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Reference to an inventory.


Method Description
<source enclose="none">is_empty("listname")</source> return true if list is empty
<source enclose="none">get_size("listname")</source> get size of a list
<source enclose="none">set_size("listname", size)</source> set size of a list, avoid e.g. <source enclose="none">, 7*3)</source>, use <source enclose="none">, 21) --7*3</source> instead to avoid confusion with formspec#list
<source enclose="none">get_width("listname")</source> get width of a list
<source enclose="none">set_width("listname", width)</source> set width of list; currently used for crafting
<source enclose="none">get_stack("listname", i)</source> get a copy of stack index i in list
<source enclose="none">set_stack("listname", i, stack)</source> copy stack to index i in list
<source enclose="none">get_list("listname")</source> return full list
<source enclose="none">set_list("listname", list)</source> set full list (size will not change)
<source enclose="none">get_lists()</source> return full lists. Ex: {main={ItemStack,ItemStack...}, craft={..},hand={..}...}
<source enclose="none">set_lists(lists)</source> set full lists. Ex: {main={ItemStack,ItemStack...}, craft={..},hand={..}...}
<source enclose="none">[InvRef]add_item("listname", stack)</source> add item somewhere in list, returns leftover ItemStack
<source enclose="none">room_for_item("listname", stack)</source> returns true if the stack of items can be fully added to the list
<source enclose="none">contains_item("listname", stack)</source> returns true if the stack of items can be fully taken from the list
<source enclose="none">remove_item("listname", stack)</source> take as many items as specified from the list, returns the items that were actually removed (as an ItemStack)


  • A common mistake is to get an ItemStack from an inventory, change it, and expect the changes to carry through to the inventory. ItemStacks returned by and passed to inventory methods are not live objects, but are passed "by copy". In other words, if you get an ItemStack result and change it, the inventory will not be modified. You have to call one of the inventory manipulator methods (e.g. inv:set_stack(listName, changedStack)) for your changes to be reflected back in the inventory. This is also true of <source enclose="none">object:get_wielded_item()</source> and <source enclose="none">object:set_wielded_item(...)</source>, which just get and set the inventory stack the player has selected on the hotbar.