Repixture/DEV_GROUPS.md

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Group reference

This file is developer documentation that documents all the non-special groups (i.e. not special according to lua_api.txt) used in this game.

Item groups

This is the list of all groups used for items. Note: If no number/rating is specified, use 1 as rating.

Interactive item groups

  • not_in_creative_inventory: Item won't show up in Creative Inventory
  • not_in_craft_guide: Item won't show up in crafting guide
  • no_item_drop: This item can't exist as a dropped item on the ground. When dropping it, it is deleted instantly
  • immortal_item: In entity form, this item withstands damage and won't be destroyed by nodes that deal damage

Creative categorization

These groups are mainly used for a better item sorting in Creative Mode.

  • node: Add this group for items that are considered nodes in a gameplay sense. Rarely needed, use this for items that are technically not nodes themselves, but they behave like placable nodes from the player-point of view. Example: Door craftitems. Implied if it was registered with minetest.register_node.

  • tool: Add this group for items that are considered tools in a gameplay sense. Thats an item that the player can use to perform a direct action, like digging, igniting blocks. Implied if item was registered with minetest.register_tool.

  • craftitems: Add this group for items that are considered craftitems in a gameplay sense. Thats an item that is neither a node nor tool. Usually for items only used for crafting with no inherent direct use. Implied if it was registered with minetest.register_craftitem.

  • creative_decoblock: Classifies nodes as "decorative node". This is for non-full cubes except slabs and stairs

Tools

  • axe: Axe
  • shears: Shears
  • shovel: Shovel
  • sword: Sword
  • spear: Spear
  • supertool: Super tool, i.e. a powerful tool for Creative Mode use only
  • sheep_cuts: For shears. Rating specifies how often it can shear sheep

Armor

  • is_armor: Item is an armor piece
  • armor: Item is an armor piece and rating specifies armor percentage
  • armor_material: Rating specifies armor material; number is assigned dynamically. Equal number means equal material.
  • armor_slot: Rating says which slot the armor piece belongs to: 1 = Helmet, 2 = Chestplate, 3 = Boots

Other item categorizations

  • stick: Stick
  • bucket: Any bucket
  • bucket_water: Bucket with water
  • food: Can be eaten by player. Rating: 2 = eatable, 3 = drinkable, 1 = unknown food type
  • nav_compass: Compass. Rating: 1 = normal compass, 2 = magnocompass
  • spawn_egg: Item that spawns mobs

Node groups

This is the list of all groups used for nodes. Note: If no number/rating is specified, use 1 as rating.

Digging groups

  • choppy: Can be dug by brute force, like wood
  • cracky: Hard material like stone
  • crumbly: Soft material like dirt
  • snappy: Can be dug with fine tools like shears
  • fleshy: Node represents some kind of (semi-)living organism, so it can be "dug" easily by weapons
  • handy: Can be dug with bare hand
  • oddly_breakable_by_hand: Can be dug with bare hand, but for nodes where it seems unrealistic

Interactive node groups:

  • soil: For blocks that allow several plants to grow
  • leafdecay: Node decays if not close to a tree group node (max. distance = rating). Decaying will destroy the node and release the item drop except dropping itself.
  • leafdecay_drop: Must be used in combination with leafdecay. Decaying will release the item drop, and it can even drop itself.
  • magnetic: Node is magnetic and can magnetize stuff (like compass)
  • unmagnetic: Node is "unmagnetic", this means it can de-magnetize stuff
  • locked: Node is considered to be locked
  • container: Node has an inventory to store item(s)
  • interactive_node: Node can be interacted with (excluding pure container nodes)
  • no_spawn_allowed_on: If set, players can not (initially) spawn on this block
  • spawn_allowed_in: If set, players can spawn into this block (note: this group is ignored for the 'air' and 'ignore' nodes)
  • _attached_node_top=1: Node attaches to the top of another node. If the node above disappears, the node itself detaches

Node categorization

  • dirt: Any dirt (with or without cover)

  • normal_dirt: Any "normal" common dirt found in most temperate biomes (i.e. not swamp dirt or dry dirt) (with or without cover)

  • dry_dirt: Any dry dirt (with or without cover)

  • swamp_dirt: Any swamp dirt (with or without cover)

  • grass_cover: This node is covered with grass

  • grass: Any grass clump

  • green_grass: Any grass clump that is lush (“green”)

  • normal_grass: "Normal" grass clump

  • dry_grass: Dry grass clump

  • swamp_grass: Swamp grass clump

  • plant: Any node that is a plant (also for rooted plants)

  • rooted_plant: Node is a plant/full block hybrid using plantlike_rooted drawtype

  • farming_plant: Any plant used for farming

  • plant_cotton: Cotton plant (rating = growth stage)

  • plant_wheat: Wheat plant (rating = growth stage)

  • sapling: Sapling

  • fern: Fern

  • flower: Flower

  • seed: Seed

  • seagrass: Seagrass

  • alga: Alga

  • leaves: Any leaves

  • dry_leaves: Dry leaves

  • lush_leaves: Any non-dry leaves

  • plantable_dry: You can plant farming plants on it and this node is considered to be dry

  • plantable_sandy: You can plant farming plants on it and this node is considered to be made out of sand

  • plantable_soil: You can plant farming plants on it and this node is considered to be "normal" soil

  • plantable_fertilizer: This node is fertilized

Shaped

  • slab: Slab (1 = normal slab, 2 = path slab)
  • stair: Stair
  • path: A path node like the Dirt Path (1 = normal path, 2 = path slab)
  • door: Any door
  • door_wood: Wooden door
  • fence: Fence
  • sign: Sign
  • bed: Bed segment
  • torch: Torch

Node material groups (used for full nodes only):

  • planks: Wooden planks
  • wood: Made out of wood
  • tree: Tree trunks
  • stone: Stone
  • ore: Ore
  • sand: Sand
  • gravel: Gravel
  • sandstone: Sandstone
  • glass: Glass
  • fuzzy: Wool, cotton bale, etc.

Liquids

  • liquid: Any liquid
  • water: Any water
  • flowing_water: Flowing water
  • river_water: Any river water
  • swamp_water: Any swamp water

Unused node groups

  • flammable

Damage groups

This is the list of damage groups.

  • fleshy: This is the damage group used for everything that takes damage.