# Group reference This file is a technical documentation of all the groups used for the items and nodes in the game. ## Node group reference This is a reference of all groups used for nodes. ### Digging groups * `breakable=1`: Node is breakable with Ultra Pickaxe * `punchdig=1`: Node breaks when punched * `takable=1`: Node can be taken by player during an active game ### Gameplay groups * `rotatable`: Node is rotatable by hook item * `1`: Always rotatable * `2`: (unused) * `3`: Rotatable in editor/dev mode only * `laser_destroys`: Node is destroyed when a laser touches it * `1`: Immediate destruction * `2`: Node catches fire first, then is destroyed. `_lzr_active` must contain the name of the burning variant. The burning variant in turn must have `_lzr_inactive` * `3`: Same as `2`, but gets ignited from the top only * `explosion_destroys=1`: Node will be destroyed by explosions * `laser_incompatible=1`: The node is "incompatible" with lasers. (see `CODE_DOCUMENTATION.md`) * `flammable=1`: Node catches fire (or is ignited) from any neighboring burning block from any side * `flammable=2`: Node catches fire (or is ignited) from a neighboring burning block on its top side * `spawner=1`: Node spawns an entity when the level is loaded ### Laser node groups * `laser=X`: Node *is* a laser node, consisting of 1 to 3 laser beams (X = number uniquely identifying each possible combination of laser axes and colors) (not including blocks that *interact* with lasers like mirrors) * `laser_block=1`: A "laser block", a node that interacts with lasers without being a laser itself. * `laser_block_color=X`: A laser block with an associated laser color (X = colorcode, see `lzr_globals`) #### Laser blocks Group rating 1 is for the inactive state, group rating 2 is for the active state. * `emitter`: Emitter * `emitter_color=X`: Emitter color (X = colorcode, see `lzr_globals`) * `detector`: Detector * `detector_color=X`: Colored detector (X = colorcode, see `lzr_globals`) * `crystal`: Crystal * `mirror`: Mirror (normal) * `transmissive_mirror`: Transmissive Mirror * `double_mirror`: Double Mirror * `hollow_barrel`: Hollow barrel * `shy_skull`: Shy Skull * `cursed_skull`: Cursed Skull * `lightbox`: Any lightbox, can be turned on or off * `barricade`: Barricade * `bomb`: Bomb * `mixer`: Mixer * `cabinet_half`: Half cabinet * `ships_wheel`: Ship’s wheel * `palm_leaves`: Palm leaves * `laser_element_*`: Generic default group name assigned to less important laser blocks, like slabs. (The asterisk is a placeholder) * `barrier`: Invisible barrier preventing player from passing through. NOTE: Nodes of this group must support a single laser going through the node. Barrier nodes may only be placed as part of the level boundary and not anywhere else * `barrier=1`: Without laser * `barrier=2`: With laser * `rain_membrane`: Same as `barrier` but additionally, raindrops can fall through * `rain_membrane=1`: Without laser * `rain_membrane=2`: With laser ### Trigger groups Some nodes can trigger other nodes or be triggered, causing a special event to happen. * `sender=1`: Block is a sender and can send signals to receivers * `receiver=1`: Block is a receiver and can accept signals from senders * `orphan_receiver=1`: Node is not a receiver itself, but it represents a state of a group of nodes, one of which is a receiver. Only used for informational purposes. ### Misc. categorization groups * `treasure=1`: Treasure * `teleporter`: Teleporter * `chest`: Chest * `1`: closed, unlocked * `2`: closed, locked * `3`: open, empty * `4`: open, with treasure * `chest_closed=1`: Closed chest * `chest_open=1`: Open chest * `chest_open_treasure=1`: Open chest with treasure * `water=3`: Water * `liquid=3`: Node is a liquid in a semantic sense * `pane=1`: Pane (flat window-like block) * `door`: Door segment * `1`: Bottom segment * `2`: Top segment * `door_exit=1`: Exit door segment * `door_locked=1`: Locked door segment * `stair`: Stair * `1`: Normal stair * `2`: Inner stair * `3`: Outer stair * `skull`: Any skull (cursed or shy) * `1`: Active * `2`: Inactive * `cracked=1`: Node has visible cracks (usually in stone) Usually combined with `explosion_destroys` * `potted_flower=1`: Any potted flower * `plant=1`: Any small decorative plant (standalone) * `plant_on_ground=1`: A node that is a block with a plant *on* it (using `plantlike_rooted` or similar) * `stone=1`: Stone * `ground=1`: Soft ground like dirt, sand, seabed, etc. * `furniture=1`: Furniture like chair, table, etc. but also workstations like forge * `leaves=1`: Leaves and foliage * `fruit=1`: Fruit, nut, vegetable, or similar * `wood=1`: Wooden planks * `tree=1`: Tree trunk * `thatch=1`: Thatch * `cloth=1`: Cloth * `glass=1`: Glass * `crate=1`: Crate / box * `barrel=1`: Barrel (for storage) * `slab`: Slab * `1`: bottom * `2`: top * `double_slab`: Double slab ## Item groups reference This is a reference of groups for all items that are not nodes. * `pickaxe=1`: Pickaxe * `bucket=1`: Bucket * `editor_tool=1`: This tool is meant specifically for level editing * `dev_tool=1`: This tool is for development purposes