lazarr_2025/GROUPS.md
2024-12-15 14:20:32 +01:00

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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: Ships 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