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",
  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. }
  288. Fire API
  289. --------
  290. Add group flammable when registering a node to make fire seek for it.
  291. Add it to an item to make it burn up when dropped in lava or fire.
  292. New node def property:
  293. `on_burn(pos)`
  294. * Called when fire attempts to remove a burning node.
  295. * `pos` Position of the burning node.
  296. `on_ignite(pos, igniter)`
  297. * Called when Flint and steel (or a mod defined ignitor) is used on a node.
  298. Defining it may prevent the default action (spawning flames) from triggering.
  299. * `pos` Position of the ignited node.
  300. * `igniter` Player that used the tool, when available.
  301. Give Initial Stuff API
  302. ----------------------
  303. `give_initial_stuff.give(player)`
  304. ^ Give initial stuff to "player"
  305. `give_initial_stuff.add(stack)`
  306. ^ Add item to the initial stuff
  307. ^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
  308. ^ Can be called after the game has loaded
  309. `give_initial_stuff.clear()`
  310. ^ Removes all items from the initial stuff
  311. ^ Can be called after the game has loaded
  312. `give_initial_stuff.get_list()`
  313. ^ returns list of item stacks
  314. `give_initial_stuff.set_list(list)`
  315. ^ List of initial items with numeric indices.
  316. `give_initial_stuff.add_from_csv(str)`
  317. ^ str is a comma separated list of initial stuff
  318. ^ Adds items to the list of items to be given
  319. Player API
  320. ----------
  321. The player API can register player models and update the player's appearance.
  322. * `player_api.globalstep(dtime, ...)`
  323. * The function called by the globalstep that controls player animations.
  324. You can override this to replace the globalstep with your own implementation.
  325. * Receives all args that minetest.register_globalstep() passes
  326. * `player_api.register_model(name, def)`
  327. * Register a new model to be used by players
  328. * `name`: model filename such as "character.x", "foo.b3d", etc.
  329. * `def`: see [#Model definition]
  330. * Saved to player_api.registered_models
  331. * `player_api.registered_models[name]`
  332. * Get a model's definition
  333. * `name`: model filename
  334. * See [#Model definition]
  335. * `player_api.set_model(player, model_name)`
  336. * Change a player's model
  337. * `player`: PlayerRef
  338. * `model_name`: model registered with `player_api.register_model`
  339. * `player_api.set_animation(player, anim_name, speed)`
  340. * Applies an animation to a player if speed or anim_name differ from the currently playing animation
  341. * `player`: PlayerRef
  342. * `anim_name`: name of the animation
  343. * `speed`: keyframes per second. If nil, the default from the model def is used
  344. * `player_api.set_textures(player, textures)`
  345. * Sets player textures
  346. * `player`: PlayerRef
  347. * `textures`: array of textures. If nil, the default from the model def is used
  348. * `player_api.set_textures(player, index, texture)`
  349. * Sets one of the player textures
  350. * `player`: PlayerRef
  351. * `index`: Index into array of all textures
  352. * `texture`: the texture string
  353. * `player_api.get_animation(player)`
  354. * Returns a table containing fields `model`, `textures` and `animation`
  355. * Any of the fields of the returned table may be nil
  356. * `player`: PlayerRef
  357. * `player_api.player_attached`
  358. * A table that maps a player name to a boolean
  359. * If the value for a given player is set to true, the default player animations
  360. (walking, digging, ...) will no longer be updated, and knockback from damage is
  361. prevented for that player
  362. * Example of usage: A mod sets a player's value to true when attached to a vehicle
  363. ### Model Definition
  364. {
  365. animation_speed = 30, -- Default animation speed, in keyframes per second
  366. textures = {"character.png"}, -- Default array of textures
  367. animations = {
  368. -- [anim_name] = {
  369. -- x = <start_frame>,
  370. -- y = <end_frame>,
  371. -- collisionbox = <model collisionbox>, -- (optional)
  372. -- eye_height = <model eye height>, -- (optional)
  373. -- -- suspend client side animations while this one is active (optional)
  374. -- override_local = <true/false>
  375. -- },
  376. stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
  377. sit = ... -- used by boats and other MTG mods
  378. },
  379. -- Default object properties, see lua_api.txt
  380. visual_size = {x = 1, y = 1},
  381. collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
  382. stepheight = 0.6,
  383. eye_height = 1.47
  384. }
  385. TNT API
  386. -------
  387. `tnt.register_tnt(definition)`
  388. ^ Register a new type of tnt.
  389. * `name` The name of the node. If no prefix is given `tnt` is used.
  390. * `description` A description for your TNT.
  391. * `radius` The radius within which the TNT can destroy nodes. The default is 3.
  392. * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
  393. * `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
  394. * `disable_drops` Disable drops. By default it is set to false.
  395. * `ignore_protection` Don't check `minetest.is_protected` before removing a node.
  396. * `ignore_on_blast` Don't call `on_blast` even if a node has one.
  397. * `tiles` Textures for node
  398. * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
  399. * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
  400. * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
  401. * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
  402. `tnt.boom(position[, definition])`
  403. ^ Create an explosion.
  404. * `position` The center of explosion.
  405. * `definition` The TNT definion as passed to `tnt.register` with the following addition:
  406. * `explode_center` false by default which removes TNT node on blast, when true will explode center node.
  407. `tnt.burn(position, [nodename])`
  408. ^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
  409. If no such callback exists, fallback to turn tnt group nodes to their
  410. "_burning" variant.
  411. nodename isn't required unless already known.
  412. To make dropping items from node inventories easier, you can use the
  413. following helper function from 'default':
  414. default.get_inventory_drops(pos, inventory, drops)
  415. ^ Return drops from node inventory "inventory" in drops.
  416. * `pos` - the node position
  417. * `inventory` - the name of the inventory (string)
  418. * `drops` - an initialized list
  419. The function returns no values. The drops are returned in the `drops`
  420. parameter, and drops is not reinitialized so you can call it several
  421. times in a row to add more inventory items to it.
  422. `on_blast` callbacks:
  423. Both nodedefs and entitydefs can provide an `on_blast()` callback
  424. `nodedef.on_blast(pos, intensity)`
  425. ^ Allow drop and node removal overriding
  426. * `pos` - node position
  427. * `intensity` - TNT explosion measure. larger or equal to 1.0
  428. ^ Should return a list of drops (e.g. {"default:stone"})
  429. ^ Should perform node removal itself. If callback exists in the nodedef
  430. ^ then the TNT code will not destroy this node.
  431. `entitydef.on_blast(luaobj, damage)`
  432. ^ Allow TNT effects on entities to be overridden
  433. * `luaobj` - LuaEntityRef of the entity
  434. * `damage` - suggested HP damage value
  435. ^ Should return a list of (bool do_damage, bool do_knockback, table drops)
  436. * `do_damage` - if true then TNT mod wil damage the entity
  437. * `do_knockback` - if true then TNT mod will knock the entity away
  438. * `drops` - a list of drops, e.g. {"wool:red"}
  439. Screwdriver API
  440. ---------------
  441. The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
  442. To use it, add the `on_screwdriver` function to the node definition.
  443. `on_rotate(pos, node, user, mode, new_param2)`
  444. * `pos` Position of the node that the screwdriver is being used on
  445. * `node` that node
  446. * `user` The player who used the screwdriver
  447. * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
  448. * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
  449. * return value: false to disallow rotation, nil to keep default behaviour, true to allow
  450. it but to indicate that changed have already been made (so the screwdriver will wear out)
  451. * use `on_rotate = false` to always disallow rotation
  452. * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
  453. Sethome API
  454. -----------
  455. The sethome API adds three global functions to allow mods to read a players home position,
  456. set a players home position and teleport a player to home position.
  457. `sethome.get(name)`
  458. * `name` Player who's home position you wish to get
  459. * return value: false if no player home coords exist, position table if true
  460. `sethome.set(name, pos)`
  461. * `name` Player who's home position you wish to set
  462. * `pos` Position table containing coords of home position
  463. * return value: false if unable to set and save new home position, otherwise true
  464. `sethome.go(name)`
  465. * `name` Player you wish to teleport to their home position
  466. * return value: false if player cannot be sent home, otherwise true
  467. Spawn API
  468. ---------
  469. The spawn mod takes care of deciding the position of new and respawning players
  470. in the world and has an API to modify its behavior.
  471. `spawn.get_default_pos()`
  472. * Gets the default spawn position as decided by a biome-dependent algorithm.
  473. * This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
  474. * return value: a vector or `nil` on failure
  475. `spawn.add_suitable_biome(biome)`:
  476. * Adds a biome to the list of allowed biomes for the above algorithm.
  477. * `biome`: Name of a registered biome
  478. `spawn.register_on_spawn(func)`:
  479. * Registers a callback to be called when a player (re-)spawns. This can be used
  480. to intercept the normal logic to e.g. respawn a player at his bed.
  481. * `func`: `function(player, is_new)` with arguments
  482. - `player`: ObjectRef
  483. - `is_new`: true if the player is joining the server for the first time
  484. - return value: true to skip all other spawn logic, false or nil otherwise
  485. When a player (re-)spawns the following order is executed:
  486. 1. All spawn callbacks in order of registration.
  487. 2. If no result, teleport player to `spawn.get_default_pos()`.
  488. 3. If that fails, spawning is left up to engine.
  489. Sfinv API
  490. ---------
  491. It is recommended that you read this link for a good introduction to the
  492. sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
  493. ### sfinv Methods
  494. **Pages**
  495. * sfinv.set_page(player, pagename) - changes the page
  496. * sfinv.get_page(player) - get the current page name. Will never return nil
  497. * sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
  498. * sfinv.register_page(name, def) - register a page, see section below
  499. * sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
  500. * Note: Page must already be defined, (opt)depend on the mod defining it.
  501. * sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
  502. and calls set_inventory_formspec().
  503. * sfinv.get_formspec(player, context) - builds current page's formspec
  504. **Contexts**
  505. * sfinv.get_or_create_context(player) - gets the player's context
  506. * sfinv.set_context(player, context)
  507. **Theming**
  508. * sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
  509. * show_inv, defaults to false. Whether to show the player's main inventory
  510. * size, defaults to `size[8,8.6]` if not specified
  511. * sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
  512. ### sfinv Members
  513. * pages - table of pages[pagename] = def
  514. * pages_unordered - array table of pages in order of addition (used to build navigation tabs).
  515. * contexts - contexts[playername] = player_context
  516. * enabled - set to false to disable. Good for inventory rehaul mods like unified inventory
  517. ### Context
  518. A table with these keys:
  519. * page - current page name
  520. * nav - a list of page names
  521. * nav_titles - a list of page titles
  522. * nav_idx - current nav index (in nav and nav_titles)
  523. * any thing you want to store
  524. * sfinv will clear the stored data on log out / log in
  525. ### sfinv.register_page
  526. sfinv.register_page(name, def)
  527. def is a table containing:
  528. * `title` - human readable page name (required)
  529. * `get(self, player, context)` - returns a formspec string. See formspec variables. (required)
  530. * `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default)
  531. * `on_player_receive_fields(self, player, context, fields)` - on formspec submit.
  532. * `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs.
  533. * `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter
  534. ### get formspec
  535. Use sfinv.make_formspec to apply a layout:
  536. return sfinv.make_formspec(player, context, [[
  537. list[current_player;craft;1.75,0.5;3,3;]
  538. list[current_player;craftpreview;5.75,1.5;1,1;]
  539. image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]
  540. listring[current_player;main]
  541. listring[current_player;craft]
  542. image[0,4.25;1,1;gui_hb_bg.png]
  543. image[1,4.25;1,1;gui_hb_bg.png]
  544. image[2,4.25;1,1;gui_hb_bg.png]
  545. image[3,4.25;1,1;gui_hb_bg.png]
  546. image[4,4.25;1,1;gui_hb_bg.png]
  547. image[5,4.25;1,1;gui_hb_bg.png]
  548. image[6,4.25;1,1;gui_hb_bg.png]
  549. image[7,4.25;1,1;gui_hb_bg.png]
  550. ]], true)
  551. See above (methods section) for more options.
  552. ### Customising themes
  553. Simply override this function to change the navigation:
  554. function sfinv.get_nav_fs(player, context, nav, current_idx)
  555. return "navformspec"
  556. end
  557. And override this function to change the layout:
  558. function sfinv.make_formspec(player, context, content, show_inv, size)
  559. local tmp = {
  560. size or "size[8,8.6]",
  561. theme_main,
  562. sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx),
  563. content
  564. }
  565. if show_inv then
  566. tmp[4] = theme_inv
  567. end
  568. return table.concat(tmp, "")
  569. end
  570. Stairs API
  571. ----------
  572. The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
  573. delivered with Minetest Game, to keep them compatible with other mods.
  574. The following node attributes are sourced from the recipeitem:
  575. * use_texture_alpha
  576. * sunlight_propagates
  577. * light_source
  578. * If the recipeitem is a fuel, the stair/slab is also registered as a fuel of proportionate burntime.
  579. `stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  580. * Registers a stair
  581. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
  582. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  583. * `groups`: See [Known damage and digging time defining groups]
  584. * `images`: See [Tile definition]
  585. * `description`: Used for the description field in the stair's definition
  586. * `sounds`: See [#Default sounds]
  587. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  588. `stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
  589. * Registers a slab
  590. * `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
  591. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
  592. * `groups`: See [Known damage and digging time defining groups]
  593. * `images`: See [Tile definition]
  594. * `description`: Used for the description field in the slab's definition
  595. * `sounds`: See [#Default sounds]
  596. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  597. `stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  598. * Registers an inner corner stair
  599. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
  600. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  601. * `groups`: See [Known damage and digging time defining groups]
  602. * `images`: See [Tile definition]
  603. * `description`: Used for the description field in the stair's definition with "Inner" prepended
  604. * `sounds`: See [#Default sounds]
  605. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  606. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  607. `stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
  608. * Registers an outer corner stair
  609. * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
  610. * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
  611. * `groups`: See [Known damage and digging time defining groups]
  612. * `images`: See [Tile definition]
  613. * `description`: Used for the description field in the stair's definition with "Outer" prepended
  614. * `sounds`: See [#Default sounds]
  615. * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
  616. * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
  617. ```
  618. stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
  619. sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
  620. ```
  621. * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
  622. * Uses almost the same arguments as stairs.register_stair
  623. * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless
  624. `desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
  625. * `desc_slab`: Description for slab node
  626. * `desc_stair_inner`: Description for inner stair node
  627. * `desc_stair_outer`: Description for outer stair node
  628. Xpanes API
  629. ----------
  630. Creates panes that automatically connect to each other
  631. `xpanes.register_pane(subname, def)`
  632. * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
  633. * `def`: See [#Pane definition]
  634. ### Pane definition
  635. {
  636. textures = {
  637. "texture for front and back",
  638. (unused),
  639. "texture for the 4 edges"
  640. }, -- More tiles aren't supported
  641. groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
  642. sounds = SoundSpec, -- See [#Default sounds]
  643. recipe = {{"","","","","","","","",""}}, -- Recipe field only
  644. use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
  645. }
  646. Raillike definitions
  647. --------------------
  648. The following nodes use the group `connect_to_raillike` and will only connect to
  649. raillike nodes within this group and the same group value.
  650. Use `minetest.raillike_group(<Name>)` to get the group value.
  651. | Node type | Raillike group name
  652. |-----------------------|---------------------
  653. | default:rail | "rail"
  654. | tnt:gunpowder | "gunpowder"
  655. | tnt:gunpowder_burning | "gunpowder"
  656. Example:
  657. If you want to add a new rail type and want it to connect with default:rail,
  658. add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
  659. of your node.
  660. Default sounds
  661. --------------
  662. Sounds inside the default table can be used within the sounds field of node definitions.
  663. * `default.node_sound_defaults()`
  664. * `default.node_sound_stone_defaults()`
  665. * `default.node_sound_dirt_defaults()`
  666. * `default.node_sound_sand_defaults()`
  667. * `default.node_sound_wood_defaults()`
  668. * `default.node_sound_leaves_defaults()`
  669. * `default.node_sound_glass_defaults()`
  670. * `default.node_sound_metal_defaults()`
  671. Default constants
  672. -----------------
  673. `default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
  674. GUI and formspecs
  675. -----------------
  676. `default.get_hotbar_bg(x, y)`
  677. * Get the hotbar background as string, containing the formspec elements
  678. * x: Horizontal position in the formspec
  679. * y: Vertical position in the formspec
  680. `default.gui_bg`
  681. * Deprecated, remove from mods.
  682. `default.gui_bg_img`
  683. * Deprecated, remove from mods.
  684. `default.gui_slots`
  685. * Deprecated, remove from mods.
  686. `default.gui_survival_form`
  687. * Entire formspec for the survival inventory
  688. `default.get_furnace_active_formspec(fuel_percent, item_percent)`
  689. * Get the active furnace formspec using the defined GUI elements
  690. * fuel_percent: Percent of how much the fuel is used
  691. * item_percent: Percent of how much the item is cooked
  692. `default.get_furnace_inactive_formspec()`
  693. * Get the inactive furnace formspec using the defined GUI elements
  694. Leafdecay
  695. ---------
  696. To enable leaf decay for leaves when a tree is cut down by a player,
  697. register the tree with the default.register_leafdecay(leafdecaydef)
  698. function.
  699. If `param2` of any registered node is ~= 0, the node will always be
  700. preserved. Thus, if the player places a node of that kind, you will
  701. want to set `param2 = 1` or so.
  702. The function `default.after_place_leaves` can be set as
  703. `after_place_node of a node` to set param2 to 1 if the player places
  704. the node (should not be used for nodes that use param2 otherwise
  705. (e.g. facedir)).
  706. If the node is in the `leafdecay_drop` group then it will always be
  707. dropped as an item.
  708. `default.register_leafdecay(leafdecaydef)`
  709. `leafdecaydef` is a table, with following members:
  710. {
  711. trunks = {"default:tree"}, -- nodes considered trunks
  712. leaves = {"default:leaves", "default:apple"},
  713. -- nodes considered for removal
  714. radius = 3, -- radius to consider for searching
  715. }
  716. Note: all the listed nodes in `trunks` have their `on_after_destruct`
  717. callback overridden. All the nodes listed in `leaves` have their
  718. `on_timer` callback overridden.
  719. Dyes
  720. ----
  721. Minetest Game dyes are registered with:
  722. groups = {dye = 1, color_<color> = 1},
  723. To make recipes that will work with dyes from many mods, define them using the
  724. dye group and the color groups.
  725. Dye color groups:
  726. * `color_white`
  727. * `color_grey`
  728. * `color_dark_grey`
  729. * `color_black`
  730. * `color_red`
  731. * `color_pink`
  732. * `color_orange`
  733. * `color_brown`
  734. * `color_yellow`
  735. * `color_green`
  736. * `color_dark_green`
  737. * `color_blue`
  738. * `color_cyan`
  739. * `color_violet`
  740. * `color_magenta`
  741. Example of one shapeless recipe using the dye group and a color group:
  742. minetest.register_craft({
  743. type = "shapeless",
  744. output = "<mod>:item_yellow",
  745. recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
  746. })
  747. Trees
  748. -----
  749. * `default.grow_tree(pos, is_apple_tree)`
  750. * Grows a mgv6 tree or apple tree at pos
  751. * `default.grow_jungle_tree(pos)`
  752. * Grows a mgv6 jungletree at pos
  753. * `default.grow_pine_tree(pos)`
  754. * Grows a mgv6 pinetree at pos
  755. * `default.grow_new_apple_tree(pos)`
  756. * Grows a new design apple tree at pos
  757. * `default.grow_new_jungle_tree(pos)`
  758. * Grows a new design jungle tree at pos
  759. * `default.grow_new_pine_tree(pos)`
  760. * Grows a new design pine tree at pos
  761. * `default.grow_new_snowy_pine_tree(pos)`
  762. * Grows a new design snowy pine tree at pos
  763. * `default.grow_new_acacia_tree(pos)`
  764. * Grows a new design acacia tree at pos
  765. * `default.grow_new_aspen_tree(pos)`
  766. * Grows a new design aspen tree at pos
  767. * `default.grow_bush(pos)`
  768. * Grows a bush at pos
  769. * `default.grow_acacia_bush(pos)`
  770. * Grows an acaia bush at pos
  771. * `default.grow_pine_bush(pos)`
  772. * Grows a pine bush at pos
  773. * `default.grow_blueberry_bush(pos)`
  774. * Grows a blueberry bush at pos
  775. * `default.on_grow_failed(pos)`
  776. * Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
  777. * `default.sapling_growth_defs`
  778. * Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
  779. * `default.register_sapling_growth(name, def)`
  780. * Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
  781. default.register_sapling_growth(
  782. "default:sapling", -- Name of the sapling
  783. {
  784. can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
  785. on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
  786. grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
  787. }
  788. )
  789. * `default.grow_sapling(pos)`
  790. * Attempt to grow a sapling at the given position. Useful as on_timer callback.
  791. Carts
  792. -----
  793. carts.register_rail(
  794. "mycarts:myrail", -- Rail name
  795. nodedef, -- standard nodedef
  796. railparams -- rail parameter struct (optional)
  797. )
  798. railparams = {
  799. on_step(obj, dtime), -- Event handler called when
  800. -- cart is on rail
  801. acceleration, -- integer acceleration factor (negative
  802. -- values to brake)
  803. }
  804. The event handler is called after all default calculations
  805. are made, so the custom on_step handler can override things
  806. like speed, acceleration, player attachment. The handler will
  807. likely be called many times per second, so the function needs
  808. to make sure that the event is handled properly.
  809. Key API
  810. -------
  811. The key API allows mods to add key functionality to nodes that have
  812. ownership or specific permissions. Using the API will make it so
  813. that a node owner can use skeleton keys on their nodes to create keys
  814. for that node in that location, and give that key to other players,
  815. allowing them some sort of access that they otherwise would not have
  816. due to node protection.
  817. To make your new nodes work with the key API, you need to register
  818. two callback functions in each nodedef:
  819. `on_key_use(pos, player)`
  820. * Is called when a player right-clicks (uses) a normal key on your
  821. * node.
  822. * `pos` - position of the node
  823. * `player` - PlayerRef
  824. * return value: none, ignored
  825. The `on_key_use` callback should validate that the player is wielding
  826. a key item with the right key meta secret. If needed the code should
  827. deny access to the node functionality.
  828. If formspecs are used, the formspec callbacks should duplicate these
  829. checks in the metadata callback functions.
  830. `on_skeleton_key_use(pos, player, newsecret)`
  831. * Is called when a player right-clicks (uses) a skeleton key on your
  832. * node.
  833. * `pos` - position of the node
  834. * `player` - PlayerRef
  835. * `newsecret` - a secret value(string)
  836. * return values:
  837. * `secret` - `nil` or the secret value that unlocks the door
  838. * `name` - a string description of the node ("a locked chest")
  839. * `owner` - name of the node owner
  840. The `on_skeleton_key_use` function should validate that the player has
  841. the right permissions to make a new key for the item. The newsecret
  842. value is useful if the node has no secret value. The function should
  843. store this secret value somewhere so that in the future it may compare
  844. key secrets and match them to allow access. If a node already has a
  845. secret value, the function should return that secret value instead
  846. of the newsecret value. The secret value stored for the node should
  847. not be overwritten, as this would invalidate existing keys.
  848. Aside from the secret value, the function should retun a descriptive
  849. name for the node and the owner name. The return values are all
  850. encoded in the key that will be given to the player in replacement
  851. for the wielded skeleton key.
  852. if `nil` is returned, it is assumed that the wielder did not have
  853. permissions to create a key for this node, and no key is created.
  854. `default.register_craft_metadata_copy(ingredient, result)`
  855. ----------------------------------------------------------
  856. This function registers a shapeless recipe that takes `ingredient`
  857. and `result` as input and outputs `result`.
  858. The metadata of the input `result` is copied to the output `result`.
  859. Log API
  860. -------
  861. Logs action of the player with a node at a certain position.
  862. By default only actions of real players are logged.
  863. Actions of non-players (usually machines) are logged only when
  864. setting `log_non_player_actions` is enabled.
  865. A player is considered non-player if `player:is_player()` returns
  866. `false` or `player.is_fake_player` is truthy. The use of
  867. `is_fake_player` is an unofficial standard between mods.
  868. These non-players are marked by the content of `is_fake_player`
  869. (if it is a string) or a "*" in brackets after the player name in
  870. the log.
  871. `default.log_player_action(player, ...)`
  872. * `player` The player who performed the action
  873. * `message_parts` Any mumber of message parts describing the action
  874. in 3rd person singular present tense. It can also
  875. contain a `pos` which is logged as "(X,Y,Z)"
  876. `default.set_inventory_action_loggers(def, name)`
  877. * hooks the callbacks `on_metadata_inventory_move`,
  878. `on_metadata_inventory_put` and `on_metadata_inventory_take`
  879. that log corresponding actions
  880. * after logging the action, the original callback (if any) is called
  881. * `def` See [Node definition]
  882. * `name` Description of the node in the log message
  883. Weather API
  884. -----------
  885. The weather mod will constantly adjust weather effects seen by the player
  886. (that is: cloud parameters and shadow intensity).
  887. These can be influenced using this API.
  888. #### `weather.get = function(player)`
  889. * Returns the current weather effects seen by the player.
  890. It returns a table with two keys:
  891. * `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
  892. * `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
  893. * `player`: ObjectRef of the relevant player
  894. * You can override this function to change the weather effects by simply returning different values.
  895. Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.