For Minetest 5.0 and above

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API Introduction

Awards and Triggers

An award is a single unlockable unit, registered like so:

awards.register_award("mymod:award", {
    description = "My Example Award",

Awards are unlocked either using awards.unlock() or by a trigger being fullfilled. A trigger is a condition which unlocks an award. Triggers are registered at the same time as an award is registered:

awards.register_award("mymod:award", {
    description = "My Example Award",
    trigger = {
        type   = "dig",
        node   = "default:stone",
        target = 10,

The above trigger type is an example of a counted_key trigger: rather than a single counter there's a counter per key - in this case the key is the value of the node field.

If you leave out the key in a counted_key trigger, then the total will be used instead. For example, here is an award which unlocks after you've placed 10 nodes of any type:

awards.register_award("mymod:award", {
    description = "Place 10 nodes!",
    trigger = {
        type   = "place",
        target = 10,

You can also register an Unlock Function, which can return the name of an award to unlock it:

awards.register_award("mymod:award", {
    title = "Lava Miner",
    description = "Mine any block while being very close to lava.",

awards.register_on_dig(function(player, data)
    local pos = player:get_pos()
    if pos and (minetest.find_node_near(pos, 1, "default:lava_source") or
            minetest.find_node_near(pos, 1, "default:lava_flowing")) then
        return "mymod:award"
    return nil

The above is a bad example as you don't actually need the stats data given. It would be better to register a dignode callback and call awards.unlock() if the condition is met.

Trigger Types

The trigger type is used to determine which event will cause the trigger will be fulfilled. The awards mod comes with a number of predefined types, documented in Builtin Trigger Types.

Trigger types are registered like so:

awards.register_trigger("chat", {
    type = "counted",
    progress = "@1/@2 chat messages",
    auto_description = { "Send a chat message", "Chat @1 times" },

minetest.register_on_chat_message(function(name, message)
    local player = minetest.get_player_by_name(name)
    if not player or string.find(message, "/")  then

A trigger type has a type as well, which determines how the data is stored and also how the trigger is fulfilled.

Trigger Type Types:

  • custom requires you handle the calling of awards.unlock() yourself. You also need to implement on_register() yourself. You'll also probably want to implement on_register() to catch awards registered with your trigger type.
  • counted stores a single counter for each player which is incremented by calling trigger:notify(player). Good for homogenous actions like number of chat messages, joins, and the like.
  • counted_key stores a table of counters each indexed by a key. There is also a total field (__total) which stores the sum of all counters. A counter is incremented by calling trigger:notify(player, key). This is good for things like placing nodes or crafting items, where the key will be the item or node name. If key is an item, then you should also add key_is_item = true to the trigger type definition.

As said, you could use a custom trigger if none of the other ones match your needs. Here's an example.

awards.register_trigger("foo", {
    type             = "custom",
    progress         = "@1/@2 foos",
    auto_description = { "Do a foo", "Foo @1 times" },

    on_register = function(self, award)
        print( .. " was registered with foo trigger type")

    for _, trigger in pairs( do
        -- trigger is either a trigger tables or
        --   or an unlock function.

        -- some complex logic
        if condition then

Award Difficulty

Difficulty is used to determine how awards are sorted in awards lists.

If the award trigger is counted, ie: the trigger requires a target property, then the difficulty multipler is timesd by target to get the overall difficulty. If the award isn't a counted type then the difficulty multiplier is used as the overal difficulty. Award difficulty affects how awards are sorted in a list - more difficult awards are further down the list.

In real terms, difficulty is a relative difficulty to do one unit of the trigger if its counted, otherwise it's the relative difficulty of completely doing the award (if not-counted). For the dig trigger type, 1 unit would be 1 node dug.

Actual code used to calculate award difficulty:

local difficulty = def.difficulty or 1
if def.trigger and then
    difficulty = difficulty *



  • awards.register_award(name, def), the def table has the following fields:
    • title - title of the award (defaults to name)
    • description - longer description of the award, displayed in Awards tab
    • difficulty - see Award Difficulty.
    • requires - list of awards that need to be unlocked before this one is visible.
    • prizes - list of items to give when you earn the award
    • secret - boolean if this award is secret (i.e. showed on awards list)
    • sound - SimpleSoundSpec table to play on unlock. false to disable unlock sound.
    • icon - the icon image. Defaults to awards_unknown.png.
    • hud_background - the background image used in the HUD to contain the text and icon. Defaults to awards_bg_default.png.
    • trigger - trigger definition, see Builtin Trigger Types.
    • on_unlock(name, def) - callback on unlock.
  • awards.registered_awards - table of award name to definition.
  • awards.register_on_unlock(func(name, def))
    • name is the player name
    • def is the award def.
    • return true to cancel HUD from appearing.
  • awards.unlock(player_name, award_name)
    • gives an award to a player
  • awards.get_award_states(player_name)
    • Returns list of tables, sorted by score, each having the fields:

      ```lua { name = "mymod:awardname", def = {}, -- Award definition unlocked = true, -- Whether award has been unlocked started = true, -- Whether any progress has been made score = 0, -- Score used in sorting

      -- Either a table or nil
      -- Will be nil if progress is indeterminable or
      -- if the award is unlocked
      progress = {
          current = 5,
          target  = 10,
          label   = "label", -- Label to show over progress bar

      } ```


  • awards.register_trigger(name, def), the def table has the following fields:
    • type - see trigger type types in Trigger Types.
    • progress - used to format progress, defaults to "%1/%2".
    • auto_description - a table of two elements. Each element is a format string. Element 1 is singular, element 2 is plural. Used for the award description (not title) if none is given.
    • on_register(self, award_def) - called when an award registers with this type.
    • "counted_key" only:
      • auto_description_total - Used if the trigger is for the total.
      • get_key(self, def) - get key for particular award, return nil for a total.
      • key_is_item - true if the key is an item name. On notify(), any watched groups will also be notified as group:groupname keys.
  • awards.registered_triggers - table of trigger name to definition.

Builtin Trigger Types

Callbacks (register a function to be run)

  • dig type: Dig a node.
    • node: the dug node type. If nil, all dug nodes are counted
  • place type: Place a node.
    • node: the placed node type. If nil, all placed nodes are counted
  • craft type: Craft something.
    • item: the crafted item type. If nil, all crafted items are counted
  • death type: Die.
    • reason: the death reason, one of the types in PlayerHPChangeReason (see lua_api.txt) or nil for total deaths.
  • chat type: Write a chat message.
  • join type: Join the server.
  • eat type: Eat an item.
    • item: the eaten item type. If nil, all eaten items are counted

(for all types) target - how many times to dig/place/craft/etc.

Each type has a register function like so:

  • awards.register_on_TRIGGERTYPE(func(player, data))
    • data is the player stats data
    • return award name or null


trigger = {
    type   = "dig",
    node   = "default:dirt", -- item, alias, or group
    target = 50,


trigger = {
    type   = "place",
    node   = "default:dirt", -- item, alias, or group
    target = 50,


trigger = {
    type   = "craft",
    item   = "default:dirt", -- item, alias, or group
    target = 50,


trigger = {
    type   = "death",
    reason = "fall",
    target = 5,


trigger = {
    type   = "chat",
    target = 100,


trigger = {
    type   = "join",
    target = 100,


trigger = {
    type   = "eat",
    item   = "default:apple",
    target = 100,



Do you recommend this mod?

  • Simply amazing

    My go-to mod for achievements, both gameplay and API wise.

    Gameplay (11/10): The gamelpay is awesome, really changes how I play Minetest; I have alot more goals and another reason to keep playing. Really enchances the experience, keeping me engaged with whatever I'm playing for hours!

    API (11/10): The API is really easy to use and covers a wide range of scenarios where you would like to reward the player.

    Recommended for players that want to more reasons to play, and modders who want to keep the player engaged.


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