7.3 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 instantlyimmortal_item
: In entity form, this item withstands damage and won't be destroyed by nodes withdestroys_items
group
Creative categorization
These groups are mainly used for a better item sorting in Creative Mode.
-
node
: Add this group for items that are considered nodes in a gameplay sense. Rarely needed, use this for items that are technically not nodes themselves, but they behave like placable nodes from the player-point of view. Example: Door craftitems. Implied if it was registered withminetest.register_node
. -
tool
: Add this group for items that are considered tools in a gameplay sense. That’s an item that the player can use to perform a direct action, like digging, igniting blocks. Implied if item was registered withminetest.register_tool
. -
craftitems
: Add this group for items that are considered craftitems in a gameplay sense. That’s an item that is neither a node nor tool. Usually for items only used for crafting with no inherent direct use. Implied if it was registered withminetest.register_craftitem
. -
creative_decoblock
: Classifies nodes as "decorative node". This is for non-full cubes except slabs and stairs
Tools
axe
: Axeshears
: Shearsshovel
: Shovelsword
: Swordspear
: Spearweapon
: Weapon (item that is primarily used for attacks)supertool
: 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 lockedcontainer
: Node has an inventory to store item(s)interactive_node
: Node can be interacted with (excluding pure container nodes)no_spawn_allowed_on
: If set, players can not (initially) spawn on this blockspawn_allowed_in
: If set, players can spawn into this block (note: this group is ignored for the 'air' and 'ignore' nodes)destroys_items
: If set, node will destroy any item that is inside this node (unless the item hasimmortal_item
set)uses_canonical_compass
: This is used for nodes that can carry a compass. If this group is set, the compass will be added to the node in "canonical" form, i.e. the needle always faces upwards. Otherwise, the compass needle is adjusted according to the node position and rotation (wallmounted/facedir).seed
: A farming item that can be planted on the ground to spawn a plant that will grow over time. Usually this is a seed, but it does not have to be._attached_node_top=1
: Node attaches to the top of another node. If the node above disappears, the node itself detaches
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 (also for rooted plants) -
rooted_plant
: Node is a plant/full block hybrid usingplantlike_rooted
drawtype -
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 -
seagrass
: Seagrass -
alga
: Alga -
leaves
: Any leaves -
dry_leaves
: Dry leaves -
lush_leaves
: Any non-dry leaves -
spikes
: Spikes -
item_showcase
: Item showcase -
plantable_dry
: You can plant farming plants on it and this node is considered to be dry -
plantable_wet
: You can plant farming plants on it and this node is considered to be wet -
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
: Slab (1 = normal slab, 2 = path slab)stair
: Stairpath
: A path node like the Dirt Path (1 = normal path, 2 = path slab)door
: 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
: Stoneore
: Oresand
: Sandgravel
: Gravelsandstone
: 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.