Original PR: #5747. This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
46 KiB
Minetest Lua Client Modding API Reference 0.4.16
- More information at http://www.minetest.net/
- Developer Wiki: http://dev.minetest.net/
Introduction
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.
Transfering client-sided mods form 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).
Programming in Lua
If you have any difficulty in understanding this, please read Programming in Lua.
Startup
Mods are loaded during client startup from the mod load paths by running
the init.lua
scripts in a shared environment.
Paths
RUN_IN_PLACE=1
(Windows release, local build)$path_user
:- Linux:
<build directory>
- Windows:
<build directory>
- Linux:
$path_share
- Linux:
<build directory>
- Windows:
<build directory>
- Linux:
RUN_IN_PLACE=0
: (Linux release)$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:
Mod load path
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)
Modpack support
NOTE: Not implemented yet.
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.txt
. This file shall be
empty, except for lines starting with #
, which are comments.
Mod directory structure
clientmods
├── modname
| ├── depends.txt
| ├── init.lua
└── another
modname
The location of this directory.
depends.txt
List of mods that have to be loaded before loading this mod.
A single line contains a single modname.
Optional dependencies can be defined by appending a question mark to a single modname. Their meaning is that if the specified mod is missing, that does not prevent this mod from being loaded.
init.lua
The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on minetest calling the registered callbacks.
minetest.setting_get(name)
and minetest.setting_getbool(name)
can be used
to read custom or existing settings at load time, if necessary.
sounds
Media files (sounds) that will be transferred to the client and will be available for use by the mod.
Naming convention for registered textual names
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.
Example
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.
Sounds
NOTE: max_hear_distance and connecting 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
max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default, uses an euclidean metric
loop = true,
}
Looped sounds must either be connected to an object or played locationless.
SimpleSoundSpec
- e.g.
""
- e.g.
"default_place_node"
- e.g.
{}
- e.g.
{name = "default_place_node"}
- e.g.
{name = "default_place_node", gain = 1.0}
Representations of simple things
Position/vector
{x=num, y=num, z=num}
For helper functions see "Vector helpers".
pointed_thing
{type="nothing"}
{type="node", under=pos, above=pos}
{type="object", id=ObjectID}
Flag Specifier Format
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
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.
Examples
Chest
size[8,9]
list[context;main;0,0;8,4;]
list[current_player;main;0,5;8,4;]
Furnace
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;]
Minecraft-like player inventory
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;]
Elements
size[<W>,<H>,<fixed_size>]
- Define the size of the menu in inventory slots
fixed_size
:true
/false
(optional)- deprecated:
invsize[<W>,<H>;]
container[<X>,<Y>]
- 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)
container_end[]
- End of a container, following elements are no longer relative to this container
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
- Show an inventory list
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
- Show an inventory list
listring[<inventory location>;<list name>]
- 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
listring[]
- Shorthand for doing
listring[<inventory location>;<list name>]
for the last two inventory lists added by list[...]
listcolors[<slot_bg_normal>;<slot_bg_hover>]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
- Sets background color of slots as
ColorString
- Sets background color of slots on mouse hovering
- Sets color of slots border
listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
- 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
tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]
- Adds tooltip for an element
<bgcolor>
tooltip background color asColorString
(optional)<fontcolor>
tooltip font color asColorString
(optional)
image[<X>,<Y>;<W>,<H>;<texture name>]
- Show an image
- Position and size units are inventory slots
item_image[<X>,<Y>;<W>,<H>;<item name>]
- Show an inventory image of registered item/node
- Position and size units are inventory slots
bgcolor[<color>;<fullscreen>]
- Sets background color of formspec as
ColorString
- If
true
, the background color is drawn fullscreen (does not effect the size of the formspec)
background[<X>,<Y>;<W>,<H>;<texture name>]
- 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.
background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
- 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)
pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
- 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 centred 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
field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
- 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 centred 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
field[<name>;<label>;<default>]
- 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
field_close_on_enter[<name>;<close_on_enter>]
- 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)
textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
- Same as fields above, but with multi-line input
label[<X>,<Y>;<label>]
x
andy
work as per fieldlabel
is the text on the label- Position and size units are inventory slots
vertlabel[<X>,<Y>;<label>]
- Textual label drawn vertically
x
andy
work as per fieldlabel
is the text on the label- Position and size units are inventory slots
button[<X>,<Y>;<W>,<H>;<name>;<label>]
- Clickable button. When clicked, fields will be sent.
x
,y
andname
work as per fieldw
andh
are the size of the buttonlabel
is the text on the button- Position and size units are inventory slots
image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
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
item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
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
button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
- When clicked, fields will be sent and the form will quit.
image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
- When clicked, fields will be sent and the form will quit.
textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
- 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
box[<X>,<Y>;<W>,<H>;<color>]
- 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
dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
- 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
checkbox[<X>,<Y>;<name>;<label>;<selected>]
- Show a checkbox
x
andy
: position of checkboxname
fieldname data is transferred to Lualabel
to be shown left of checkboxselected
(optional):true
/false
scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]
- 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
)
table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]
- 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
)
tableoptions[<opt 1>;<opt 2>;...]
- 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
tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]
- 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 a element name starting with key_
; those names are reserved to
pass key press events to formspec!
Spatial Vectors
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.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
Helper functions
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
table.copy(table)
: returns a table- returns a deep copy of
table
- returns a deep copy of
Minetest namespace reference
Utilities
minetest.get_current_modname()
: returns the currently loading mod's name, when we are loading a modminetest.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 verifyable. 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.nodeupdate then ... end
.
Logging
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"
.
Global callback registration functions
Call these functions only at load time!
minetest.register_globalstep(func(dtime))
- Called every client environment step, usually interval of 0.1s
minetest.register_on_shutdown(func())
- 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_connect(func())
- Called at the end of client connection (when player is loaded onto map)
minetest.register_on_receiving_chat_message(func(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(func(message))
- Called always when a client send 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_death(func())
- Called when the local player dies
minetest.register_on_hp_modification(func(hp))
- Called when server modified player's HP
minetest.register_on_damage_taken(func(hp))
- Called when the local player take damages
minetest.register_on_formspec_input(func(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(func(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(func(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(func(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.
Sounds
minetest.sound_play(spec, parameters)
: returns a handlespec
is aSimpleSoundSpec
parameters
is a sound parameter table
minetest.sound_stop(handle)
Timing
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_day_count()
- Returns number days elapsed since world was created, accounting for time changes.
minetest.get_timeofday()
- Returns the time of day:
0
for midnight,0.5
for midday
- Returns the time of day:
Map
minetest.get_node(pos)
- Returns the node at the given position as table in the format
{name="node_name", param1=0, param2=0}
, returns{name="ignore", param1=0, param2=0}
for unloaded areas.
- Returns the node at the given position as table in the format
minetest.get_node_or_nil(pos)
- Same as
get_node
but returnsnil
for unloaded areas.
- Same as
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.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
Player
minetest.get_wielded_item()
- Returns the itemstack the local player is holding
minetest.localplayer
- Reference to the LocalPlayer object. See
LocalPlayer
class reference for methods.
- Reference to the LocalPlayer object. See
Privileges
minetest.get_privilege_list()
- Returns a list of privileges the currect player has in the format
{priv1=true,...}
- Returns a list of privileges the currect 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
Client Environment
minetest.get_player_names()
- Returns list of player names on server
minetest.disconnect()
- Disconnect from the server and exit to main menu.
- Returns
false
if the client is already disconnecting otherwise returnstrue
.
minetest.take_screenshot()
- Take a screenshot.
minetest.get_server_info()
- Returns server info.
minetest.send_respawn()
- Sends a respawn request to the server.
Storage API
minetest.get_mod_storage()
:- returns reference to mod private
StorageRef
- must be called during mod load time
- returns reference to mod private
Misc.
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 can not 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"`
...
indicates method-specific arguments. Currently defined arguments are:-
Deflate: `level` - Compression level, `0`-`9` or `nil`.
minetest.decompress(compressed_data, method, ...)
: returns data- Decompress a string of data (using ZLib).
- See documentation on
minetest.compress()
for supported compression methods. - currently supported.
...
indicates method-specific arguments. Currently, no methods use this.
minetest.rgba(red, green, blue[, alpha])
: returns a string- Each argument is a 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- 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.
UI
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.
Class reference
Minimap
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)
Camera
An interface to get or set information about the camera and cameranode. Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
Methods
set_camera_mode(mode)
- Pass
0
for first-person,1
for third person, and2
for third person front
- Pass
get_camera_mode()
- Returns with same syntax as above
get_fov()
- Returns:
{
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
LocalPlayer
An interface to retrieve information about the player. The player is not accessible until the client is fully done loading and therefore not at module init time.
To get the localplayer handle correctly, use on_connect()
as follows:
local localplayer
minetest.register_on_connect(function()
localplayer = minetest.localplayer
end)
Methods:
get_pos()
- returns current player current position
get_velocity()
- returns player speed vector
get_hp()
- returns player HP
get_name()
- returns player name
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_liquid_viscosity()
- returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
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
}
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_key_pressed()
:- returns last key typed by the player
Settings
An interface to read config files in the format of minetest.conf
.
It can be created via Settings(filename)
.
Methods
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,...}
NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via minetest.get_meta(pos)
.
Methods
get_string(name)
get_int(name)
get_float(name)
to_table()
: returnsnil
or a table with keys:fields
: key-value storageinventory
:{list1 = {}, ...}}
Definitions
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
Node Definition
{
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 existant
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 fast 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
}
Item Definition
{
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 capabiltites 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
}
Chat command definition (register_chatcommand
)
{
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.
}
Server info
{
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.
}
Escape sequences
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.
ColorString
#RGB
defines a color in hexadecimal format.
#RGBA
defines a color in hexadecimal format and alpha channel.
#RRGGBB
defines a color in hexadecimal format.
#RRGGBBAA
defines a color in hexadecimal format and alpha channel.
Named colors are also supported and are equivalent to
CSS Color Module Level 4.
To specify the value of the alpha channel, append #AA
to the end of the color name
(e.g. colorname#08
). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits.
Color
{a = alpha, r = red, g = green, b = blue}
defines an ARGB8 color.