Previously, when the CSM restriction 'LOAD_CLIENT_MODS' was used a client was still able to add CSM code to 'builtin' to bypass that restriction, because 'builtin' is not yet verified. Until server-sent CSM and verifying of 'builtin' are complete, make 'LOAD_CLIENT_MODS' disable the loading of builtin. Clarify code comments and messages to distinguish between client-side modding and client-side scripting. 'Scripting' includes 'builtin', 'modding' does not.
|4 years ago|
|.github||5 years ago|
|build/android||4 years ago|
|builtin||4 years ago|
|client||4 years ago|
|clientmods/preview||4 years ago|
|cmake/Modules||4 years ago|
|doc||4 years ago|
|fonts||5 years ago|
|games/minimal||4 years ago|
|lib||4 years ago|
|misc||4 years ago|
|mods||9 years ago|
|po||4 years ago|
|src||4 years ago|
|textures||4 years ago|
|util||4 years ago|
|.clang-format||5 years ago|
|.clang-tidy||4 years ago|
|.gitattributes||11 years ago|
|.gitignore||4 years ago|
|.gitlab-ci.yml||4 years ago|
|.mailmap||8 years ago|
|.travis.yml||4 years ago|
|CMakeLists.txt||4 years ago|
|CONTRIBUTING.md||4 years ago|
|Dockerfile||4 years ago|
|LICENSE.txt||4 years ago|
|README.md||4 years ago|
|minetest.conf.example||4 years ago|
An InfiniMiner/Minecraft inspired game.
Copyright (C) 2010-2018 Perttu Ahola email@example.com and contributors (see source file comments and the version control log)
In case you downloaded the source code:
If you downloaded the Minetest Engine source code in which this file is contained, you probably want to download the Minetest Game project too. See its README.txt for more information.
Table of Contents
- Further Documentation
- Default Controls
- Configuration File
- Command-line Options
- Version Scheme
- Website: http://minetest.net/
- Wiki: http://wiki.minetest.net/
- Developer wiki: http://dev.minetest.net/
- Forum: http://forum.minetest.net/
- GitHub: https://github.com/minetest/minetest/
- doc/ directory of source distribution
All controls are re-bindable using settings. Some can be changed in the key config dialog in the settings tab.
|Move mouse||Look around|
|W, A, S, D||Move|
|Shift + Q||Drop single item|
|Left mouse button||Dig/punch/take item|
|Right mouse button||Place/use|
|Shift + right mouse button||Build (without using)|
|Mouse wheel||Select item|
|Z||Zoom (needs zoom privilege)|
|Esc||Pause menu/abort/exit (pauses only singleplayer game)|
|R||Enable/disable full range view|
|+||Increase view range|
|-||Decrease view range|
|K||Enable/disable fly mode (needs fly privilege)|
|L||Enable/disable pitch move mode|
|J||Enable/disable fast mode (needs fast privilege)|
|H||Enable/disable noclip mode (needs noclip privilege)|
|E||Move fast in fast mode|
|F4||Disable/enable camera update (Mapblocks are not updated anymore when disabled, disabled in release builds)|
|F5||Cycle through debug information screens|
|F6||Cycle through profiler info screens|
|F7||Cycle through camera modes|
|F9||Cycle through minimap modes|
|Shift + F9||Change minimap orientation|
bin- Compiled binaries
share- Distributed read-only data
user- User-created modifiable data
Where each location is on each platform:
- Windows .zip / RUN_IN_PLACE source:
- bin =
- share =
- user =
- bin =
- Windows installed:
- $bin =
C:\Program Files\Minetest\bin (Depends on the install location)
- $share =
C:\Program Files\Minetest (Depends on the install location)
- $user =
- $bin =
- Linux installed:
Contents/User OR ~/Library/Application Support/minetest
Worlds can be found as separate folders in:
- Default location:
- It is created by Minetest when it is ran the first time.
- A specific file can be specified on the command line:
- A run-in-place build will look for the configuration file in
Compiling on GNU/Linux
|GCC||4.9+||Can be replaced with Clang 3.4+|
|LuaJIT||2.0+||Bundled Lua 5.1 is used if not present|
|GMP||5.0.0+||Bundled mini-GMP is used if not present|
|JsonCPP||1.0.0+||Bundled JsonCPP is used if not present|
sudo apt install build-essential libirrlicht-dev cmake libbz2-dev libpng-dev libjpeg-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev zlib1g-dev libgmp-dev libjsoncpp-dev
For Fedora users:
sudo dnf install make automake gcc gcc-c++ kernel-devel cmake libcurl-devel openal-soft-devel libvorbis-devel libXxf86vm-devel libogg-devel freetype-devel mesa-libGL-devel zlib-devel jsoncpp-devel irrlicht-devel bzip2-libs gmp-devel sqlite-devel luajit-devel leveldb-devel ncurses-devel doxygen spatialindex-devel bzip2-devel
You can install Git for easily keeping your copy up to date.
If you don’t want Git, read below on how to get the source without Git.
This is an example for installing Git on Debian/Ubuntu:
sudo apt install git
For Fedora users:
sudo dnf install git
Download source (this is the URL to the latest of source repository, which might not work at all times) using Git:
git clone --depth 1 https://github.com/minetest/minetest.git cd minetest
Download minetest_game (otherwise only the "Minimal development test" game is available) using Git:
git clone --depth 1 https://github.com/minetest/minetest_game.git games/minetest_game
Download source, without using Git:
wget https://github.com/minetest/minetest/archive/master.tar.gz tar xf master.tar.gz cd minetest-master
Download minetest_game, without using Git:
cd games/ wget https://github.com/minetest/minetest_game/archive/master.tar.gz tar xf master.tar.gz mv minetest_game-master minetest_game cd ..
Build a version that runs directly from the source directory:
cmake . -DRUN_IN_PLACE=TRUE make -j <number of processors>
cmake . -LHto see all CMake options and their current state
- If you want to install it system-wide (or are making a distribution package),
you will want to use
- You can build a bare server by specifying
- You can disable the client build by specifying
- You can select between Release and Debug build by
-DCMAKE_BUILD_TYPE=<Debug or Release>
- Debug build is slower, but gives much more useful output in a debugger
- If you build a bare server, you don't need to have Irrlicht installed.
- In that case use
- In that case use
General options and their default values:
BUILD_CLIENT=TRUE - Build Minetest client BUILD_SERVER=FALSE - Build Minetest server CMAKE_BUILD_TYPE=Release - Type of build (Release vs. Debug) Release - Release build Debug - Debug build SemiDebug - Partially optimized debug build RelWithDebInfo - Release build with debug information MinSizeRel - Release build with -Os passed to compiler to make executable as small as possible ENABLE_CURL=ON - Build with cURL; Enables use of online mod repo, public serverlist and remote media fetching via http ENABLE_CURSES=ON - Build with (n)curses; Enables a server side terminal (command line option: --terminal) ENABLE_FREETYPE=ON - Build with FreeType2; Allows using TTF fonts ENABLE_GETTEXT=ON - Build with Gettext; Allows using translations ENABLE_GLES=OFF - Search for Open GLES headers & libraries and use them ENABLE_LEVELDB=ON - Build with LevelDB; Enables use of LevelDB map backend ENABLE_POSTGRESQL=ON - Build with libpq; Enables use of PostgreSQL map backend (PostgreSQL 9.5 or greater recommended) ENABLE_REDIS=ON - Build with libhiredis; Enables use of Redis map backend ENABLE_SPATIAL=ON - Build with LibSpatial; Speeds up AreaStores ENABLE_SOUND=ON - Build with OpenAL, libogg & libvorbis; in-game sounds ENABLE_LUAJIT=ON - Build with LuaJIT (much faster than non-JIT Lua) ENABLE_SYSTEM_GMP=ON - Use GMP from system (much faster than bundled mini-gmp) ENABLE_SYSTEM_JSONCPP=OFF - Use JsonCPP from system OPENGL_GL_PREFERENCE=LEGACY - Linux client build only; See CMake Policy CMP0072 for reference RUN_IN_PLACE=FALSE - Create a portable install (worlds, settings etc. in current directory) USE_GPROF=FALSE - Enable profiling using GProf VERSION_EXTRA= - Text to append to version (e.g. VERSION_EXTRA=foobar -> Minetest 0.4.9-foobar)
Library specific options:
BZIP2_INCLUDE_DIR - Linux only; directory where bzlib.h is located BZIP2_LIBRARY - Linux only; path to libbz2.a/libbz2.so CURL_DLL - Only if building with cURL on Windows; path to libcurl.dll CURL_INCLUDE_DIR - Only if building with cURL; directory where curl.h is located CURL_LIBRARY - Only if building with cURL; path to libcurl.a/libcurl.so/libcurl.lib EGL_INCLUDE_DIR - Only if building with GLES; directory that contains egl.h EGL_LIBRARY - Only if building with GLES; path to libEGL.a/libEGL.so FREETYPE_INCLUDE_DIR_freetype2 - Only if building with FreeType 2; directory that contains an freetype directory with files such as ftimage.h in it FREETYPE_INCLUDE_DIR_ft2build - Only if building with FreeType 2; directory that contains ft2build.h FREETYPE_LIBRARY - Only if building with FreeType 2; path to libfreetype.a/libfreetype.so/freetype.lib FREETYPE_DLL - Only if building with FreeType 2 on Windows; path to libfreetype.dll GETTEXT_DLL - Only when building with gettext on Windows; path to libintl3.dll GETTEXT_ICONV_DLL - Only when building with gettext on Windows; path to libiconv2.dll GETTEXT_INCLUDE_DIR - Only when building with gettext; directory that contains iconv.h GETTEXT_LIBRARY - Only when building with gettext on Windows; path to libintl.dll.a GETTEXT_MSGFMT - Only when building with gettext; path to msgfmt/msgfmt.exe IRRLICHT_DLL - Only on Windows; path to Irrlicht.dll IRRLICHT_INCLUDE_DIR - Directory that contains IrrCompileConfig.h IRRLICHT_LIBRARY - Path to libIrrlicht.a/libIrrlicht.so/libIrrlicht.dll.a/Irrlicht.lib LEVELDB_INCLUDE_DIR - Only when building with LevelDB; directory that contains db.h LEVELDB_LIBRARY - Only when building with LevelDB; path to libleveldb.a/libleveldb.so/libleveldb.dll.a LEVELDB_DLL - Only when building with LevelDB on Windows; path to libleveldb.dll PostgreSQL_INCLUDE_DIR - Only when building with PostgreSQL; directory that contains libpq-fe.h POSTGRESQL_LIBRARY - Only when building with PostgreSQL; path to libpq.a/libpq.so REDIS_INCLUDE_DIR - Only when building with Redis; directory that contains hiredis.h REDIS_LIBRARY - Only when building with Redis; path to libhiredis.a/libhiredis.so SPATIAL_INCLUDE_DIR - Only when building with LibSpatial; directory that contains spatialindex/SpatialIndex.h SPATIAL_LIBRARY - Only when building with LibSpatial; path to libspatialindex_c.so/spatialindex-32.lib LUA_INCLUDE_DIR - Only if you want to use LuaJIT; directory where luajit.h is located LUA_LIBRARY - Only if you want to use LuaJIT; path to libluajit.a/libluajit.so MINGWM10_DLL - Only if compiling with MinGW; path to mingwm10.dll OGG_DLL - Only if building with sound on Windows; path to libogg.dll OGG_INCLUDE_DIR - Only if building with sound; directory that contains an ogg directory which contains ogg.h OGG_LIBRARY - Only if building with sound; path to libogg.a/libogg.so/libogg.dll.a OPENAL_DLL - Only if building with sound on Windows; path to OpenAL32.dll OPENAL_INCLUDE_DIR - Only if building with sound; directory where al.h is located OPENAL_LIBRARY - Only if building with sound; path to libopenal.a/libopenal.so/OpenAL32.lib OPENGLES2_INCLUDE_DIR - Only if building with GLES; directory that contains gl2.h OPENGLES2_LIBRARY - Only if building with GLES; path to libGLESv2.a/libGLESv2.so SQLITE3_INCLUDE_DIR - Directory that contains sqlite3.h SQLITE3_LIBRARY - Path to libsqlite3.a/libsqlite3.so/sqlite3.lib VORBISFILE_DLL - Only if building with sound on Windows; path to libvorbisfile-3.dll VORBISFILE_LIBRARY - Only if building with sound; path to libvorbisfile.a/libvorbisfile.so/libvorbisfile.dll.a VORBIS_DLL - Only if building with sound on Windows; path to libvorbis-0.dll VORBIS_INCLUDE_DIR - Only if building with sound; directory that contains a directory vorbis with vorbisenc.h inside VORBIS_LIBRARY - Only if building with sound; path to libvorbis.a/libvorbis.so/libvorbis.dll.a XXF86VM_LIBRARY - Only on Linux; path to libXXf86vm.a/libXXf86vm.so ZLIB_DLL - Only on Windows; path to zlib1.dll ZLIBWAPI_DLL - Only on Windows; path to zlibwapi.dll ZLIB_INCLUDE_DIR - Directory that contains zlib.h ZLIB_LIBRARY - Path to libz.a/libz.so/zlibwapi.lib
Compiling on Windows
This section is outdated. In addition to what is described here:
- In addition to minetest, you need to download minetest_game.
- If you wish to have sound support, you need libogg, libvorbis and libopenal
- CMake: http://www.cmake.org/cmake/resources/software.html
- A compiler
- Irrlicht SDK 1.7: http://irrlicht.sourceforge.net/downloads.html
- Zlib headers (zlib125.zip) http://www.winimage.com/zLibDll/index.html
- Zlib library (zlibwapi.lib and zlibwapi.dll from zlib125dll.zip): http://www.winimage.com/zLibDll/index.html
- SQLite3 headers and library https://www.sqlite.org/download.html
- Optional: gettext library and tools:
- This is used for other UI languages. Feel free to leave it out.
- And, of course, Minetest: http://minetest.net/download
- Select a directory called DIR hereafter in which you will operate.
- Make sure you have CMake and a compiler installed.
- Download all the other stuff to DIR and extract them into there.
("extract here", not "extract to packagename/")
- NOTE: zlib125dll.zip needs to be extracted into zlib125dll
- NOTE: You need to extract sqlite3.h & sqlite3ext.h from the SQLite 3 source and sqlite3.dll & sqlite3.def from the SQLite 3 precompiled binaries into "sqlite3" directory, and generate sqlite3.lib using command "LIB /DEF:sqlite3.def /OUT:sqlite3.lib"
- All those packages contain a nice base directory in them, which should end up being the direct subdirectories of DIR.
- You will end up with a directory structure like this (+=dir, -=file):
- sqlite-amalgamation-3130000.zip (SQLite3 headers)
- sqlite-dll-win32-x86-3130000.zip (SQLite3 library for 32bit system)
- 110214175330.zip (or whatever, this is the minetest source)
- win32 ...
- dll32 ...
- include ...
- sqlite3 sqlite3.h sqlite3ext.h sqlite3.lib sqlite3.dll
- gettext (optional) +bin +include +lib
- CMakeLists.txt ...
Start up the CMake GUI
Select "Browse Source..." and select DIR/minetest
Now, if using MSVC:
- Select "Browse Build..." and select DIR/minetest-build
Else if using MinGW:
- Select "Browse Build..." and select DIR/minetest
Select your compiler
It will warn about missing stuff, ignore that at this point. (later don't)
Make sure the configuration is as follows (note that the versions may differ for you):
BUILD_CLIENT [X] BUILD_SERVER [ ] CMAKE_BUILD_TYPE Release CMAKE_INSTALL_PREFIX DIR/minetest-install IRRLICHT_SOURCE_DIR DIR/irrlicht-1.8.3 RUN_IN_PLACE [X] WARN_ALL [ ] ZLIB_DLL DIR/zlib125dll/dll32/zlibwapi.dll ZLIB_INCLUDE_DIR DIR/zlib-1.2.5 ZLIB_LIBRARIES DIR/zlib125dll/dll32/zlibwapi.lib GETTEXT_BIN_DIR DIR/gettext/bin GETTEXT_INCLUDE_DIR DIR/gettext/include GETTEXT_LIBRARIES DIR/gettext/lib/intl.lib GETTEXT_MSGFMT DIR/gettext/bin/msgfmt
If CMake complains it couldn't find SQLITE3, choose "Advanced" box on the right top corner, then specify the location of SQLITE3_INCLUDE_DIR and SQLITE3_LIBRARY manually.
If you want to build 64-bit minetest, you will need to build 64-bit version of irrlicht engine manually, as only 32-bit pre-built library is provided.
Hit "Configure" once again 8)
If something is still coloured red, you have a problem.
Hit "Generate" If using MSVC:
- Open the generated minetest.sln
- The project defaults to the "Debug" configuration. Make very sure to select "Release", unless you want to debug some stuff (it's slower and might not even work at all)
- Build the ALL_BUILD project
- Build the INSTALL project
- You should now have a working game with the executable in DIR/minetest-install/bin/minetest.exe
- Additionally you may create a zip package by building the PACKAGE project. If using MinGW:
- Using the command line, browse to the build directory and run 'make' (or mingw32-make or whatever it happens to be)
- You may need to copy some of the downloaded DLLs into bin/, see what running the produced executable tells you it doesn't have.
- You should now have a working game with the executable in DIR/minetest/bin/minetest.exe
Bat script to build Windows releases of Minetest
This is how we build Windows releases.
set sourcedir=%CD% set installpath="C:\tmp\minetest_install" set irrlichtpath="C:\tmp\irrlicht-1.7.2" set builddir=%sourcedir%\bvc10 mkdir %builddir% pushd %builddir% cmake %sourcedir% -G "Visual Studio 10" -DIRRLICHT_SOURCE_DIR=%irrlichtpath% -DRUN_IN_PLACE=TRUE -DCMAKE_INSTALL_PREFIX=%installpath% if %errorlevel% neq 0 goto fail "C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" ALL_BUILD.vcxproj /p:Configuration=Release if %errorlevel% neq 0 goto fail "C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" INSTALL.vcxproj /p:Configuration=Release if %errorlevel% neq 0 goto fail "C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" PACKAGE.vcxproj /p:Configuration=Release if %errorlevel% neq 0 goto fail popd echo Finished. exit /b 0 :fail popd echo Failed. exit /b 1
Windows Installer using WIX Toolset
- Visual Studio 2017
- Wix Toolset
In Visual Studio 2017 Installer select "Optional Features" -> "Wix Toolset"
Build the binaries like described above, but make sure you unselect "RUN_IN_PLACE".
Open the generated Project file with VS. Right click "PACKAGE" and choose "Generate". It may take some minutes to generate the installer.
We provide Minetest server docker images using the Gitlab mirror registry.
Images are built on each commit and available using the following tag scheme:
registry.gitlab.com/minetest/minetest/server:<branch/tag>(current branch or current tag)
registry.gitlab.com/minetest/minetest/server:<commit-id>(current commit id)
If you want to test it on a docker server, you can easily run:
sudo docker run registry.gitlab.com/minetest/minetest/server:<docker tag>
If you want to use it in a production environment you should use volumes bound to the docker host to persist data and modify the configuration:
sudo docker create -v /home/minetest/data/:/var/lib/minetest/ -v /home/minetest/conf/:/etc/minetest/ registry.gitlab.com/minetest/minetest/server:master
Data will be written to
/home/minetest/data on the host, and configuration will be read from
Note: If you don't understand the previous commands, please read the official Docker documentation before use.
You can also host your minetest server inside a Kubernetes cluster. See our example implementation in
major.minor.patch since 5.0.0-dev. Prior to that we used
- Major is incremented when the release contains breaking changes, all other numbers are set to 0.
- Minor is incremented when the release contains new non-breaking features, patch is set to 0.
- Patch is incremented when the release only contains bugfixes and very minor/trivial features considered necessary.
Since 5.0.0-dev and 0.4.17-dev, the dev notation refers to the next release,
i.e.: 5.0.0-dev is the development version leading to 5.0.0.
Prior to that we used