164 lines
6.4 KiB
Markdown
164 lines
6.4 KiB
Markdown
# Group reference
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This file is developer documentation that documents all the non-special groups (i.e. not special according to
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`lua_api.txt`) used in this game.
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## Item groups
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This is the list of all groups used for items. Note: If no number/rating is specified, use 1 as rating.
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## Interactive item groups
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* `not_in_creative_inventory`: Item won't show up in Creative Inventory
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* `not_in_craft_guide`: Item won't show up in crafting guide
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* `no_item_drop`: This item can't exist as a dropped item on the ground. When dropping it, it is deleted instantly
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* `immortal_item`: In entity form, this item withstands damage and won't be destroyed by nodes that deal damage
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## Creative categorization
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These groups are mainly used for a better item sorting in Creative Mode.
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* `node`: Add this group for items that are considered nodes *in a gameplay* sense.
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Rarely needed, use this for items that are technically not nodes themselves, but they behave like
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placable nodes from the player-point of view. Example: Door craftitems.
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Implied if it was registered with `minetest.register_node`.
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* `tool`: Add this group for items that are considered tools *in a gameplay* sense.
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That’s an item that the player can use to perform a direct action, like digging, igniting blocks.
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Implied if item was registered with `minetest.register_tool`.
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* `craftitems`: Add this group for items that are considered craftitems *in a gameplay* sense.
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That’s an item that is neither a node nor tool. Usually for items only used for crafting with
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no inherent direct use.
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Implied if it was registered with `minetest.register_craftitem`.
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* `creative_decoblock`: Classifies nodes as "decorative node". This is for non-full cubes except slabs and stairs
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### Tools
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* `axe`: Axe
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* `shears`: Shears
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* `shovel`: Shovel
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* `sword`: Sword
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* `spear`: Spear
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* `supertool`: Super tool, i.e. a powerful tool for Creative Mode use only
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* `sheep_cuts`: For shears. Rating specifies how often it can shear sheep
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## Armor
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* `is_armor`: Item is an armor piece
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* `armor`: Item is an armor piece and rating specifies armor percentage
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* `armor_material`: Rating specifies armor material; number is assigned dynamically. Equal number means equal material.
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* `armor_slot`: Rating says which slot the armor piece belongs to: 1 = Helmet, 2 = Chestplate, 3 = Boots
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### Other item categorizations
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* `stick`: Stick
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* `bucket`: Any bucket
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* `bucket_water`: Bucket with water
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* `food`: Can be eaten by player. Rating: 2 = eatable, 3 = drinkable, 1 = unknown food type
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* `nav_compass`: Compass. Rating: 1 = normal compass, 2 = magnocompass
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* `spawn_egg`: Item that spawns mobs
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## Node groups
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This is the list of all groups used for nodes. Note: If no number/rating is specified, use 1 as rating.
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### Digging groups
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* `choppy`: Can be dug by brute force, like wood
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* `cracky`: Hard material like stone
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* `crumbly`: Soft material like dirt
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* `snappy`: Can be dug with fine tools like shears
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* `fleshy`: Node represents some kind of (semi-)living organism, so it can be "dug" easily by weapons
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* `handy`: Can be dug with bare hand
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* `oddly_breakable_by_hand`: Can be dug with bare hand, but for nodes where it seems unrealistic
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### Interactive node groups:
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* `soil`: For blocks that allow several plants to grow
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* `leafdecay`: Node decays if not close to a `tree` group node (max. distance = rating).
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Decaying will destroy the node and release the item drop except dropping itself.
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* `leafdecay_drop`: Must be used in combination with `leafdecay`.
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Decaying will release the item drop, and it can even drop itself.
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* `magnetic`: Node is magnetic and can magnetize stuff (like compass)
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* `unmagnetic`: Node is "unmagnetic", this means it can de-magnetize stuff
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* `locked`: Node is considered to be locked
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* `container`: Node has an inventory to store item(s)
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* `interactive_node`: Node can be interacted with (excluding pure container nodes)
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* `no_spawn_allowed_on`: If set, players can not (initially) spawn on this block
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* `spawn_allowed_in`: If set, players can spawn into this block (note: this group is ignored for the 'air' and 'ignore' nodes)
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* `_attached_node_top=1`: Node attaches to the top of another node. If the node above disappears, the node itself detaches
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### Node categorization
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* `dirt`: Any dirt (with or without cover)
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* `normal_dirt`: Any "normal" common dirt found in most temperate biomes (i.e. not swamp dirt or dry dirt) (with or without cover)
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* `dry_dirt`: Any dry dirt (with or without cover)
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* `swamp_dirt`: Any swamp dirt (with or without cover)
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* `grass_cover`: This node is covered with grass
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* `grass`: Any grass clump
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* `green_grass`: Any grass clump that is lush (“green”)
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* `normal_grass`: "Normal" grass clump
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* `dry_grass`: Dry grass clump
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* `swamp_grass`: Swamp grass clump
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* `plant`: Any node that is a plant (also for rooted plants)
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* `rooted_plant`: Node is a plant/full block hybrid using `plantlike_rooted` drawtype
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* `farming_plant`: Any plant used for farming
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* `plant_cotton`: Cotton plant (rating = growth stage)
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* `plant_wheat`: Wheat plant (rating = growth stage)
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* `sapling`: Sapling
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* `fern`: Fern
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* `flower`: Flower
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* `seed`: Seed
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* `seagrass`: Seagrass
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* `alga`: Alga
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* `leaves`: Any leaves
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* `dry_leaves`: Dry leaves
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* `lush_leaves`: Any non-dry leaves
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* `plantable_dry`: You can plant farming plants on it and this node is considered to be dry
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* `plantable_sandy`: You can plant farming plants on it and this node is considered to be made out of sand
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* `plantable_soil`: You can plant farming plants on it and this node is considered to be "normal" soil
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* `plantable_fertilizer`: This node is fertilized
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#### Shaped
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* `slab`: Slab (1 = normal slab, 2 = path slab)
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* `stair`: Stair
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* `path`: A path node like the Dirt Path (1 = normal path, 2 = path slab)
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* `door`: Any door
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* `door_wood`: Wooden door
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* `fence`: Fence
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* `sign`: Sign
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* `bed`: Bed segment
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* `torch`: Torch
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### Node material groups (used for full nodes only):
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* `planks`: Wooden planks
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* `wood`: Made out of wood
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* `tree`: Tree trunks
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* `stone`: Stone
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* `ore`: Ore
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* `sand`: Sand
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* `gravel`: Gravel
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* `sandstone`: Sandstone
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* `glass`: Glass
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* `fuzzy`: Wool, cotton bale, etc.
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### Liquids
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* `liquid`: Any liquid
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* `water`: Any water
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* `flowing_water`: Flowing water
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* `river_water`: Any river water
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* `swamp_water`: Any swamp water
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### Unused node groups
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* `flammable`
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## Damage groups
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This is the list of damage groups.
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* `fleshy`: This is the damage group used for everything that takes damage.
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