263. `farming.registered_plants[name] = definition`
  264. * Table of registered plants, indexed by plant name
  265. ### Hoe Definition
  266. {
  267. description = "", -- Description for tooltip
  268. inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
  269. max_uses = 30, -- Uses until destroyed
  270. material = "", -- Material for recipes
  271. recipe = { -- Craft recipe, if material isn't used
  272. {"air", "air", "air"},
  273. {"", "group:stick"},
  274. {"", "group:stick"},
  275. }
  276. }
  277. ### Plant definition
  278. {
  279. description = "", -- Description of seed item
  280. harvest_description = "", -- Description of harvest item
  281. -- (optional, derived automatically if not provided)
  282. inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
  283. steps = 8, -- How many steps the plant has to grow, until it can be harvested
  284. -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
  285. minlight = 13, -- Minimum light to grow
  286. maxlight = default.LIGHT_MAX -- Maximum light to grow
  287. can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
  288. -- (optional, checks for wet soil by default)
  289. }
  290. Fire API
  291. --------
  292. Add group flammable when registering a node to make fire seek for it.
  293. Add it to an item to make it burn up when dropped in lava or fire.
  294. New node def property:
  295. `on_burn(pos)`
  296. * Called when fire attempts to remove a burning node.
  297. * `pos` Position of the burning node.
  298. `on_ignite(pos, igniter)`
  299. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  300. Defining it may prevent the default action (spawning flames) from triggering.
  301. * `pos` Position of the ignited node.
  302. * `igniter` Player that used the tool, when available.
  303. Give Initial Stuff API
  304. ----------------------
  305. `give_initial_stuff.give(player)`
  306. ^ Give initial stuff to "player"
  307. `give_initial_stuff.add(stack)`
  308. ^ Add item to the initial stuff
  309. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  310. ^ Can be called after the game has loaded
  311. `give_initial_stuff.clear()`
  312. ^ Removes all items from the initial stuff
  313. ^ Can be called after the game has loaded
  314. `give_initial_stuff.get_list()`
  315. ^ returns list of item stacks
  316. `give_initial_stuff.set_list(list)`
  317. ^ List of initial items with numeric indices.
  318. `give_initial_stuff.add_from_csv(str)`
  319. ^ str is a comma separated list of initial stuff
  320. ^ Adds items to the list of items to be given
  321. Player API
  322. ----------
  323. The player API can register player models and update the player's appearance.
  324. * `player_api.globalstep(dtime, ...)`
  325. * The function called by the globalstep that controls player animations.
  326. You can override this to replace the globalstep with your own implementation.
  327. * Receives all args that minetest.register_globalstep() passes
  328. * `player_api.register_model(name, def)`
  329. * Register a new model to be used by players
  330. * `name`: model filename such as "character.x", "foo.b3d", etc.
  331. * `def`: see [#Model definition]
  332. * Saved to player_api.registered_models
  333. * `player_api.registered_models[name]`
  334. * Get a model's definition
  335. * `name`: model filename
  336. * See [#Model definition]
  337. * `player_api.set_model(player, model_name)`
  338. * Change a player's model
  339. * `player`: PlayerRef
  340. * `model_name`: model registered with `player_api.register_model`
  341. * `player_api.set_animation(player, anim_name, speed)`
  342. * Applies an animation to a player if speed or anim_name differ from the currently playing animation
  343. * `player`: PlayerRef
  344. * `anim_name`: name of the animation
  345. * `speed`: keyframes per second. If nil, the default from the model def is used
  346. * `player_api.set_textures(player, textures)`
  347. * Sets player textures
  348. * `player`: PlayerRef
  349. * `textures`: array of textures. If nil, the default from the model def is used
  350. * `player_api.set_textures(player, index, texture)`
  351. * Sets one of the player textures
  352. * `player`: PlayerRef
  353. * `index`: Index into array of all textures
  354. * `texture`: the texture string
  355. * `player_api.get_animation(player)`
  356. * Returns a table containing fields `model`, `textures` and `animation`
  357. * Any of the fields of the returned table may be nil
  358. * `player`: PlayerRef
  359. * `player_api.player_attached`
  360. * A table that maps a player name to a boolean
  361. * If the value for a given player is set to true, the default player animations
  362. (walking, digging, ...) will no longer be updated, and knockback from damage is
  363. prevented for that player
  364. * Example of usage: A mod sets a player's value to true when attached to a vehicle
  365. ### Model Definition
  366. {
  367. animation_speed = 30, -- Default animation speed, in keyframes per second
  368. textures = {"character.png"}, -- Default array of textures
  369. animations = {
  370. -- [anim_name] = {
  371. -- x = <start_frame>,
  372. -- y = <end_frame>,
  373. -- collisionbox = <model collisionbox>, -- (optional)
  374. -- eye_height = <model eye height>, -- (optional)
  375. -- -- suspend client side animations while this one is active (optional)
  376. -- override_local = <true/false>
  377. -- },
  378. stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
  379. sit = ... -- used by boats and other MTG mods
  380. },
  381. -- Default object properties, see lua_api.txt
  382. visual_size = {x = 1, y = 1},
  383. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
  384. stepheight = 0.6,
  385. eye_height = 1.47
  386. }
  387. TNT API
  388. -------
  389. `tnt.register_tnt(definition)`
  390. ^ Register a new type of tnt.
  391. * `name` The name of the node. If no prefix is given `tnt` is used.
  392. * `description` A description for your TNT.
  393. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  394. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  395. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  396. * `disable_drops` Disable drops. By default it is set to false.
  397. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  398. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  399. * `tiles` Textures for node
  400. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  401. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  402. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  403. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  404. `tnt.boom(position[, definition])`
  405. ^ Create an explosion.
  406. * `position` The center of explosion.
  407. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  408. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  409. `tnt.burn(position, [nodename])`
  410. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  411. If no such callback exists, fallback to turn tnt group nodes to their
  412. "_burning" variant.
  413. nodename isn't required unless already known.
  414. To make dropping items from node inventories easier, you can use the
  415. following helper function from 'default':
  416. default.get_inventory_drops(pos, inventory, drops)
  417. ^ Return drops from node inventory "inventory" in drops.
  418. * `pos` - the node position
  419. * `inventory` - the name of the inventory (string)
  420. * `drops` - an initialized list
  421. The function returns no values. The drops are returned in the `drops`
  422. parameter, and drops is not reinitialized so you can call it several
  423. times in a row to add more inventory items to it.
  424. `on_blast` callbacks:
  425. Both nodedefs and entitydefs can provide an `on_blast()` callback
  426. `nodedef.on_blast(pos, intensity)`
  427. ^ Allow drop and node removal overriding
  428. * `pos` - node position
  429. * `intensity` - TNT explosion measure. larger or equal to 1.0
  430. ^ Should return a list of drops (e.g. {"default:stone"})
  431. ^ Should perform node removal itself. If callback exists in the nodedef
  432. ^ then the TNT code will not destroy this node.
  433. `entitydef.on_blast(luaobj, damage)`
  434. ^ Allow TNT effects on entities to be overridden
  435. * `luaobj` - LuaEntityRef of the entity
  436. * `damage` - suggested HP damage value
  437. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  438. * `do_damage` - if true then TNT mod wil damage the entity
  439. * `do_knockback` - if true then TNT mod will knock the entity away
  440. * `drops` - a list of drops, e.g. {"wool:red"}
  441. Screwdriver API
  442. ---------------
  443. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  444. To use it, add the `on_screwdriver` function to the node definition.
  445. `on_rotate(pos, node, user, mode, new_param2)`
  446. * `pos` Position of the node that the screwdriver is being used on
  447. * `node` that node
  448. * `user` The player who used the screwdriver
  449. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  450. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  451. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  452. it but to indicate that changed have already been made (so the screwdriver will wear out)
  453. * use `on_rotate = false` to always disallow rotation
  454. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  455. Sethome API
  456. -----------
  457. The sethome API adds three global functions to allow mods to read a players home position,
  458. set a players home position and teleport a player to home position.
  459. `sethome.get(name)`
  460. * `name` Player who's home position you wish to get
  461. * return value: false if no player home coords exist, position table if true
  462. `sethome.set(name, pos)`
  463. * `name` Player who's home position you wish to set
  464. * `pos` Position table containing coords of home position
  465. * return value: false if unable to set and save new home position, otherwise true
  466. `sethome.go(name)`
  467. * `name` Player you wish to teleport to their home position
  468. * return value: false if player cannot be sent home, otherwise true
  469. Spawn API
  470. ---------
  471. The spawn mod takes care of deciding the position of new and respawning players
  472. in the world and has an API to modify its behavior.
  473. `spawn.get_default_pos()`
  474. * Gets the default spawn position as decided by a biome-dependent algorithm.
  475. * This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
  476. * return value: a vector or `nil` on failure
  477. `spawn.add_suitable_biome(biome)`:
  478. * Adds a biome to the list of allowed biomes for the above algorithm.
  479. * `biome`: Name of a registered biome
  480. `spawn.register_on_spawn(func)`:
  481. * Registers a callback to be called when a player (re-)spawns. This can be used
  482. to intercept the normal logic to e.g. respawn a player at his bed.
  483. * `func`: `function(player, is_new)` with arguments
  484. - `player`: ObjectRef
  485. - `is_new`: true if the player is joining the server for the first time
  486. - return value: true to skip all other spawn logic, false or nil otherwise
  487. When a player (re-)spawns the following order is executed:
  488. 1. All spawn callbacks in order of registration.
  489. 2. If no result, teleport player to `spawn.get_default_pos()`.
  490. 3. If that fails, spawning is left up to engine.
  491. Sfinv API
  492. ---------
  493. It is recommended that you read this link for a good introduction to the
  494. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  495. ### sfinv Methods
  496. **Pages**
  497. * sfinv.set_page(player, pagename) - changes the page
  498. * sfinv.get_page(player) - get the current page name. Will never return nil
  499. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  500. * sfinv.register_page(name, def) - register a page, see section below
  501. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  502. * Note: Page must already be defined, (opt)depend on the mod defining it.
  503. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  504. and calls set_inventory_formspec().
  505. * sfinv.get_formspec(player, context) - builds current page's formspec
  506. **Contexts**
  507. * sfinv.get_or_create_context(player) - gets the player's context
  508. * sfinv.set_context(player, context)
  509. **Theming**
  510. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  511. * show_inv, defaults to false. Whether to show the player's main inventory
  512. * size, defaults to `size[8,8.6]` if not specified
  513. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  514. ### sfinv Members
  515. * pages - table of pages[pagename] = def
  516. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  517. * contexts - contexts[playername] = player_context
  518. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  519. ### Context
  520. A table with these keys:
  521. * page - current page name
  522. * nav - a list of page names
  523. * nav_titles - a list of page titles
  524. * nav_idx - current nav index (in nav and nav_titles)
  525. * any thing you want to store
  526. * sfinv will clear the stored data on log out / log in
  527. ### sfinv.register_page
  528. sfinv.register_page(name, def)
  529. def is a table containing:
  530. * `title` - human readable page name (required)
  531. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  532. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  533. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  534. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  535. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  536. ### get formspec
  537. Use sfinv.make_formspec to apply a layout:
  538. return sfinv.make_formspec(player, context, [[
  539. list[current_player;craft;1.75,0.5;3,3;]
  540. list[current_player;craftpreview;5.75,1.5;1,1;]
  541. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  542. listring[current_player;main]
  543. listring[current_player;craft]
  544. image[0,4.25;1,1;gui_hb_bg.png]
  545. image[1,4.25;1,1;gui_hb_bg.png]
  546. image[2,4.25;1,1;gui_hb_bg.png]
  547. image[3,4.25;1,1;gui_hb_bg.png]
  548. image[4,4.25;1,1;gui_hb_bg.png]
  549. image[5,4.25;1,1;gui_hb_bg.png]
  550. image[6,4.25;1,1;gui_hb_bg.png]
  551. image[7,4.25;1,1;gui_hb_bg.png]
  552. ]], true)
  553. See above (methods section) for more options.
  554. ### Customising themes
  555. Simply override this function to change the navigation:
  556. function sfinv.get_nav_fs(player, context, nav, current_idx)
  557. return "navformspec"
  558. end
  559. And override this function to change the layout:
  560. function sfinv.make_formspec(player, context, content, show_inv, size)
  561. local tmp = {
  562. size or "size[8,8.6]",
  563. theme_main,
  564. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  565. content
  566. }
  567. if show_inv then
  568. tmp[4] = theme_inv
  569. end
  570. return table.concat(tmp, "")
  571. end
  572. Stairs API
  573. ----------
  574. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  575. delivered with Minetest Game, to keep them compatible with other mods.
  576. The following node attributes are sourced from the recipeitem:
  577. * use_texture_alpha
  578. * sunlight_propagates
  579. * light_source
  580. * If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
  581. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  582. * Registers a stair
  583. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  584. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  585. * `groups`: See [Known damage and digging time defining groups]
  586. * `images`: See [Tile definition]
  587. * `description`: Used for the description field in the stair's definition
  588. * `sounds`: See [#Default sounds]
  589. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  590. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  591. * Registers a slab
  592. * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  593. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  594. * `groups`: See [Known damage and digging time defining groups]
  595. * `images`: See [Tile definition]
  596. * `description`: Used for the description field in the slab's definition
  597. * `sounds`: See [#Default sounds]
  598. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  599. `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  600. * Registers an inner corner stair
  601. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  602. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  603. * `groups`: See [Known damage and digging time defining groups]
  604. * `images`: See [Tile definition]
  605. * `description`: Used for the description field in the stair's definition with "Inner" prepended
  606. * `sounds`: See [#Default sounds]
  607. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  608. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  609. `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  610. * Registers an outer corner stair
  611. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  612. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  613. * `groups`: See [Known damage and digging time defining groups]
  614. * `images`: See [Tile definition]
  615. * `description`: Used for the description field in the stair's definition with "Outer" prepended
  616. * `sounds`: See [#Default sounds]
  617. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  618. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  619. ```
  620. stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
  621. sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
  622. ```
  623. * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  624. * Uses almost the same arguments as stairs.register_stair
  625. * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
  626. `desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
  627. * `desc_slab`: Description for slab node
  628. * `desc_stair_inner`: Description for inner stair node
  629. * `desc_stair_outer`: Description for outer stair node
  630. Xpanes API
  631. ----------
  632. Creates panes that automatically connect to each other
  633. `xpanes.register_pane(subname, def)`
  634. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  635. * `def`: See [#Pane definition]
  636. ### Pane definition
  637. {
  638. textures = {
  639. "texture for front and back",
  640. (unused),
  641. "texture for the 4 edges"
  642. }, -- More tiles aren't supported
  643. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  644. sounds = SoundSpec, -- See [#Default sounds]
  645. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  646. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  647. }
  648. Raillike definitions
  649. --------------------
  650. The following nodes use the group `connect_to_raillike` and will only connect to
  651. raillike nodes within this group and the same group value.
  652. Use `minetest.raillike_group(<Name>)` to get the group value.
  653. | Node type | Raillike group name
  654. |-----------------------|---------------------
  655. | default:rail | "rail"
  656. | tnt:gunpowder | "gunpowder"
  657. | tnt:gunpowder_burning | "gunpowder"
  658. Example:
  659. If you want to add a new rail type and want it to connect with default:rail,
  660. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  661. of your node.
  662. Default sounds
  663. --------------
  664. Sounds inside the default table can be used within the sounds field of node definitions.
  665. * `default.node_sound_defaults()`
  666. * `default.node_sound_stone_defaults()`
  667. * `default.node_sound_dirt_defaults()`
  668. * `default.node_sound_sand_defaults()`
  669. * `default.node_sound_wood_defaults()`
  670. * `default.node_sound_leaves_defaults()`
  671. * `default.node_sound_glass_defaults()`
  672. * `default.node_sound_metal_defaults()`
  673. Default constants
  674. -----------------
  675. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  676. GUI and formspecs
  677. -----------------
  678. `default.get_hotbar_bg(x, y)`
  679. * Get the hotbar background as string, containing the formspec elements
  680. * x: Horizontal position in the formspec
  681. * y: Vertical position in the formspec
  682. `default.gui_bg`
  683. * Deprecated, remove from mods.
  684. `default.gui_bg_img`
  685. * Deprecated, remove from mods.
  686. `default.gui_slots`
  687. * Deprecated, remove from mods.
  688. `default.gui_survival_form`
  689. * Entire formspec for the survival inventory
  690. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  691. * Get the active furnace formspec using the defined GUI elements
  692. * fuel_percent: Percent of how much the fuel is used
  693. * item_percent: Percent of how much the item is cooked
  694. `default.get_furnace_inactive_formspec()`
  695. * Get the inactive furnace formspec using the defined GUI elements
  696. Leafdecay
  697. ---------
  698. To enable leaf decay for leaves when a tree is cut down by a player,
  699. register the tree with the default.register_leafdecay(leafdecaydef)
  700. function.
  701. If `param2` of any registered node is ~= 0, the node will always be
  702. preserved. Thus, if the player places a node of that kind, you will
  703. want to set `param2 = 1` or so.
  704. The function `default.after_place_leaves` can be set as
  705. `after_place_node of a node` to set param2 to 1 if the player places
  706. the node (should not be used for nodes that use param2 otherwise
  707. (e.g. facedir)).
  708. If the node is in the `leafdecay_drop` group then it will always be
  709. dropped as an item.
  710. `default.register_leafdecay(leafdecaydef)`
  711. `leafdecaydef` is a table, with following members:
  712. {
  713. trunks = {"default:tree"}, -- nodes considered trunks
  714. leaves = {"default:leaves", "default:apple"},
  715. -- nodes considered for removal
  716. radius = 3, -- radius to consider for searching
  717. }
  718. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  719. callback overridden. All the nodes listed in `leaves` have their
  720. `on_timer` callback overridden.
  721. Dyes
  722. ----
  723. Minetest Game dyes are registered with:
  724. groups = {dye = 1, color_<color> = 1},
  725. To make recipes that will work with dyes from many mods, define them using the
  726. dye group and the color groups.
  727. Dye color groups:
  728. * `color_white`
  729. * `color_grey`
  730. * `color_dark_grey`
  731. * `color_black`
  732. * `color_red`
  733. * `color_pink`
  734. * `color_orange`
  735. * `color_brown`
  736. * `color_yellow`
  737. * `color_green`
  738. * `color_dark_green`
  739. * `color_blue`
  740. * `color_cyan`
  741. * `color_violet`
  742. * `color_magenta`
  743. Example of one shapeless recipe using the dye group and a color group:
  744. minetest.register_craft({
  745. type = "shapeless",
  746. output = "<mod>:item_yellow",
  747. recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
  748. })
  749. Trees
  750. -----
  751. * `default.grow_tree(pos, is_apple_tree)`
  752. * Grows a mgv6 tree or apple tree at pos
  753. * `default.grow_jungle_tree(pos)`
  754. * Grows a mgv6 jungletree at pos
  755. * `default.grow_pine_tree(pos)`
  756. * Grows a mgv6 pinetree at pos
  757. * `default.grow_new_apple_tree(pos)`
  758. * Grows a new design apple tree at pos
  759. * `default.grow_new_jungle_tree(pos)`
  760. * Grows a new design jungle tree at pos
  761. * `default.grow_new_pine_tree(pos)`
  762. * Grows a new design pine tree at pos
  763. * `default.grow_new_snowy_pine_tree(pos)`
  764. * Grows a new design snowy pine tree at pos
  765. * `default.grow_new_acacia_tree(pos)`
  766. * Grows a new design acacia tree at pos
  767. * `default.grow_new_aspen_tree(pos)`
  768. * Grows a new design aspen tree at pos
  769. * `default.grow_bush(pos)`
  770. * Grows a bush at pos
  771. * `default.grow_acacia_bush(pos)`
  772. * Grows an acaia bush at pos
  773. * `default.grow_pine_bush(pos)`
  774. * Grows a pine bush at pos
  775. * `default.grow_blueberry_bush(pos)`
  776. * Grows a blueberry bush at pos
  777. * `default.on_grow_failed(pos)`
  778. * Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
  779. * `default.sapling_growth_defs`
  780. * Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
  781. * `default.register_sapling_growth(name, def)`
  782. * Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
  783. default.register_sapling_growth(
  784. "default:sapling", -- Name of the sapling
  785. {
  786. can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
  787. on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
  788. grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
  789. }
  790. )
  791. * `default.grow_sapling(pos)`
  792. * Attempt to grow a sapling at the given position. Useful as on_timer callback.
  793. Carts
  794. -----
  795. carts.register_rail(
  796. "mycarts:myrail", -- Rail name
  797. nodedef, -- standard nodedef
  798. railparams -- rail parameter struct (optional)
  799. )
  800. railparams = {
  801. on_step(obj, dtime), -- Event handler called when
  802. -- cart is on rail
  803. acceleration, -- integer acceleration factor (negative
  804. -- values to brake)
  805. }
  806. The event handler is called after all default calculations
  807. are made, so the custom on_step handler can override things
  808. like speed, acceleration, player attachment. The handler will
  809. likely be called many times per second, so the function needs
  810. to make sure that the event is handled properly.
  811. Key API
  812. -------
  813. The key API allows mods to add key functionality to nodes that have
  814. ownership or specific permissions. Using the API will make it so
  815. that a node owner can use skeleton keys on their nodes to create keys
  816. for that node in that location, and give that key to other players,
  817. allowing them some sort of access that they otherwise would not have
  818. due to node protection.
  819. To make your new nodes work with the key API, you need to register
  820. two callback functions in each nodedef:
  821. `on_key_use(pos, player)`
  822. * Is called when a player right-clicks (uses) a normal key on your
  823. * node.
  824. * `pos` - position of the node
  825. * `player` - PlayerRef
  826. * return value: none, ignored
  827. The `on_key_use` callback should validate that the player is wielding
  828. a key item with the right key meta secret. If needed the code should
  829. deny access to the node functionality.
  830. If formspecs are used, the formspec callbacks should duplicate these
  831. checks in the metadata callback functions.
  832. `on_skeleton_key_use(pos, player, newsecret)`
  833. * Is called when a player right-clicks (uses) a skeleton key on your
  834. * node.
  835. * `pos` - position of the node
  836. * `player` - PlayerRef
  837. * `newsecret` - a secret value(string)
  838. * return values:
  839. * `secret` - `nil` or the secret value that unlocks the door
  840. * `name` - a string description of the node ("a locked chest")
  841. * `owner` - name of the node owner
  842. The `on_skeleton_key_use` function should validate that the player has
  843. the right permissions to make a new key for the item. The newsecret
  844. value is useful if the node has no secret value. The function should
  845. store this secret value somewhere so that in the future it may compare
  846. key secrets and match them to allow access. If a node already has a
  847. secret value, the function should return that secret value instead
  848. of the newsecret value. The secret value stored for the node should
  849. not be overwritten, as this would invalidate existing keys.
  850. Aside from the secret value, the function should retun a descriptive
  851. name for the node and the owner name. The return values are all
  852. encoded in the key that will be given to the player in replacement
  853. for the wielded skeleton key.
  854. if `nil` is returned, it is assumed that the wielder did not have
  855. permissions to create a key for this node, and no key is created.
  856. `default.register_craft_metadata_copy(ingredient, result)`
  857. ----------------------------------------------------------
  858. This function registers a shapeless recipe that takes `ingredient`
  859. and `result` as input and outputs `result`.
  860. The metadata of the input `result` is copied to the output `result`.
  861. Log API
  862. -------
  863. Logs action of the player with a node at a certain position.
  864. By default only actions of real players are logged.
  865. Actions of non-players (usually machines) are logged only when
  866. setting `log_non_player_actions` is enabled.
  867. A player is considered non-player if `player:is_player()` returns
  868. `false` or `player.is_fake_player` is truthy. The use of
  869. `is_fake_player` is an unofficial standard between mods.
  870. These non-players are marked by the content of `is_fake_player`
  871. (if it is a string) or a "*" in brackets after the player name in
  872. the log.
  873. `default.log_player_action(player, ...)`
  874. * `player` The player who performed the action
  875. * `message_parts` Any mumber of message parts describing the action
  876. in 3rd person singular present tense. It can also
  877. contain a `pos` which is logged as "(X,Y,Z)"
  878. `default.set_inventory_action_loggers(def, name)`
  879. * hooks the callbacks `on_metadata_inventory_move`,
  880. `on_metadata_inventory_put` and `on_metadata_inventory_take`
  881. that log corresponding actions
  882. * after logging the action, the original callback (if any) is called
  883. * `def` See [Node definition]
  884. * `name` Description of the node in the log message
  885. Weather API
  886. -----------
  887. The weather mod will constantly adjust weather effects seen by the player
  888. (that is: cloud parameters and shadow intensity).
  889. These can be influenced using this API.
  890. #### `weather.get = function(player)`
  891. * Returns the current weather effects seen by the player.
  892. It returns a table with two keys:
  893. * `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
  894. * `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
  895. * `player`: ObjectRef of the relevant player
  896. * You can override this function to change the weather effects by simply returning different values.
  897. Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.