Add basic developer documentation
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DEVELOPERS.md
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DEVELOPERS.md
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# Developer information
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This file explains information to document the code of Repixture and information for people
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wanting to develop or mod Repixture.
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Note the focus of Repixture is not to be a "base for modding", but to be a standalone
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game in its own right. That having said, Repixture also doesn't actively oppose
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modding.
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## Some modding rules
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* Crafting recipes (except cooking and fuel recipes) **MUST**
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be registered through `rp_crafting`.
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* Modifying player physics (like running speed)
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**MUST** be done via `rp_player_effects`.
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## Mod APIs
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Some mods provide APIs to interact with. Check out the respective mod directories for a
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file named `API.md`.
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Mods with documented APIs:
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* `rp_crafting`: Add crafting recipes
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* `rp_achievements`: Add and trigger achievements
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* `rp_door`: Add doors
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* `rp_player_effects`: Add player effects (required if you want to modify player physics)
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* `tt`: Custom tooltips
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Beware: Calling functions that are not documented are NOT guaranted to be stable
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in future versions, so use them with care.
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## Groups
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A reference of all groups used in this game can be found in `DEV_GROUPS.md`.
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# Group reference
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This file is developer documentation that documents all the groups used in this game.
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## Item groups
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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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### 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`: Which slots 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. 2 = eatable. 3 = drinkable
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* `nav_compass`: Is a compass. Rating = current pointing direction (1 to 8)
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* `spawn_egg`: Item that spawns mobs
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## Node groups
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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
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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
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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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### 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
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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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* `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
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* `stair`: Stair
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* `path`: A path node like the Dirt Path
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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
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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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* `sand`: Sand
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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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* `fleshy`: The damage group used for everything that takes damage
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