5.1 KiB
5.1 KiB
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 Pickaxepunchdig=1
: Node breaks when punchedtakable=1
: Node can be taken by player during an active game
Gameplay groups
rotatable
: Node is rotatable by hook item1
: Always rotatable2
: (unused)3
: Rotatable in editor/dev mode only
laser_destroys
: Node is destroyed when a laser touches it1
: Immediate destruction2
: 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 as2
, but gets ignited from the top only
explosion_destroys=1
: Node will be destroyed by explosionslaser_incompatible=1
: The node is "incompatible" with lasers. (seeCODE_DOCUMENTATION.md
)flammable=1
: Node catches fire (or is ignited) from any neighboring burning block from any sideflammable=2
: Node catches fire (or is ignited) from a neighboring burning block on its top sidespawner=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, seelzr_globals
)
Laser blocks
Group rating 1 is for the inactive state, group rating 2 is for the active state.
emitter
: Emitteremitter_color=X
: Emitter color (X = colorcode, seelzr_globals
)detector
: Detectordetector_color=X
: Colored detector (X = colorcode, seelzr_globals
)crystal
: Crystalmirror
: Mirror (normal)transmissive_mirror
: Transmissive Mirrordouble_mirror
: Double Mirrorhollow_barrel
: Hollow barrelshy_skull
: Shy Skullcursed_skull
: Cursed Skulllightbox
: Any lightbox, can be turned on or offbarricade
: Barricadebomb
: Bombmixer
: Mixercabinet_half
: Half cabinetships_wheel
: Ship’s wheelpalm_leaves
: Palm leaveslaser_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 elsebarrier=1
: Without laserbarrier=2
: With laser
rain_membrane
: Same asbarrier
but additionally, raindrops can fall throughrain_membrane=1
: Without laserrain_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
: Treasureteleporter
: Teleporterchest
: Chest1
: closed, unlocked2
: closed, locked3
: open, empty4
: open, with treasure
chest_closed=1
: Closed chestchest_open=1
: Open chestchest_open_treasure=1
: Open chest with treasurewater=3
: Waterliquid=3
: Node is a liquid in a semantic sensepane=1
: Pane (flat window-like block)door
: Door segment1
: Bottom segment2
: Top segment
door_exit=1
: Exit door segmentdoor_locked=1
: Locked door segmentstair
: Stair1
: Normal stair2
: Inner stair3
: Outer stair
skull
: Any skull (cursed or shy)1
: Active2
: Inactive
cracked=1
: Node has visible cracks (usually in stone) Usually combined withexplosion_destroys
potted_flower=1
: Any potted flowerplant=1
: Any small decorative plant (standalone)plant_on_ground=1
: A node that is a block with a plant on it (usingplantlike_rooted
or similar)stone=1
: Stoneground=1
: Soft ground like dirt, sand, seabed, etc.furniture=1
: Furniture like chair, table, etc. but also workstations like forgeleaves=1
: Leaves and foliagefruit=1
: Fruit, nut, vegetable, or similarwood=1
: Wooden plankstree=1
: Tree trunkthatch=1
: Thatchcloth=1
: Clothglass=1
: Glasscrate=1
: Crate / boxbarrel=1
: Barrel (for storage)slab
: Slab1
: bottom2
: top
double_slab
: Double slab
Item groups reference
This is a reference of groups for all items that are not nodes.
pickaxe=1
: Pickaxebucket=1
: Bucketeditor_tool=1
: This tool is meant specifically for level editingdev_tool=1
: This tool is for development purposes