minetest/doc/client_lua_api.md
rubenwardy bdac12761c CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"
Original PR: #5747.
This reverts commit 39f4a2f607d44738d60db84eba4b30e3d7450204.
2017-07-15 01:35:18 +01:00

46 KiB

Minetest Lua Client Modding API Reference 0.4.16

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>
    • $path_share
      • Linux: <build directory>
      • Windows: <build directory>
  • RUN_IN_PLACE=0: (Linux release)
    • $path_share
      • Linux: /usr/share/minetest
      • Windows: <install directory>/minetest-0.4.x
    • $path_user:
      • Linux: $HOME/.minetest
      • Windows: C:/users/<user>/AppData/minetest (maybe)

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 as ColorString (optional)
  • <fontcolor> tooltip font color as ColorString (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 and y are used as offset values, w and h 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 and y position the field relative to the top left of the menu
  • w and h 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 to on_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 and y position the field relative to the top left of the menu
  • w and h 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 to on_receive_fields
  • label, if not blank, will be text printed on the top left above the field
  • default is the default value of the field
    • default may contain variable references such as ${text}' which will fill the value from the metadata value text
    • 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 and y work as per field
  • label is the text on the label
  • Position and size units are inventory slots

vertlabel[<X>,<Y>;<label>]

  • Textual label drawn vertically
  • x and y work as per field
  • label 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 and name work as per field
  • w and h are the size of the button
  • label 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, and name work as per button
  • texture 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, and name work as per button
  • texture 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 formsize
  • drawborder: draw button border or not
  • pressed 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 and label work as per button
  • item 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 and y position the itemlist relative to the top left of the menu
  • w and h are the size of the itemlist
  • name fieldname sent to server on doubleclick value is current selected element
  • listelements 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 and y position the item list relative to the top left of the menu
  • w and h are the size of the item list
  • name fieldname sent to server on doubleclick value is current selected element
  • listelements 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 and y position the itemlist relative to the top left of the menu
  • name fieldname data is transferred to Lua
  • caption 1...: name shown on top of tab
  • current_tab: index of selected tab 1...
  • transparent (optional): show transparent
  • draw_border (optional): draw border

box[<X>,<Y>;<W>,<H>;<color>]

  • Simple colored semitransparent box
  • x and y position the box relative to the top left of the menu
  • w and h are the size of box
  • color is color specified as a ColorString

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:
    1. handle directly on change (only changed dropdown is submitted)
    2. read the value on pressing a button (all dropdown values are available)
  • x and y 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 and y: position of checkbox
  • name fieldname data is transferred to Lua
  • label to be shown left of checkbox
  • selected (optional): true/false

scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]

  • Show a scrollbar
  • There are two ways to use it:
    1. handle the changed event (only changed scrollbar is available)
    2. read the value on pressing a button (all scrollbars are available)
  • x and y: position of trackbar
  • w and h: width and height
  • orientation: 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 and y: position the itemlist relative to the top left of the menu
  • w and h are the size of the itemlist
  • name: fieldname sent to server on row select or doubleclick
  • cell 1...cell n: cell contents given in row-major order
  • selected 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
  • background=#RRGGBB
    • table background color (ColorString), defaults to #000000
  • border=<true/false>
    • should the table be drawn with a border? (default: true)
  • highlight=#RRGGBB
    • highlight background color (ColorString), defaults to #466432
  • highlight_text=#RRGGBB
    • highlight text color (ColorString), defaults to #FFFFFF
  • opendepth=<value>
    • all subtrees up to depth < value are open (default value = 0)
    • only useful when there is a column of type "tree"

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 text
    • image: cell contents are an image index, use column options to define images
    • color: cell contents are a ColorString and define color of following cell
    • indent: cell contents are a number and define indentation of following cell
    • tree: same as indent, but user can open and close subtrees (treeview-like)
  • Column options:
    • align=<value>
      • for text and image: content alignment within cells. Available values: left (default), center, right, inline
    • width=<value>
      • for text and image: minimum width in em (default: 0)
      • for indent and tree: indent width in em (default: 1.5)
    • padding=<value>: padding left of the column, in em (default 0.5). Exception: defaults to 0 for indent columns
    • tooltip=<value>: tooltip text (default: empty)
    • image column options:
      • 0=<value> sets image for image index 0
      • 1=<value> sets image for image index 1
      • 2=<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 if a is a vector.
    • {x = a, y = b, z = c}, if all a, b, c are defined
  • vector.direction(p1, p2): returns a vector
  • vector.distance(p1, p2): returns a number
  • vector.length(v): returns a number
  • vector.normalize(v): returns a vector
  • vector.floor(v): returns a vector, each dimension rounded down
  • vector.round(v): returns a vector, each dimension rounded to nearest int
  • vector.apply(v, func): returns a vector
  • vector.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 vector
  • vector.subtract(v, x): returns a vector
  • vector.multiply(v, x): returns a scaled vector or Schur product
  • vector.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)
  • 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"}
  • string:trim()
    • e.g. string.trim("\n \t\tfoo bar\t ") == "foo bar"
  • 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.
  • 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
  • table.copy(table): returns a table
    • returns a deep copy of table

Minetest namespace reference

Utilities

  • minetest.get_current_modname(): returns the currently loading mod's name, when we are loading a mod
  • 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 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"))
  • 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 handle
    • spec is a SimpleSoundSpec
    • parameters is a sound parameter table
  • minetest.sound_stop(handle)

Timing

  • minetest.after(time, func, ...)
    • Call the function func after time seconds, may be fractional
    • Optional: Variable number of arguments that are passed to func
  • 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

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.
  • minetest.get_node_or_nil(pos)
    • Same as get_node but returns nil for unloaded areas.
  • minetest.find_node_near(pos, radius, nodenames, [search_center]): returns pos or nil
    • radius: using a maximum metric
    • nodenames: e.g. {"ignore", "group:tree"} or "default:dirt"
    • search_center is an optional boolean (default: false) If true pos is also checked for the nodes
  • minetest.get_meta(pos)
    • Get a NodeMetaRef at that position
  • 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.

Privileges

  • minetest.get_privilege_list()
    • Returns a list of privileges the currect player has in the format {priv1=true,...}
  • 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 returns true.
  • minetest.take_screenshot()
    • Take a screenshot.
  • minetest.get_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

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 to nil
    • 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 or nil 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.
      1. You can only use strings and positive integers of at least one as keys.
      2. 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 nils into string form readable by minetest.deserialize
    • Example: serialize({foo='bar'}), returns 'return { ["foo"] = "bar" }'
  • 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")'), returns nil (function call fails)
      • error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
  • minetest.compress(data, method, ...): returns compressed_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.
  • minetest.camera
    • Reference to the camera object. See Camera class reference for methods.
  • 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 minimap
  • set_pos(pos): sets the minimap position on screen
  • get_pos(): returns the minimap current position
  • set_angle(deg): sets the minimap angle in degrees
  • get_angle(): returns the current minimap angle in degrees
  • set_mode(mode): sets the minimap mode (0 to 6)
  • get_mode(): returns the current minimap mode
  • set_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, and 2 for third person front
  • 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 value
  • get_bool(key): returns a boolean
  • set(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(): returns nil or a table with keys:
    • fields: key-value storage
    • inventory: {list1 = {}, ...}}

Definitions

  • minetest.get_node_def(nodename)
  • minetest.get_item_def(itemstring)
    • Returns item definition table of itemstring

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")
  • 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.
  • minetest.strip_background_colors(str)
    • Removes background colors added by get_background_escape_sequence.
  • 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.