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130 lines
6.3 KiB
Markdown
130 lines
6.3 KiB
Markdown
## Groups
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This document explains all the groups used in this subgame.
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### Special groups
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* `not_in_creative_inventory=1`: Item will not be shown in creative inventory
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* `not_in_craft_guide=1`: Item will not be shown as result or fuel item in crafting guide (but still may be shown as ingredient)
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### Digging time groups
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The basic digging time groups determine by which tools a node can be dug.
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* `pickaxey`: Diggable by pickaxe. The rating is for the possible tool materials in which the node will make its useful drop:
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* `pickaxey=1`: Wood, gold, stone, iron and diamond
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* `pickaxey=2`: Gold, stone, iron and diamond
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* `pickaxey=3`: Stone, iron and diamond
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* `pickaxey=4`: Iron and diamond
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* `pickaxey=5`: Diamond
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* `axey`: Axe. Rating is same as for `pickaxey`
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* `shovely`: Shovel. Rating is same as for `pickaxey`
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* `swordy=1`: Diggable by sword (any material), and this node is *not* a cobweb
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* `swordy_cobweb=1`: Diggable by sword (any material), and this node is a cobweb
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* `shearsy=1`: Diggable by shears, and this node is *not* wool
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* `shearsy=wool=1`: Diggable by shears, and this node is wool
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* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
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* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
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Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
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### Groups for interactions
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* `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
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* `cultivatable=2`: Block will be turned into Farmland by using a hoe on it
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* `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
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* `flammable`: Block helps spreading fire and gets destroyed by nearby fire (rating doesn't matter)
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* `soil=1`: Saplings and other small plants can grow on it
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* `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
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* `soil_sapling=1`: Artificial soil (such as farmland) for saplings. Some saplings will not grow on this
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* `soil_sugarcane=1`: Sugar canes will grow on this near water
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* `soil_nether_wart=1`: Nether wart will grow on this
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* `disable_suffocation=1`: Disables suffocation for full solid cubes (1)
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* `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
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#### Footnotes
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1. Normally, all walkable blocks with the default 1×1×1 cube as a collision box (e.g. sand,
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gravel, stone, but not fences) will damage the players while their head is inside. This
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is called “suffocation”. Setting this group disables this behaviour
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### Groups (mostly) used for crafting recipes
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* `sand=1`: Sand (any color)
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* `sandstone=1`: (Yellow) sandstone and related nodes (chiseled and the like) (only full blocks)
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* `redsandstone=1`: Red sandstone and related nodes (chiseled and the like) (only full blocks)
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* `quartz_block=1`: Quartz Block and variants (chiseled, pillar, etc.) (only full blocks)
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* `stonebrick=1`: Stone Bricks and related nodes (only full blocks)
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* `shulker_box=1`: Block is a shulker box
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* `tree=1`: Oak Wood, Birch Wood, etc. (tree trunks)
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* `wood=1`: Oak Wood Planks, Birch Wood Planks, etc. (only full blocks)
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* `wood_slab=1`: Slabs made out of a kind of wooden planks
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* `wood_stairs=1`: Stairs made out of a kind of wooden planks
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* `coal=1`: Coal of any kind (lumps only, not blocks)
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* `wool=1`: Wool (only full blocks)
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* `carpet=1:` (Wool) carpet
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* `stick=1`: Stick
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### Declarative groups
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These groups are used mostly for informational purposes
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* `solid=1`: Solid block (automatically assigned)
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* `not_solid=1`: Block is sold (only assign this group for nodes which are automatically detected as “solid” in error
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* `water=1`: Water
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* `lava=1`: Lava
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* `torch`: Torch or torch-like node
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* `torch=1`: Torch on floor
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* `torch=2`: Torch at wall
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* `liquid`: Block is a liquid
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* `liquid=1`: Unspecified type
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* `liquid=2`: Water
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* `liquid=3`: Lava
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* `fence=1`: Fence
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* `fence_gate=1`: Fence gate
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* `fence_wood=1`: Wooden fence
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* `fence_nether_brick=1`: Nether brick fence
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* `flower_pot`: Flower pot
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* `flower_pot=1`: Empty flower pot
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* `flower_pot=2`: Flower pot with a plant or flower
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* `book=1`: Book
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* `pane=1`: Node is a “pane”-like node glass pane or iron bars
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* `bed=1`: Bed
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* `door=1`: Door
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* `door=2`: Trapdoor
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* `glass=1`: Glass (full cubes only)
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* `rail=1`: Rail
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* `music_record`: Music Disc (rating is track ID)
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* `tnt=1`: Block is TNT
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* `boat=1`: Boat
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* `minecart=1`: Minecart
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* `food`: Item is a comestible item which can be consumed (healthy or unhealthy)
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* `food=2`: Food
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* `food=3`: Drink (including soups)
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* `food=1`: Other/unsure
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* `eatable`: Item can be *directly* eaten by wielding + left click (`on_use=item_eat`). Rating is the satiation gain
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* `cocoa`: Node is a cocoa pod (rating is growth stage, ranging from 1 to 3)
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* `ammo=1`: Item is used as ammo for a weapon
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* `ammo_bow=1`: Item is used as ammo for bows
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* `container`: Node is a container which physically stores items within and has at least 1 inventory
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* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
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* `container=3`: Same as `container=2`, but shulker boxes can not be inserted
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* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`
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* `container=1`: Other/unspecified container type
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* `spawn_egg=1`: Spawn egg
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* `weapon=1`: Item is primarily (!) a weapon
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* `tool=1`: Item is primarily (!) a tool
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* `craftitem=1`: Item is primarily (!) used for crafting
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* `brewitem=1`: Item is primarily (!) used in brewing
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* `transport=1`: Item is used for transportation
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* `building_block=1`: Block is a building block
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* `deco_block=1`: Block is a decorational block
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## Fake item groups
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These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
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You should not add custom items to these groups for no good reason, this is likely to cause a ton of conflicts.
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* `clock=1`: Clock
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* `compass`: Compass (rating doesn't matter)
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This has the following implication: If you want to use a compass or clock in a crafting recipe, you *must*
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use `group:compass` or `group:clock`, respectively.
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