2 This document explains all the groups used in this subgame.
6 * `not_in_creative_inventory=1`: Item will not be shown in creative inventory
7 * `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)
9 ### Digging time groups
11 The basic digging time groups determine by which tools a node can be dug.
13 * `pickaxey`: Diggable by pickaxe. The rating is for the possible tool materials in which the node will make its useful drop:
14 * `pickaxey=1`: Wood, gold, stone, iron and diamond
15 * `pickaxey=2`: Gold, stone, iron and diamond
16 * `pickaxey=3`: Stone, iron and diamond
17 * `pickaxey=4`: Iron and diamond
18 * `pickaxey=5`: Diamond
19 * `axey`: Axe. Rating is same as for `pickaxey`
20 * `shovely`: Shovel. Rating is same as for `pickaxey`
21 * `swordy=1`: Diggable by sword (any material), and this node is *not* a cobweb
22 * `swordy_cobweb=1`: Diggable by sword (any material), and this node is a cobweb
23 * `shearsy=1`: Diggable by shears, and this node is *not* wool
24 * `shearsy=wool=1`: Diggable by shears, and this node is wool
25 * `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
26 * `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
28 Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
30 ### Groups for interactions
32 * `crush_after_fall=1`: For falling nodes. These will crush whatever they hit after falling, not dropping as an item
33 * `dig_by_water=1`: Blocks with this group will drop when they are near flowing water
34 * `destroy_by_lava_flow=1`: Blocks with this group will be destroyed by flowing lava
35 * `dig_by_piston=1`: Blocks which will drop as an item when pushed by a piston. They also cannot be pulled by sticky pistons
36 * `cultivatable=2`: Block will be turned into Farmland by using a hoe on it
37 * `cultivatable=1`: Block will be turned into Dirt by using a hoe on it
38 * `flammable`: Block helps spreading fire and gets destroyed by nearby fire (rating doesn't matter)
39 * `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
40 * `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
41 * `dirtifier=1`: This node turns nodes the above group into dirt when placed above
42 * `non_mycelium_plant=1`: A plant which can't grow on mycelium. Placing it on mycelium fails and if mycelium spreads below it, it uproots
43 * `soil=1`: Saplings and other small plants can grow on it
44 * `soil_sapling=2`: Soil for saplings. Intended to be natural soil. All saplings will grow on this
45 * `soil_sapling=1`: Artificial soil (such as farmland) for saplings. Some saplings will not grow on this
46 * `soil_sugarcane=1`: Sugar canes will grow on this near water
47 * `soil_nether_wart=1`: Nether wart will grow on this
48 * `enderman_takable=1`: Block can be taken and placed by endermen
49 * `disable_suffocation=1`: Disables suffocation for full solid cubes (1)
50 * `destroys_items=1`: If an item happens to be *inside* this node, the item will be destroyed
51 * `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
52 * `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
53 * `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
54 * `cauldron`: Cauldron. 1: Empty. 2-4: Water height
55 * `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
56 * `no_rename=1`: Item cannot be renamed by anvil
60 1. Normally, all walkable blocks with the default 1×1×1 cube as a collision box (e.g. sand,
61 gravel, stone, but not fences) will damage the players while their head is inside. This
62 is called “suffocation”. Setting this group disables this behaviour
64 ### Groups (mostly) used for crafting recipes
66 * `sand=1`: Sand (any color)
67 * `sandstone=1`: (Yellow) sandstone and related nodes (chiseled and the like) (only full blocks)
68 * `redsandstone=1`: Red sandstone and related nodes (chiseled and the like) (only full blocks)
69 * `quartz_block=1`: Quartz Block and variants (chiseled, pillar, etc.) (only full blocks)
70 * `stonebrick=1`: Stone Bricks and related nodes (only full blocks)
71 * `shulker_box=1`: Block is a shulker box
72 * `tree=1`: Oak Wood, Birch Wood, etc. (tree trunks)
73 * `wood=1`: Oak Wood Planks, Birch Wood Planks, etc. (only full blocks)
74 * `wood_slab=1`: Slabs made out of a kind of wooden planks
75 * `wood_stairs=1`: Stairs made out of a kind of wooden planks
76 * `coal=1`: Coal of any kind (lumps only, not blocks)
77 * `wool=1`: Wool (only full blocks)
78 * `carpet=1:` (Wool) carpet
80 * `water_bucket=1`: Bucket containing a liquid of group “water”
84 These groups correspond to the Minecraft materials. They classify the block into a type, indicating what the block is “made off”.
86 * `material_stone=1`: Stone
87 * `material_wood=1`: Wood
88 * `material_sand=1`: Sand
89 * `material_glass=1`: Glass
91 Currently, these groups are used for the note block.
92 Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
94 ### Declarative groups
95 These groups are used mostly for informational purposes
97 * `solid=1`: Solid full-cube block (automatically assigned)
98 * `opaque=1`: Opaque block (automatically assigned)
99 * `not_solid=1`: Block is not solid (only assign this group for nodes which are automatically detected as “solid” in error
100 * `not_opaque=1`: Block is not opaque (only assign this group for nodes which are automatically detected as “opaque” in error
104 * `top_snow=X`: Top snow with X layers (1-8)
105 * `torch`: Torch or torch-like node
106 * `torch=1`: Torch on floor
107 * `torch=2`: Torch at wall
108 * `liquid`: Block is a liquid
109 * `liquid=1`: Unspecified type
113 * `fence_gate=1`: Fence gate
114 * `fence_wood=1`: Wooden fence
115 * `fence_nether_brick=1`: Nether brick fence
116 * `flower_pot`: Flower pot
117 * `flower_pot=1`: Empty flower pot
118 * `flower_pot=2`: Flower pot with a plant or flower
120 * `place_flowerlike=1`: Node has placement rules like that of a flower
121 * `place_flowerlike=2`: Node has placement rules like tall grass
122 * `cake`: Cake (rating = slices left)
124 * `pane=1`: Node is a “pane”-like node glass pane or iron bars
127 * `trapdoor=1`: Closed trapdoor
128 * `trapdoor=2`: Open trapdoor
129 * `glass=1`: Glass (full cubes only)
131 * `music_record`: Music Disc (rating is track ID)
132 * `tnt=1`: Block is TNT
134 * `minecart=1`: Minecart
135 * `food`: Item is a comestible item which can be consumed (healthy or unhealthy)
137 * `food=3`: Drink (including soups)
138 * `food=1`: Other/unsure
139 * `eatable`: Item can be *directly* eaten by wielding + right click (`on_use=item_eat`). Rating is the satiation gain
140 * `cocoa`: Node is a cocoa pod (rating is growth stage, ranging from 1 to 3)
141 * `ammo=1`: Item is used as ammo for a weapon
142 * `ammo_bow=1`: Item is used as ammo for bows
143 * `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
144 * `container`: Node is a container which physically stores items within and has at least 1 inventory
145 * `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
146 * `container=3`: Same as `container=2`, but shulker boxes can not be inserted
147 * `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
148 It is expected that this also reacts on `on_timer`;
149 the node timer must be started from other mods when they add into `"src"` or `"fuel"`
150 * `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
151 list. Both inventories are considered to belong together. This is used for large chests.
152 * `container=6`: Same as above, but for the right part.
153 * `container=1`: Other/unspecified container type
154 * `spawn_egg=1`: Spawn egg
156 * `pressure_plate=1`: Pressure plate (off)
157 * `pressure_plate=2`: Wooden pressure (on)
158 * `button=1`: Button (off)
159 * `button=2`: Button (on)
160 * `redstone_torch=1`: Redstone Torch (lit)
161 * `redstone_torch=2`: Redstone Torch (unlit)
163 * `plant=1`: Plant or part of a plant
164 * `double_plant`: Part of a double-sized plant. 1 = lower part, 2 = upper part
166 * `weapon=1`: Item is primarily (!) a weapon
167 * `tool=1`: Item is primarily (!) a tool
168 * `craftitem=1`: Item is primarily (!) used for crafting
169 * `brewitem=1`: Item is primarily (!) used in brewing
170 * `transport=1`: Item is used for transportation
171 * `building_block=1`: Block is a building block
172 * `deco_block=1`: Block is a decorational block
175 These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.
176 You should not add custom items to these groups for no good reason, this is likely to cause a ton of conflicts.
178 * `clock`: Clock (rating indicates the “frame”)
179 * `compass`: Compass (rating indicates the “frame”)
181 This has the following implication: If you want to use a compass or clock in a crafting recipe, you *must*
182 use `group:compass` or `group:clock`, respectively.