1
0

client_lua_api.md 40 KB

Luanti Lua Client Modding API Reference 5.10.0

WARNING: if you're looking for the minetest namespace (e.g. minetest.something), it's now called core due to the renaming of Luanti (formerly Minetest). minetest will keep existing as an alias, so that old code won't break.

Introduction

** WARNING: The client API is currently unstable, and may break/change without warning. **

Content and functionality can be added to Luanti 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 Luanti.

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).

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.

In order to load client-side mods, the following conditions need to be satisfied:

1) $path_user/minetest.conf contains the setting enable_client_modding = true

2) The client-side mod located in $path_user/clientmods/<modname> is added to

`$path_user/clientmods/mods.conf` as `load_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.

Paths

  • 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
    • $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/clientmods/ (User-installed mods)

On an installed version on Linux:

  • /usr/share/minetest/clientmods/
  • $HOME/.minetest/clientmods/ (User-installed mods)

Modpack support

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.

Mod directory structure

clientmods
├── modname
│   ├── mod.conf
│   ├── init.lua
└── another

modname

The location of this directory.

mod.conf

An (optional) settings file that provides meta information about the mod.

  • name: The mod name. Allows Luanti 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.

init.lua

The main Lua script. Running this script should register everything it wants to register. Subsequent execution depends on Luanti 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).

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: 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
}

Looped sounds must be 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

Refer to lua_api.md.

Formspec

Formspec defines a menu. It is a string, with a somewhat strange format.

For details, refer to lua_api.md.

Spatial Vectors

Refer to lua_api.md.

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"
  • core.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
  • core.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.
  • core.string_to_pos(string): returns a position
    • Same but in reverse. Returns nil if the string can't be parsed to a position.
  • core.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)"): returns two positions
    • Converts a string representing an area box into two positions
  • core.is_yes(arg)
    • returns whether arg can be interpreted as yes
  • core.is_nan(arg)
    • returns true when the passed number represents NaN.
  • table.copy(table): returns a table
    • returns a deep copy of table

'core' namespace reference

Utilities

  • core.get_current_modname(): returns the currently loading mod's name, when we are loading a mod
  • core.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(core.get_modpath(core.get_current_modname()) .. "stuff.lua")
  • core.get_language(): returns two strings
    • the current gettext locale
    • the current language code (the same as used for client-side translations)
  • core.get_version(): returns a table containing components of the engine version. Components:
    • project: Name of the project, eg, "Luanti"
    • 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 core.check_for_falling then ... end.
  • core.sha1(data, [raw]): returns the sha1 hash of data
    • data: string of data to hash
    • raw: return raw bytes instead of hex digits, default: false
  • core.colorspec_to_colorstring(colorspec): Converts a ColorSpec to a ColorString. If the ColorSpec is invalid, returns nil.
    • colorspec: The ColorSpec to convert
  • core.get_csm_restrictions(): returns a table of Flags 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
  • core.urlencode(str): Encodes non-unreserved URI characters by a percent sign followed by two hex digits. See RFC 3986, section 2.3.

Logging

  • core.debug(...)
    • Equivalent to core.log(table.concat({...}, "\t"))
  • core.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!

  • core.register_globalstep(function(dtime))
    • Called every client environment step
    • dtime is the time since last execution in seconds.
  • core.register_on_mods_loaded(function())
    • Called just after mods have finished loading.
  • core.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.
  • core.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
  • core.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
  • core.register_chatcommand(cmd, chatcommand definition)
    • Adds definition to core.registered_chatcommands
  • core.unregister_chatcommand(name)
    • Unregisters a chatcommands registered with register_chatcommand.
  • core.register_on_chatcommand(function(command, params))
    • Called always when a chatcommand is triggered, before core.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.
  • core.register_on_hp_modification(function(hp))
    • Called when server modified player's HP
  • core.register_on_damage_taken(function(hp))
    • Called when the local player take damages
  • core.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
  • core.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
  • core.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
  • core.register_on_placenode(function(pointed_thing, node))
    • Called when a node has been placed
  • core.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.
  • core.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.
  • core.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
  • core.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

      Sounds

  • core.sound_play(spec, parameters): returns a handle

    • spec is a SimpleSoundSpec
    • parameters is a sound parameter table
  • handle:stop() or core.sound_stop(handle)

    • handle is a handle returned by core.sound_play
  • handle:fade(step, gain) or core.sound_fade(handle, step, gain)

    • handle is a handle returned by core.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.

Timing

  • core.after(time, func, ...)
    • Call the function func after time seconds, may be fractional
    • Optional: Variable number of arguments that are passed to func
    • Jobs set for earlier times are executed earlier. If multiple jobs expire at exactly the same time, then they expire in the order in which they were registered. This basically just applies to jobs registered on the same step with the exact same delay.
  • core.get_us_time()
    • Returns time with microsecond precision. May not return wall time.
  • core.get_timeofday()
    • Returns the time of day: 0 for midnight, 0.5 for midday

Map

  • core.get_node_or_nil(pos)
    • Returns the node at the given position as table in the format {name="node_name", param1=0, param2=0}, returns nil for unloaded areas or flavor limited areas.
  • core.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 and 15 or nil
  • core.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
  • core.find_nodes_in_area(pos1, pos2, nodenames, [grouped])
    • pos1 and pos2 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
  • core.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
  • core.line_of_sight(pos1, pos2): returns boolean, 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 position
    • pos2: Second position
  • core.raycast(pos1, pos2, objects, liquids): returns Raycast

    • Creates a Raycast object.
    • pos1: start of the ray
    • pos2: end of the ray
    • objects: if false, only nodes will be returned. Default is true.
    • liquids: if false, liquid nodes won't be returned. Default is false.
  • core.find_nodes_with_meta(pos1, pos2)

    • Get a table of positions of nodes that have metadata within a region {pos1, pos2}.
  • core.get_meta(pos)

    • Get a NodeMetaRef at that position
  • core.get_node_level(pos)

    • get level of leveled node (water, snow)
  • core.get_node_max_level(pos)

    • get max available level for leveled node

Player

  • core.send_chat_message(message)
    • Act as if message was typed by the player into the terminal.
  • core.run_server_chatcommand(cmd, param)
    • Alias for core.send_chat_message("/" .. cmd .. " " .. param)
  • core.clear_out_chat_queue()
    • Clears the out chat queue
  • core.localplayer
    • Reference to the LocalPlayer object. See LocalPlayer class reference for methods.

Privileges

  • core.get_privilege_list()
    • Returns a list of privileges the current player has in the format {priv1=true,...}
  • core.string_to_privs(str): returns {priv1=true,...}
  • core.privs_to_string(privs): returns "priv1,priv2,..."
    • Convert between two privilege representations

Client Environment

  • core.get_player_names()
    • Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
  • core.disconnect()
    • Disconnect from the server and exit to main menu.
    • Returns false if the client is already disconnecting otherwise returns true.
  • core.get_server_info()

Storage API

  • core.get_mod_storage():
    • returns reference to mod private StorageRef
    • must be called during mod load time

Mod channels

Mod channels communication scheme

  • core.mod_channel_join(channel_name)
    • Client joins channel channel_name, and creates it, if necessary. You should listen from incoming messages with core.register_on_modchannel_message call to receive incoming messages. Warning, this function is asynchronous.

Particles

  • core.add_particle(particle definition)

  • core.add_particlespawner(particlespawner definition)

    • Add a ParticleSpawner, an object that spawns an amount of particles over time seconds
    • Returns an id, and -1 if adding didn't succeed
  • core.delete_particlespawner(id)

    • Delete ParticleSpawner with id (return value from core.add_particlespawner)

Misc.

  • core.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}}
  • core.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 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}]"
  • core.serialize(table): returns a string
    • Convert a table containing tables, strings, numbers, booleans and nils into string form readable by core.deserialize
    • Example: serialize({foo='bar'}), returns 'return { ["foo"] = "bar" }'
  • core.deserialize(string): returns a table
    • Convert a string returned by core.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)
  • core.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"
      • Zstandard: "zstd"
    • ... indicates method-specific arguments. Currently defined arguments are:
      • Deflate: level - Compression level, 0-9 or nil.
      • Zstandard: level - Compression level. Integer or nil. Default 3. Note any supported Zstandard compression level could be used here, but these are subject to change between Zstandard versions.
  • core.decompress(compressed_data, method, ...): returns data
    • Decompress a string of data using the algorithm specified by method.
    • See documentation on core.compress() for supported compression methods.
    • ... indicates method-specific arguments. Currently, no methods use this
  • core.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: core.rgba(10, 20, 30, 40), returns "#0A141E28"
  • core.encode_base64(string): returns string encoded in base64
    • Encodes a string in base64.
  • core.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.
  • core.gettext(string) : returns string
    • look up the translation of a string in the gettext message catalog
  • fgettext_ne(string, ...)
    • call core.gettext(string), replace "$1"..."$9" with the given extra arguments and return the result
  • fgettext(string, ...) : returns string
    • same as fgettext_ne(), but calls core.formspec_escape before returning result
  • core.pointed_thing_to_face_pos(placer, pointed_thing): returns a position
    • returns the exact position on the surface of a pointed node
  • core.global_exists(name)
    • Checks if a global variable has been set, without triggering a warning.

UI

  • core.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.
  • core.camera
    • Reference to the camera object. See Camera class reference for methods.
  • core.show_formspec(formname, formspec) : returns true on success
    • Shows a formspec to the player
  • core.display_chat_message(message) returns true on success
    • Shows a chat message to the current player.

Setting-related

  • core.settings: Settings object containing all of the settings from the main config file (minetest.conf). Check lua_api.md for class reference.
  • core.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.

Class reference

ModChannel

An interface to use mod channels on client and server

Methods

  • 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
  • is_writeable(): returns true if channel is writable and mod can send over it.
  • send_all(message): Send message 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.

Minimap

An interface to manipulate minimap on client UI

Methods

  • 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 camera-node. 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 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

LocalPlayer

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,
          speed_climb = float,
          speed_crouch = float,
          speed_fast = float,
          speed_walk = float,
          acceleration_default = float,
          acceleration_air = float,
          acceleration_fast = float,
          jump = float,
          gravity = float,
          liquid_fluidity = float,
          liquid_fluidity_smooth = float,
          liquid_sink = 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 (note: does not take physics overrides into account):

      {
          fast = float,
          air = float,
          default = float,
      }
      
  • get_movement_speed()

    • returns player's speed in different environments (note: does not take physics overrides into account):

      {
          walk = float,
          jump = float,
          crouch = float,
          fast = float,
          climb = float,
      }
      
  • get_movement()

    • returns player's movement in different environments (note: does not take physics overrides into account):

      {
          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
  • hud_get(id)

    • returns the definition of the HUD with that ID number or nil, if non-existent.
  • hud_get_all():

    • Returns a table in the form { [id] = HUD definition, [id] = ... }.
    • A mod should keep track of its introduced IDs and only use this to access foreign elements.
    • It is discouraged to change foreign HUD elements.
  • hud_remove(id)

    • remove the HUD element of the specified id, returns true on success
  • 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 returns nil

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 core.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 = {}, ...}}

Raycast

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 core.raycast(pos1, pos2, objects, liquids) where:

  • pos1: start of the ray
  • pos2: end of the ray
  • objects: if false, only nodes will be returned. Default is true.
  • liquids: if false, liquid nodes won't be returned. Default is false.

Methods

  • next(): returns a pointed_thing with exact pointing location
    • Returns the next thing pointed by the ray or nil.

Definitions

  • core.get_node_def(nodename)
  • core.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 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 overlaid 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*
}

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 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
}

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 = "luanti.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 Definition (hud_add, hud_get)

Refer to lua_api.md.

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:

  • core.get_color_escape_sequence(color):
    • color is a ColorString
    • The escape sequence sets the text color to color
  • core.colorize(color, message):
    • Equivalent to: core.get_color_escape_sequence(color) .. message .. core.get_color_escape_sequence("#ffffff")
  • core.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.
  • core.strip_foreground_colors(str)
    • Removes foreground colors added by get_color_escape_sequence.
  • core.strip_background_colors(str)
    • Removes background colors added by get_background_escape_sequence.
  • core.strip_colors(str)
    • Removes all color escape sequences.

ColorString

Refer to lua_api.md.

Color

{a = alpha, r = red, g = green, b = blue} defines an ARGB8 color.

Particle definition (add_particle)

As documented in lua_api.md, except for obvious reasons, the playername field is not supported.

ParticleSpawner definition (add_particlespawner)

As documented in lua_api.md, except for obvious reasons, the playername field is not supported.