- More information at http://www.minetest.net/
- Developer Wiki: http://dev.minetest.net/
** WARNING: The client API is currently unstable, and may break/change without warning. **
Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related things that is loaded by and interfaces with Minetest.
Transferring client-sided mods from the server to the client is planned, but not implemented yet.
If you see a deficiency in the API, feel free to attempt to add the functionality in the engine and API. You can send such improvements as source code patches on GitHub (https://github.com/minetest/minetest).
If you have any difficulty in understanding this, please read Programming in Lua.
Mods are loaded during client startup from the mod load paths by running
the init.lua
scripts in a shared environment.
In order to load client-side mods, the following conditions need to be satisfied:
-
$path_user/minetest.conf
contains the settingenable_client_modding = true
-
The client-side mod located in
$path_user/clientmods/<modname>
is added to$path_user/clientmods/mods.conf
asload_mod_<modname> = true
.
Note: Depending on the remote server's settings, client-side mods might not
be loaded or have limited functionality. See setting csm_restriction_flags
for reference.
RUN_IN_PLACE=1
(Windows release, local build)$path_user
:<build directory>
$path_share
:<build directory>
RUN_IN_PLACE=0
: (Linux release)$path_share
:- Linux:
/usr/share/minetest
- Windows:
<install directory>/minetest-0.4.x
- Linux:
$path_user
:- Linux:
$HOME/.minetest
- Windows:
C:/users/<user>/AppData/minetest
(maybe)
- Linux:
Generic:
$path_share/clientmods/
$path_user/clientmods/
(User-installed mods)
In a run-in-place version (e.g. the distributed windows version):
minetest-0.4.x/clientmods/
(User-installed mods)
On an installed version on Linux:
/usr/share/minetest/clientmods/
$HOME/.minetest/clientmods/
(User-installed mods)
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.conf
.
The file is a key-value store of modpack details.
name
: The modpack name.description
: Description of mod to be shown in the Mods tab of the main menu.
clientmods
├── modname
│ ├── mod.conf
│ ├── init.lua
└── another
The location of this directory.
An (optional) settings file that provides meta information about the mod.
name
: The mod name. Allows Minetest to determine the mod name even if the folder is wrongly named.description
: Description of mod to be shown in the Mods tab of the main menu.depends
: A comma separated list of dependencies. These are mods that must be loaded before this mod.optional_depends
: A comma separated list of optional dependencies. Like a dependency, but no error if the mod doesn't exist.
The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks.
NOTE: Client mods currently can't provide textures, sounds, or models by themselves. Any media referenced in function calls must already be loaded (provided by mods that exist on the server).
Registered names should generally be in this format:
"modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
This is to prevent conflicting names from corrupting maps and is enforced by the mod loader.
In the mod experimental
, there is the ideal item/node/entity name tnt
.
So the name should be experimental:tnt
.
Enforcement can be overridden by prefixing the name with :
. This can
be used for overriding the registrations of some other mod.
Example: Any mod can redefine experimental:tnt
by using the name
:experimental:tnt
when registering it.
(also that mod is required to have experimental
as a dependency)
The :
prefix can also be used for maintaining backwards compatibility.
NOTE: Connecting sounds to objects is not implemented.
Only Ogg Vorbis files are supported.
For positional playing of sounds, only single-channel (mono) files are supported. Otherwise OpenAL will play them non-positionally.
Mods should generally prefix their sounds with modname_
, e.g. given
the mod name "foomod
", a sound could be called:
foomod_foosound.ogg
Sounds are referred to by their name with a dot, a single digit and the file extension stripped out. When a sound is played, the actual sound file is chosen randomly from the matching sounds.
When playing the sound foomod_foosound
, the sound is chosen randomly
from the available ones of the following files:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
- (...)
foomod_foosound.9.ogg
Examples of sound parameter tables:
-- Play locationless
{
gain = 1.0, -- default
}
-- Play locationless, looped
{
gain = 1.0, -- default
loop = true,
}
-- Play in a location
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
loop = true,
}
Looped sounds must either be connected to an object or played locationless.
- e.g.
""
- e.g.
"default_place_node"
- e.g.
{}
- e.g.
{name = "default_place_node"}
- e.g.
{name = "default_place_node", gain = 1.0}
{x=num, y=num, z=num}
For helper functions see "Vector helpers".
{type="nothing"}
{type="node", under=pos, above=pos}
{type="object", id=ObjectID}
Flags using the standardized flag specifier format can be specified in either of two ways, by string or table.
The string format is a comma-delimited set of flag names; whitespace and
unrecognized flag fields are ignored. Specifying a flag in the string sets the
flag, and specifying a flag prefixed by the string "no"
explicitly
clears the flag from whatever the default may be.
In addition to the standard string flag format, the schematic flags field can
also be a table of flag names to boolean values representing whether or not the
flag is set. Additionally, if a field with the flag name prefixed with "no"
is present, mapped to a boolean of any value, the specified flag is unset.
E.g. A flag field of value
{place_center_x = true, place_center_y=false, place_center_z=true}
is equivalent to
{place_center_x = true, noplace_center_y=true, place_center_z=true}
which is equivalent to
"place_center_x, noplace_center_y, place_center_z"
or even
"place_center_x, place_center_z"
since, by default, no schematic attributes are set.
Formspec defines a menu. It is a string, with a somewhat strange format.
Spaces and newlines can be inserted between the blocks, as is used in the examples.
size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]
size[8,9]
list[context;fuel;2,3;1,1;]
list[context;src;2,1;1,1;]
list[context;dst;5,1;2,2;]
list[current_player;main;0,5;8,4;]
size[8,7.5]
image[1,0.6;1,2;player.png]
list[current_player;main;0,3.5;8,4;]
list[current_player;craft;3,0;3,3;]
list[current_player;craftpreview;7,1;1,1;]
- Define the size of the menu in inventory slots
fixed_size
:true
/false
(optional)- deprecated:
invsize[<W>,<H>;]
- Start of a container block, moves all physical elements in the container by (X, Y)
- Must have matching container_end
- Containers can be nested, in which case the offsets are added (child containers are relative to parent containers)
- End of a container, following elements are no longer relative to this container
- Show an inventory list
- Show an inventory list
- Allows to create a ring of inventory lists
- Shift-clicking on items in one element of the ring will send them to the next inventory list inside the ring
- The first occurrence of an element inside the ring will determine the inventory where items will be sent to
- Shorthand for doing
listring[<inventory location>;<list name>]
for the last two inventory lists added by list[...]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets color of slots border
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets color of slots border
- Sets default background color of tooltips
- Sets default font color of tooltips
- Adds tooltip for an element
<bgcolor>
tooltip background color asColorString
(optional)<fontcolor>
tooltip font color asColorString
(optional)
- Show an image
- Position and size units are inventory slots
- Show an inventory image of registered item/node
- Position and size units are inventory slots
- Sets background color of formspec as
ColorString
- If
true
, the background color is drawn fullscreen (does not affect the size of the formspec)
- Use a background. Inventory rectangles are not drawn then.
- Position and size units are inventory slots
- Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px.
- Use a background. Inventory rectangles are not drawn then.
- Position and size units are inventory slots
- Example for formspec 8x4 in 16x resolution: image shall be sized 8 times 16px times 4 times 16px
- If
true
the background is clipped to formspec size (x
andy
are used as offset values,w
andh
are ignored)
- Textual password style field; will be sent to server when a button is clicked
- When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
x
andy
position the field relative to the top left of the menuw
andh
are the size of the field- Fields are a set height, but will be vertically centered on
h
- Position and size units are inventory slots
name
is the name of the field as returned in fields toon_receive_fields
label
, if not blank, will be text printed on the top left above the field- See field_close_on_enter to stop enter closing the formspec
- Textual field; will be sent to server when a button is clicked
- When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
x
andy
position the field relative to the top left of the menuw
andh
are the size of the field- Fields are a set height, but will be vertically centered on
h
- Position and size units are inventory slots
name
is the name of the field as returned in fields toon_receive_fields
label
, if not blank, will be text printed on the top left above the fielddefault
is the default value of the fielddefault
may contain variable references such as${text}'
which will fill the value from the metadata valuetext
- Note: no extra text or more than a single variable is supported ATM.
- See field_close_on_enter to stop enter closing the formspec
- As above, but without position/size units
- When enter is pressed in field, fields.key_enter_field will be sent with the name of this field.
- Special field for creating simple forms, such as sign text input
- Must be used without a
size[]
element - A "Proceed" button will be added automatically
- See field_close_on_enter to stop enter closing the formspec
- is the name of the field
- if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
- defaults to true when not specified (ie: no tag for a field)
- Same as fields above, but with multi-line input
x
andy
work as per fieldlabel
is the text on the label- Position and size units are inventory slots
- Textual label drawn vertically
x
andy
work as per fieldlabel
is the text on the label- Position and size units are inventory slots
- Clickable button. When clicked, fields will be sent.
x
,y
andname
work as per fieldw
andh
are the size of the button- Fixed button height. It will be vertically centered on
h
label
is the text on the button- Position and size units are inventory slots
x
,y
,w
,h
, andname
work as per buttontexture name
is the filename of an image- Position and size units are inventory slots
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
x
,y
,w
,h
, andname
work as per buttontexture name
is the filename of an image- Position and size units are inventory slots
noclip=true
means the image button doesn't need to be within specified formsizedrawborder
: draw button border or notpressed texture name
is the filename of an image on pressed state
x
,y
,w
,h
,name
andlabel
work as per buttonitem name
is the registered name of an item/node, tooltip will be made out of its description to override it use tooltip element- Position and size units are inventory slots
- When clicked, fields will be sent and the form will quit.
- When clicked, fields will be sent and the form will quit.
- Scrollable item list showing arbitrary text elements
x
andy
position the itemlist relative to the top left of the menuw
andh
are the size of the itemlistname
fieldname sent to server on doubleclick value is current selected elementlistelements
can be prepended by #color in hexadecimal format RRGGBB (only),- if you want a listelement to start with "#" write "##".
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
- Scrollable itemlist showing arbitrary text elements
x
andy
position the item list relative to the top left of the menuw
andh
are the size of the item listname
fieldname sent to server on doubleclick value is current selected elementlistelements
can be prepended by #RRGGBB (only) in hexadecimal format- if you want a listelement to start with "#" write "##"
- Index to be selected within textlist
true
/false
: draw transparent background- See also
minetest.explode_textlist_event
(main menu:engine.explode_textlist_event
)
tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
- Show a tabheader at specific position (ignores formsize)
x
andy
position the itemlist relative to the top left of the menuname
fieldname data is transferred to Luacaption 1
...: name shown on top of tabcurrent_tab
: index of selected tab 1...transparent
(optional): show transparentdraw_border
(optional): draw border
- Simple colored semitransparent box
x
andy
position the box relative to the top left of the menuw
andh
are the size of boxcolor
is color specified as aColorString
- Show a dropdown field
- Important note: There are two different operation modes:
- handle directly on change (only changed dropdown is submitted)
- read the value on pressing a button (all dropdown values are available)
x
andy
position of dropdown- Width of dropdown
- Fieldname data is transferred to Lua
- Items to be shown in dropdown
- Index of currently selected dropdown item
- Show a checkbox
x
andy
: position of checkboxname
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional):true
/false
- Show a scrollbar
- There are two ways to use it:
- handle the changed event (only changed scrollbar is available)
- read the value on pressing a button (all scrollbars are available)
x
andy
: position of trackbarw
andh
: width and heightorientation
:vertical
/horizontal
- Fieldname data is transferred to Lua
- Value this trackbar is set to (
0
-1000
) - See also
minetest.explode_scrollbar_event
(main menu:engine.explode_scrollbar_event
)
- Show scrollable table using options defined by the previous
tableoptions[]
- Displays cells as defined by the previous
tablecolumns[]
x
andy
: position the itemlist relative to the top left of the menuw
andh
are the size of the itemlistname
: fieldname sent to server on row select or doubleclickcell 1
...cell n
: cell contents given in row-major orderselected idx
: index of row to be selected within table (first row =1
)- See also
minetest.explode_table_event
(main menu:engine.explode_table_event
)
- Sets options for
table[]
color=#RRGGBB
- default text color (
ColorString
), defaults to#FFFFFF
- default text color (
background=#RRGGBB
- table background color (
ColorString
), defaults to#000000
- table background color (
border=<true/false>
- should the table be drawn with a border? (default:
true
)
- should the table be drawn with a border? (default:
highlight=#RRGGBB
- highlight background color (
ColorString
), defaults to#466432
- highlight background color (
highlight_text=#RRGGBB
- highlight text color (
ColorString
), defaults to#FFFFFF
- highlight text color (
opendepth=<value>
- all subtrees up to
depth < value
are open (default value =0
) - only useful when there is a column of type "tree"
- all subtrees up to
- Sets columns for
table[]
- Types:
text
,image
,color
,indent
,tree
text
: show cell contents as textimage
: cell contents are an image index, use column options to define imagescolor
: cell contents are a ColorString and define color of following cellindent
: cell contents are a number and define indentation of following celltree
: same as indent, but user can open and close subtrees (treeview-like)
- Column options:
align=<value>
- for
text
andimage
: content alignment within cells. Available values:left
(default),center
,right
,inline
- for
width=<value>
- for
text
andimage
: minimum width in em (default:0
) - for
indent
andtree
: indent width in em (default:1.5
)
- for
padding=<value>
: padding left of the column, in em (default0.5
). Exception: defaults to 0 for indent columnstooltip=<value>
: tooltip text (default: empty)image
column options:0=<value>
sets image for image index 01=<value>
sets image for image index 12=<value>
sets image for image index 2- and so on; defined indices need not be contiguous empty or
non-numeric cells are treated as
0
.
color
column options:span=<value>
: number of following columns to affect (default: infinite)
Note: do not use an element name starting with key_
; those names are reserved to
pass key press events to formspec!
vector.new(a[, b, c])
: returns a vector:- A copy of
a
ifa
is a vector. {x = a, y = b, z = c}
, if alla, b, c
are defined
- A copy of
vector.direction(p1, p2)
: returns a vectorvector.distance(p1, p2)
: returns a numbervector.length(v)
: returns a numbervector.normalize(v)
: returns a vectorvector.floor(v)
: returns a vector, each dimension rounded downvector.round(v)
: returns a vector, each dimension rounded to nearest intvector.apply(v, func)
: returns a vectorvector.combine(v, w, func)
: returns a vectorvector.equals(v1, v2)
: returns a boolean
For the following functions x
can be either a vector or a number:
vector.add(v, x)
: returns a vectorvector.subtract(v, x)
: returns a vectorvector.multiply(v, x)
: returns a scaled vector or Schur productvector.divide(v, x)
: returns a scaled vector or Schur quotient
dump2(obj, name="_", dumped={})
- Return object serialized as a string, handles reference loops
dump(obj, dumped={})
- Return object serialized as a string
math.hypot(x, y)
- Get the hypotenuse of a triangle with legs x and y. Useful for distance calculation.
math.sign(x, tolerance)
- Get the sign of a number.
Optional: Also returns
0
when the absolute value is within the tolerance (default:0
)
- Get the sign of a number.
Optional: Also returns
string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)
- If
max_splits
is negative, do not limit splits. sep_is_pattern
specifies if separator is a plain string or a pattern (regex).- e.g.
string:split("a,b", ",") == {"a","b"}
- If
string:trim()
- e.g.
string.trim("\n \t\tfoo bar\t ") == "foo bar"
- e.g.
minetest.wrap_text(str, limit)
: returns a string- Adds new lines to the string to keep it within the specified character limit
- limit: Maximal amount of characters in one line
minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))
: returns string"(X,Y,Z)"
- Convert position to a printable string Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
minetest.string_to_pos(string)
: returns a position- Same but in reverse. Returns
nil
if the string can't be parsed to a position.
- Same but in reverse. Returns
minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")
: returns two positions- Converts a string representing an area box into two positions
minetest.is_yes(arg)
- returns whether
arg
can be interpreted as yes
- returns whether
minetest.is_nan(arg)
- returns true when the passed number represents NaN.
table.copy(table)
: returns a table- returns a deep copy of
table
- returns a deep copy of
minetest.get_current_modname()
: returns the currently loading mod's name, when we are loading a modminetest.get_modpath(modname)
: returns virtual path of given mod including the trailing separator. This is useful to load additional Lua files contained in your mod: e.g.dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")
minetest.get_language()
: returns two strings- the current gettext locale
- the current language code (the same as used for client-side translations)
minetest.get_version()
: returns a table containing components of the engine version. Components:project
: Name of the project, eg, "Minetest"string
: Simple version, eg, "1.2.3-dev"hash
: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty" Use this for informational purposes only. The information in the returned table does not represent the capabilities of the engine, nor is it reliable or verifiable. Compatible forks will have a different name and version entirely. To check for the presence of engine features, test whether the functions exported by the wanted features exist. For example:if minetest.check_for_falling then ... end
.
minetest.sha1(data, [raw])
: returns the sha1 hash of datadata
: string of data to hashraw
: return raw bytes instead of hex digits, default: false
minetest.colorspec_to_colorstring(colorspec)
: Converts a ColorSpec to a ColorString. If the ColorSpec is invalid, returnsnil
.colorspec
: The ColorSpec to convert
minetest.get_csm_restrictions()
: returns a table ofFlags
indicating the restrictions applied to the current mod.- If a flag in this table is set to true, the feature is RESTRICTED.
- Possible flags:
load_client_mods
,chat_messages
,read_itemdefs
,read_nodedefs
,lookup_nodes
,read_playerinfo
minetest.urlencode(str)
: Encodes non-unreserved URI characters by a percent sign followed by two hex digits. See RFC 3986, section 2.3.
minetest.debug(...)
- Equivalent to
minetest.log(table.concat({...}, "\t"))
- Equivalent to
minetest.log([level,] text)
level
is one of"none"
,"error"
,"warning"
,"action"
,"info"
, or"verbose"
. Default is"none"
.
Call these functions only at load time!
minetest.register_globalstep(function(dtime))
- Called every client environment step, usually interval of 0.1s
minetest.register_on_mods_loaded(function())
- Called just after mods have finished loading.
minetest.register_on_shutdown(function())
- Called before client shutdown
- Warning: If the client terminates abnormally (i.e. crashes), the registered callbacks will likely not be run. Data should be saved at semi-frequent intervals as well as on server shutdown.
minetest.register_on_receiving_chat_message(function(message))
- Called always when a client receive a message
- Return
true
to mark the message as handled, which means that it will not be shown to chat
minetest.register_on_sending_chat_message(function(message))
- Called always when a client sends a message from chat
- Return
true
to mark the message as handled, which means that it will not be sent to server
minetest.register_chatcommand(cmd, chatcommand definition)
- Adds definition to minetest.registered_chatcommands
minetest.unregister_chatcommand(name)
- Unregisters a chatcommands registered with register_chatcommand.
minetest.register_on_chatcommand(function(command, params))
- Called always when a chatcommand is triggered, before
minetest.registered_chatcommands
is checked to see if the command exists, but after the input is parsed. - Return
true
to mark the command as handled, which means that the default handlers will be prevented.
- Called always when a chatcommand is triggered, before
minetest.register_on_death(function())
- Called when the local player dies
minetest.register_on_hp_modification(function(hp))
- Called when server modified player's HP
minetest.register_on_damage_taken(function(hp))
- Called when the local player take damages
minetest.register_on_formspec_input(function(formname, fields))
- Called when a button is pressed in the local player's inventory form
- Newest functions are called first
- If function returns
true
, remaining functions are not called
minetest.register_on_dignode(function(pos, node))
- Called when the local player digs a node
- Newest functions are called first
- If any function returns true, the node isn't dug
minetest.register_on_punchnode(function(pos, node))
- Called when the local player punches a node
- Newest functions are called first
- If any function returns true, the punch is ignored
minetest.register_on_placenode(function(pointed_thing, node))
- Called when a node has been placed
minetest.register_on_item_use(function(item, pointed_thing))
- Called when the local player uses an item.
- Newest functions are called first.
- If any function returns true, the item use is not sent to server.
minetest.register_on_modchannel_message(function(channel_name, sender, message))
- Called when an incoming mod channel message is received
- You must have joined some channels before, and server must acknowledge the join request.
- If message comes from a server mod,
sender
field is an empty string.
minetest.register_on_modchannel_signal(function(channel_name, signal))
- Called when a valid incoming mod channel signal is received
- Signal id permit to react to server mod channel events
- Possible values are: 0: join_ok 1: join_failed 2: leave_ok 3: leave_failed 4: event_on_not_joined_channel 5: state_changed
minetest.register_on_inventory_open(function(inventory))
- Called when the local player open inventory
- Newest functions are called first
- If any function returns true, inventory doesn't open
minetest.sound_play(spec, parameters)
: returns a handlespec
is aSimpleSoundSpec
parameters
is a sound parameter table
handle:stop()
orminetest.sound_stop(handle)
handle
is a handle returned byminetest.sound_play
handle:fade(step, gain)
orminetest.sound_fade(handle, step, gain)
handle
is a handle returned byminetest.sound_play
step
determines how fast a sound will fade. Negative step will lower the sound volume, positive step will increase the sound volume.gain
the target gain for the fade.
minetest.after(time, func, ...)
- Call the function
func
aftertime
seconds, may be fractional - Optional: Variable number of arguments that are passed to
func
- Call the function
minetest.get_us_time()
- Returns time with microsecond precision. May not return wall time.
minetest.get_timeofday()
- Returns the time of day:
0
for midnight,0.5
for midday
- Returns the time of day:
-
minetest.get_node_or_nil(pos)
- Returns the node at the given position as table in the format
{name="node_name", param1=0, param2=0}
, returnsnil
for unloaded areas or flavor limited areas.
- Returns the node at the given position as table in the format
-
minetest.get_node_light(pos, timeofday)
- Gets the light value at the given position. Note that the light value "inside" the node at the given position is returned, so you usually want to get the light value of a neighbor.
pos
: The position where to measure the light.timeofday
:nil
for current time,0
for night,0.5
for day- Returns a number between
0
and15
ornil
-
minetest.find_node_near(pos, radius, nodenames, [search_center])
: returns pos ornil
radius
: using a maximum metricnodenames
: e.g.{"ignore", "group:tree"}
or"default:dirt"
search_center
is an optional boolean (default:false
) If truepos
is also checked for the nodes
-
minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])
pos1
andpos2
are the min and max positions of the area to search.nodenames
: e.g.{"ignore", "group:tree"}
or"default:dirt"
- If
grouped
is true the return value is a table indexed by node name which contains lists of positions. - If
grouped
is false or absent the return values are as follows: first value: Table with all node positions second value: Table with the count of each node with the node name as index - Area volume is limited to 4,096,000 nodes
-
minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)
: returns a list of positions.nodenames
: e.g.{"ignore", "group:tree"}
or"default:dirt"
- Return value: Table with all node positions with a node air above
- Area volume is limited to 4,096,000 nodes
-
minetest.line_of_sight(pos1, pos2)
: returnsboolean, pos
- Checks if there is anything other than air between pos1 and pos2.
- Returns false if something is blocking the sight.
- Returns the position of the blocking node when
false
pos1
: First positionpos2
: Second position
-
minetest.raycast(pos1, pos2, objects, liquids)
: returnsRaycast
- Creates a
Raycast
object. pos1
: start of the raypos2
: end of the rayobjects
: if false, only nodes will be returned. Default istrue
.liquids
: if false, liquid nodes won't be returned. Default isfalse
.
- Creates a
-
minetest.find_nodes_with_meta(pos1, pos2)
- Get a table of positions of nodes that have metadata within a region {pos1, pos2}.
-
minetest.get_meta(pos)
- Get a
NodeMetaRef
at that position
- Get a
-
minetest.get_node_level(pos)
- get level of leveled node (water, snow)
-
minetest.get_node_max_level(pos)
- get max available level for leveled node
minetest.send_chat_message(message)
- Act as if
message
was typed by the player into the terminal.
- Act as if
minetest.run_server_chatcommand(cmd, param)
- Alias for
minetest.send_chat_message("/" .. cmd .. " " .. param)
- Alias for
minetest.clear_out_chat_queue()
- Clears the out chat queue
minetest.localplayer
- Reference to the LocalPlayer object. See
LocalPlayer
class reference for methods.
- Reference to the LocalPlayer object. See
minetest.get_privilege_list()
- Returns a list of privileges the current player has in the format
{priv1=true,...}
- Returns a list of privileges the current player has in the format
minetest.string_to_privs(str)
: returns{priv1=true,...}
minetest.privs_to_string(privs)
: returns"priv1,priv2,..."
- Convert between two privilege representations
minetest.get_player_names()
- Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
minetest.disconnect()
- Disconnect from the server and exit to main menu.
- Returns
false
if the client is already disconnecting otherwise returnstrue
.
minetest.get_server_info()
- Returns server info.
minetest.send_respawn()
- Sends a respawn request to the server.
minetest.get_mod_storage()
:- returns reference to mod private
StorageRef
- must be called during mod load time
- returns reference to mod private
![Mod channels communication scheme](docs/mod channels.png)
minetest.mod_channel_join(channel_name)
- Client joins channel
channel_name
, and creates it, if necessary. You should listen from incoming messages withminetest.register_on_modchannel_message
call to receive incoming messages. Warning, this function is asynchronous.
- Client joins channel
-
minetest.add_particle(particle definition)
-
minetest.add_particlespawner(particlespawner definition)
- Add a
ParticleSpawner
, an object that spawns an amount of particles overtime
seconds - Returns an
id
, and -1 if adding didn't succeed
- Add a
-
minetest.delete_particlespawner(id)
- Delete
ParticleSpawner
withid
(return value fromminetest.add_particlespawner
)
- Delete
minetest.parse_json(string[, nullvalue])
: returns something- Convert a string containing JSON data into the Lua equivalent
nullvalue
: returned in place of the JSON null; defaults tonil
- On success returns a table, a string, a number, a boolean or
nullvalue
- On failure outputs an error message and returns
nil
- Example:
parse_json("[10, {\"a\":false}]")
, returns{10, {a = false}}
minetest.write_json(data[, styled])
: returns a string ornil
and an error message- Convert a Lua table into a JSON string
- styled: Outputs in a human-readable format if this is set, defaults to false
- Unserializable things like functions and userdata are saved as null.
- Warning: JSON is more strict than the Lua table format.
- You can only use strings and positive integers of at least one as keys.
- You cannot mix string and integer keys. This is due to the fact that JSON has two distinct array and object values.
- Example:
write_json({10, {a = false}})
, returns"[10, {\"a\": false}]"
minetest.serialize(table)
: returns a string- Convert a table containing tables, strings, numbers, booleans and
nil
s into string form readable byminetest.deserialize
- Example:
serialize({foo='bar'})
, returns'return { ["foo"] = "bar" }'
- Convert a table containing tables, strings, numbers, booleans and
minetest.deserialize(string)
: returns a table- Convert a string returned by
minetest.deserialize
into a table string
is loaded in an empty sandbox environment.- Will load functions, but they cannot access the global environment.
- Example:
deserialize('return { ["foo"] = "bar" }')
, returns{foo='bar'}
- Example:
deserialize('print("foo")')
, returnsnil
(function call fails)error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
- Convert a string returned by
minetest.compress(data, method, ...)
: returnscompressed_data
- Compress a string of data.
method
is a string identifying the compression method to be used.- Supported compression methods:
- Deflate (zlib):
"deflate"
- Zstandard:
"zstd"
- Deflate (zlib):
...
indicates method-specific arguments. Currently defined arguments are:- Deflate:
level
- Compression level,0
-9
ornil
. - Zstandard:
level
- Compression level. Integer ornil
. Default3
. Note any supported Zstandard compression level could be used here, but these are subject to change between Zstandard versions.
- Deflate:
minetest.decompress(compressed_data, method, ...)
: returns data- Decompress a string of data using the algorithm specified by
method
. - See documentation on
minetest.compress()
for supported compression methods. ...
indicates method-specific arguments. Currently, no methods use this
- Decompress a string of data using the algorithm specified by
minetest.rgba(red, green, blue[, alpha])
: returns a string- Each argument is an 8 Bit unsigned integer
- Returns the ColorString from rgb or rgba values
- Example:
minetest.rgba(10, 20, 30, 40)
, returns"#0A141E28"
minetest.encode_base64(string)
: returns string encoded in base64- Encodes a string in base64.
minetest.decode_base64(string)
: returns string or nil on failure- Padding characters are only supported starting at version 5.4.0, where 5.5.0 and newer perform proper checks.
- Decodes a string encoded in base64.
minetest.gettext(string)
: returns string- look up the translation of a string in the gettext message catalog
fgettext_ne(string, ...)
- call minetest.gettext(string), replace "$1"..."$9" with the given extra arguments and return the result
fgettext(string, ...)
: returns string- same as fgettext_ne(), but calls minetest.formspec_escape before returning result
minetest.pointed_thing_to_face_pos(placer, pointed_thing)
: returns a position- returns the exact position on the surface of a pointed node
minetest.global_exists(name)
- Checks if a global variable has been set, without triggering a warning.
minetest.ui.minimap
- Reference to the minimap object. See
Minimap
class reference for methods. - If client disabled minimap (using enable_minimap setting) this reference will be nil.
- Reference to the minimap object. See
minetest.camera
- Reference to the camera object. See
Camera
class reference for methods.
- Reference to the camera object. See
minetest.show_formspec(formname, formspec)
: returns true on success- Shows a formspec to the player
minetest.display_chat_message(message)
returns true on success- Shows a chat message to the current player.
minetest.settings
: Settings object containing all of the settings from the main config file (minetest.conf
). Check lua_api.md for class reference.minetest.setting_get_pos(name)
: Loads a setting from the main settings and parses it as a position (in the format(1,2,3)
). Returns a position or nil.
An interface to use mod channels on client and server
leave()
: leave the mod channel.- Client leaves channel
channel_name
. - No more incoming or outgoing messages can be sent to this channel from client mods.
- This invalidate all future object usage
- Ensure your set mod_channel to nil after that to free Lua resources
- Client leaves channel
is_writeable()
: returns true if channel is writable and mod can send over it.send_all(message)
: Sendmessage
though the mod channel.- If mod channel is not writable or invalid, message will be dropped.
- Message size is limited to 65535 characters by protocol.
An interface to manipulate minimap on client UI
show()
: shows the minimap (if not disabled by server)hide()
: hides the minimapset_pos(pos)
: sets the minimap position on screenget_pos()
: returns the minimap current positionset_angle(deg)
: sets the minimap angle in degreesget_angle()
: returns the current minimap angle in degreesset_mode(mode)
: sets the minimap mode (0 to 6)get_mode()
: returns the current minimap modeset_shape(shape)
: Sets the minimap shape. (0 = square, 1 = round)get_shape()
: Gets the minimap shape. (0 = square, 1 = round)
An interface to get or set information about the camera and camera-node. Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
-
set_camera_mode(mode)
- Pass
0
for first-person,1
for third person, and2
for third person front
- Pass
-
get_camera_mode()
- Returns 0, 1, or 2 as described above
-
get_fov()
-
Returns a table with X, Y, maximum and actual FOV in degrees:
{ x = number, y = number, max = number, actual = number }
-
-
get_pos()
- Returns position of camera with view bobbing
-
get_offset()
- Returns eye offset vector
-
get_look_dir()
- Returns eye direction unit vector
-
get_look_vertical()
- Returns pitch in radians
-
get_look_horizontal()
- Returns yaw in radians
-
get_aspect_ratio()
- Returns aspect ratio of screen
An interface to retrieve information about the player.
This object will only be available after the client is initialized. Earlier accesses will yield a nil
value.
Methods:
-
get_pos()
- returns current player current position
-
get_velocity()
- returns player speed vector
-
get_hp()
- returns player HP
-
get_name()
- returns player name
-
get_wield_index()
- returns the index of the wielded item
-
get_wielded_item()
- returns the itemstack the player is holding
-
is_attached()
- returns true if player is attached
-
is_touching_ground()
- returns true if player touching ground
-
is_in_liquid()
- returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
-
is_in_liquid_stable()
- returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
-
get_move_resistance()
- returns move resistance of current node, the higher the slower the player moves
-
is_climbing()
- returns true if player is climbing
-
swimming_vertical()
- returns true if player is swimming in vertical
-
get_physics_override()
-
returns:
{ speed = float, jump = float, gravity = float, sneak = boolean, sneak_glitch = boolean, new_move = boolean, }
-
-
get_override_pos()
- returns override position
-
get_last_pos()
- returns last player position before the current client step
-
get_last_velocity()
- returns last player speed
-
get_breath()
- returns the player's breath
-
get_movement_acceleration()
-
returns acceleration of the player in different environments:
{ fast = float, air = float, default = float, }
-
-
get_movement_speed()
-
returns player's speed in different environments:
{ walk = float, jump = float, crouch = float, fast = float, climb = float, }
-
-
get_movement()
-
returns player's movement in different environments:
{ liquid_fluidity = float, liquid_sink = float, liquid_fluidity_smooth = float, gravity = float, }
-
-
get_last_look_horizontal()
:- returns last look horizontal angle
-
get_last_look_vertical()
:- returns last look vertical angle
-
get_control()
:-
returns pressed player controls
{ up = boolean, down = boolean, left = boolean, right = boolean, jump = boolean, aux1 = boolean, sneak = boolean, zoom = boolean, dig = boolean, place = boolean, }
-
-
get_armor_groups()
- returns a table with the armor group ratings
-
hud_add(definition)
- add a HUD element described by HUD def, returns ID number on success and
nil
on failure. - See
HUD definition
- add a HUD element described by HUD def, returns ID number on success and
-
hud_get(id)
- returns the
definition
of the HUD with that ID number ornil
, if non-existent.
- returns the
-
hud_remove(id)
- remove the HUD element of the specified id, returns
true
on success
- remove the HUD element of the specified id, returns
-
hud_change(id, stat, value)
- change a value of a previously added HUD element
- element
stat
values:position
,name
,scale
,text
,number
,item
,dir
- Returns
true
on success, otherwise returnsnil
An interface to read config files in the format of minetest.conf
.
It can be created via Settings(filename)
.
get(key)
: returns a valueget_bool(key)
: returns a booleanset(key, value)
remove(key)
: returns a boolean (true
for success)get_names()
: returns{key1,...}
write()
: returns a boolean (true
for success)- write changes to file
to_table()
: returns{[key1]=value1,...}
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via minetest.get_meta(pos)
.
get_string(name)
get_int(name)
get_float(name)
to_table()
: returnsnil
or a table with keys:fields
: key-value storageinventory
:{list1 = {}, ...}}
A raycast on the map. It works with selection boxes. Can be used as an iterator in a for loop as:
local ray = Raycast(...)
for pointed_thing in ray do
...
end
The map is loaded as the ray advances. If the map is modified after the
Raycast
is created, the changes may or may not have an effect on the object.
It can be created via Raycast(pos1, pos2, objects, liquids)
or
minetest.raycast(pos1, pos2, objects, liquids)
where:
pos1
: start of the raypos2
: end of the rayobjects
: if false, only nodes will be returned. Default is true.liquids
: if false, liquid nodes won't be returned. Default is false.
next()
: returns apointed_thing
with exact pointing location- Returns the next thing pointed by the ray or nil.
minetest.get_node_def(nodename)
- Returns node definition table of
nodename
- Returns node definition table of
minetest.get_item_def(itemstring)
- Returns item definition table of
itemstring
- Returns item definition table of
{
has_on_construct = bool, -- Whether the node has the on_construct callback defined
has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
name = string, -- The name of the node e.g. "air", "default:dirt"
groups = table, -- The groups of the node
paramtype = string, -- Paramtype of the node
paramtype2 = string, -- ParamType2 of the node
drawtype = string, -- Drawtype of the node
mesh = <string>, -- Mesh name if existent
minimap_color = <Color>, -- Color of node on minimap *May not exist*
visual_scale = number, -- Visual scale of node
alpha = number, -- Alpha of the node. Only used for liquids
color = <Color>, -- Color of node *May not exist*
palette_name = <string>, -- Filename of palette *May not exist*
palette = <{ -- List of colors
Color,
Color
}>,
waving = number, -- 0 of not waving, 1 if waving
connect_sides = number, -- Used for connected nodes
connects_to = { -- List of nodes to connect to
"node1",
"node2"
},
post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
leveled = number, -- Max level for node
sunlight_propogates = bool, -- Whether light passes through the block
light_source = number, -- Light emitted by the block
is_ground_content = bool, -- Whether caves should cut through the node
walkable = bool, -- Whether the player collides with the node
pointable = bool, -- Whether the player can select the node
diggable = bool, -- Whether the player can dig the node
climbable = bool, -- Whether the player can climb up the node
buildable_to = bool, -- Whether the player can replace the node by placing a node on it
rightclickable = bool, -- Whether the player can place nodes pointing at this node
damage_per_second = number, -- HP of damage per second when the player is in the node
liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
liquid_range = <number>, -- How far the liquid flows *May not exist*
drowning = bool, -- Whether the player will drown in the node
floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
node_box = table, -- Nodebox to draw the node with
collision_box = table, -- Nodebox to set the collision area
selection_box = table, -- Nodebox to set the area selected by the player
sounds = { -- Table of sounds that the block makes
sound_footstep = SimpleSoundSpec,
sound_dig = SimpleSoundSpec,
sound_dug = SimpleSoundSpec
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
move_resistance = <number>, -- How slow players can move through the node *May not exist*
}
{
name = string, -- Name of the item e.g. "default:stone"
description = string, -- Description of the item e.g. "Stone"
type = string, -- Item type: "none", "node", "craftitem", "tool"
inventory_image = string, -- Image in the inventory
wield_image = string, -- Image in wieldmesh
palette_image = string, -- Image for palette
color = Color, -- Color for item
wield_scale = Vector, -- Wieldmesh scale
stack_max = number, -- Number of items stackable together
usable = bool, -- Has on_use callback defined
liquids_pointable = bool, -- Whether you can point at liquids with the item
tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
groups = table, -- Groups of the item
sound_place = SimpleSoundSpec, -- Sound played when placed
sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
node_placement_prediction = string -- Node placed in client until server catches up
}
{
params = "<name> <privilege>", -- Short parameter description
description = "Remove privilege from player", -- Full description
func = function(param), -- Called when command is run.
-- Returns boolean success and text output.
}
{
address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
ip = "203.0.113.156", -- The IP address of the server.
port = 30000, -- The port the client is connected to.
protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
}
{
hud_elem_type = "image", -- see HUD element types, default "text"
-- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
position = {x=0.5, y=0.5},
-- ^ Left corner position of element, default `{x=0,y=0}`.
name = "<name>", -- default ""
scale = {x=2, y=2}, -- default {x=0,y=0}
text = "<text>", -- default ""
number = 2, -- default 0
item = 3, -- default 0
-- ^ Selected item in inventory. 0 for no item selected.
direction = 0, -- default 0
-- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
alignment = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
offset = {x=0, y=0}, -- default {x=0, y=0}
-- ^ See "HUD Element Types"
size = { x=100, y=100 }, -- default {x=0, y=0}
-- ^ Size of element in pixels
style = 0,
-- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
}
Most text can contain escape sequences that can for example color the text. There are a few exceptions: tab headers, dropdowns and vertical labels can't. The following functions provide escape sequences:
minetest.get_color_escape_sequence(color)
:color
is a ColorString- The escape sequence sets the text color to
color
minetest.colorize(color, message)
:- Equivalent to:
minetest.get_color_escape_sequence(color) .. message .. minetest.get_color_escape_sequence("#ffffff")
- Equivalent to:
minetest.get_background_escape_sequence(color)
color
is a ColorString- The escape sequence sets the background of the whole text element to
color
. Only defined for item descriptions and tooltips.
minetest.strip_foreground_colors(str)
- Removes foreground colors added by
get_color_escape_sequence
.
- Removes foreground colors added by
minetest.strip_background_colors(str)
- Removes background colors added by
get_background_escape_sequence
.
- Removes background colors added by
minetest.strip_colors(str)
- Removes all color escape sequences.
#RGB
defines a color in hexadecimal format.
#RGBA
defines a color in hexadecimal format and alpha channel.
#RRGGBB
defines a color in hexadecimal format.
#RRGGBBAA
defines a color in hexadecimal format and alpha channel.
Named colors are also supported and are equivalent to
CSS Color Module Level 4.
To specify the value of the alpha channel, append #A
or #AA
to the end of
the color name (e.g. colorname#08
).
{a = alpha, r = red, g = green, b = blue}
defines an ARGB8 color.
The position field is used for all element types.
To account for differing resolutions, the position coordinates are the percentage
of the screen, ranging in value from 0
to 1
.
The name field is not yet used, but should contain a description of what the HUD element represents. The direction field is the direction in which something is drawn.
0
draws from left to right, 1
draws from right to left, 2
draws from
top to bottom, and 3
draws from bottom to top.
The alignment
field specifies how the item will be aligned. It ranges from -1
to 1
,
with 0
being the center, -1
is moved to the left/up, and 1
is to the right/down.
Fractional values can be used.
The offset
field specifies a pixel offset from the position. Contrary to position,
the offset is not scaled to screen size. This allows for some precisely-positioned
items in the HUD.
Note: offset
will adapt to screen DPI as well as user defined scaling factor!
Below are the specific uses for fields in each type; fields not listed for that type are ignored.
Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.
Displays an image on the HUD.
scale
: The scale of the image, with 1 being the original texture size. Only the X coordinate scale is used (positive values). Negative values represent that percentage of the screen it should take; e.g.x=-100
means 100% (width).text
: The name of the texture that is displayed.alignment
: The alignment of the image.offset
: offset in pixels from position.
Displays text on the HUD.
scale
: Defines the bounding rectangle of the text. A value such as{x=100, y=100}
should work.text
: The text to be displayed in the HUD element.number
: An integer containing the RGB value of the color used to draw the text. Specify0xFFFFFF
for white text,0xFF0000
for red, and so on.alignment
: The alignment of the text.offset
: offset in pixels from position.
Displays a horizontal bar made up of half-images.
text
: The name of the texture that is used.number
: The number of half-textures that are displayed. If odd, will end with a vertically center-split texture.direction
offset
: offset in pixels from position.size
: If used, will force full-image size to this value (override texture pack image size)
text
: The name of the inventory list to be displayed.number
: Number of items in the inventory to be displayed.item
: Position of item that is selected.direction
offset
: offset in pixels from position.
Displays distance to selected world position.
name
: The name of the waypoint.text
: Distance suffix. Can be blank.precision
: Waypoint precision, integer >= 0. Defaults to 10. If set to 0, distance is not shown. Shown value isfloor(distance*precision)/precision
. When the precision is an integer multiple of 10, there will belog_10(precision)
digits after the decimal point.precision = 1000
, for example, will show 3 decimal places (eg:0.999
).precision = 2
will show multiples of0.5
; precision = 5 will show multiples of0.2
and so on:precision = n
will show multiples of1/n
number:
An integer containing the RGB value of the color used to draw the text.world_pos
: World position of the waypoint.offset
: offset in pixels from position.alignment
: The alignment of the waypoint.
Same as image
, but does not accept a position
; the position is instead determined by world_pos
, the world position of the waypoint.
scale
: The scale of the image, with 1 being the original texture size. Only the X coordinate scale is used (positive values). Negative values represent that percentage of the screen it should take; e.g.x=-100
means 100% (width).text
: The name of the texture that is displayed.alignment
: The alignment of the image.world_pos
: World position of the waypoint.offset
: offset in pixels from position.
{
pos = {x=0, y=0, z=0},
velocity = {x=0, y=0, z=0},
acceleration = {x=0, y=0, z=0},
-- ^ Spawn particle at pos with velocity and acceleration
expirationtime = 1,
-- ^ Disappears after expirationtime seconds
size = 1,
collisiondetection = false,
-- ^ collisiondetection: if true collides with physical objects
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
-- ^ Uses texture (string)
animation = {Tile Animation definition},
-- ^ optional, specifies how to animate the particle texture
glow = 0
-- ^ optional, specify particle self-luminescence in darkness
}
{
amount = 1,
time = 1,
-- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
minpos = {x=0, y=0, z=0},
maxpos = {x=0, y=0, z=0},
minvel = {x=0, y=0, z=0},
maxvel = {x=0, y=0, z=0},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 1,
minsize = 1,
maxsize = 1,
-- ^ The particle's properties are random values in between the bounds:
-- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
-- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
collisiondetection = false,
-- ^ collisiondetection: if true uses collision detection
collision_removal = false,
-- ^ collision_removal: if true then particle is removed when it collides,
-- ^ requires collisiondetection = true to have any effect
vertical = false,
-- ^ vertical: if true faces player using y axis only
texture = "image.png",
-- ^ Uses texture (string)
}