4.5 KiB
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 Inventorynot_in_craft_guide
: Item won't show up in crafting guideno_item_drop
: This item can't exist as a dropped item on the ground. When dropping it, it is deleted instantly
Tools
axe
: Axeshears
: Shearsshovel
: Shovelsword
: Swordspear
: Spearsupertool
: Super tool, i.e. a powerful tool for Creative Mode use onlysheep_cuts
: For shears. Rating specifies how often it can shear sheep
Armor
is_armor
: Item is an armor piecearmor
: Item is an armor piece and rating specifies armor percentagearmor_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
: Stickbucket
: Any bucketbucket_water
: Bucket with waterfood
: Can be eaten by player. Rating: 2 = eatable, 3 = drinkable, 1 = unknown food typenav_compass
: Compass. Rating: 1 = normal compass, 2 = magnocompassspawn_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 woodcracky
: Hard material like stonecrumbly
: Soft material like dirtsnappy
: Can be dug with fine tools like shearsfleshy
: Node represents some kind of (semi-)living organism, so it can be "dug" easily by weaponshandy
: Can be dug with bare handoddly_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 growleafdecay
: Node decays if not close to atree
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 withleafdecay
. 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 stufflocked
: Node is considered to be locked
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 -
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 -
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
: Slabstair
: Stairpath
: A path node like the Dirt Pathdoor
: Any doordoor_wood
: Wooden doorfence
: Fencesign
: Signbed
: Bed segmenttorch
: Torch
Node material groups (used for full nodes only):
planks
: Wooden plankswood
: Made out of woodtree
: Tree trunksstone
: Stonesand
: Sandsandstone
: Sandstoneglass
: Glassfuzzy
: Wool, cotton bale, etc.
Liquids
liquid
: Any liquidwater
: Any waterflowing_water
: Flowing waterriver_water
: Any river waterswamp_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.