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- Node and Item Groups used in Exile
- ==================================
- Misc:
- -----
- not_in_creative_inventory
- slippery
- falling_node
- attached_node
- Diggging:
- ---------
- Values from 1 - 3, with 1 being hardest
- `cracky`: brittle, hard things. e.g. stone
- `choppy`: hard, flexible things e.g. wood
- `crumbly`: loose things e.g. sand
- `snappy`: soft, tearable things e.g. plants.
- Fire:
- -----
- `flammable`: can catch fire. Value = 1. Use, on_burn = function(pos) for custom post fire results.
- `igniter`: can ignite flammable.
- `cools_lava`: will cool neighboring lava to basalt
- `puts_out_fire`: will extinguish neighboring flames and fires
- Liquids:
- --------
- `water`: 1 = fresh, 2 = salt
- stone
- ------
- `stone`: naturally occurring hard rock
- `soft_stone`: naturally occurring soft sedimentary semi-rock, drops the sediment
- Sediment
- ---------
- `sediment`: 1 = loam, 2 = clay, 3 = silt, 4 = sand, 5 = gravel. Things plants might grow on, absorbs water.
- `wet_sediment`: same as above, but soaked with water. 1=fresh, 2= salt.
- `spreading`: Living surface e.g. clay with grass, spreads to exposed clay.
- `fertilizer`: restores depleted agricultural soil on punch
- `agricultural_soil`: Gives a boost to plant growth.
- `depleted_agricultural_soil`: gives a small boost to plant growth.
- Temperature:
- -----------
- `temp_effect`: 1 = is a source of cooling or heating (node must define `temp_effect` and `temp_effect_max`.
- See climate. Might want to use `climate.air_temp_source`. temp_effect_max is it's own internal temperature. e.g. if a fire wasn't 600C it wouldn't be a fire)
- `temp_pass`: 1 = temperature effects can be transmitted through this node (e.g. a toothpick can't shield you against fire.)
- `heatable`: Can accumulate heat/cooling from temp_effect sources that use `climate.air_temp_source`.
- Must call `climate.heat_transfer` as part of node timer. Intended for pottery, smelting etc for direct heat transfers from fires etc.
- Value = % of dissipation speed. i.e. 100 means it dissipates at 100% of base speed (like air, which holds heat poorly),
- 10 means 10% of base speed (e.g. like metal which holds heat well). Allows different materials to lose heat and different rates.
- Plant groups
- -------------
- `herbaceous_plant`: Soft plant matter.
- `woody_plant`: twiggy plant matter. Can make into sticks
- `fibrous_plant`: tough stringy plant matter. Anything you might try using for string.
- `mushroom`: can grow in dark, likely a mushroom.
- `tree`: a tree trunk.
- `log`: dropped on felling tree. Used for timber crafts
- `cane_plant`: cane like plant, grows on top of itself in a pillar
- `seed`: a plant seed or spore. Will grow into a seedling.
- `seedling`: unused?
- `flora`: wild plants, will spread
- `bioluminescent`: a living thing that glows.
- pottery groups
- --------------
- `pottery`: can be broken into broken pottery
- construction material groups
- --------------
- `masonry`: solid bricks, blocks etc (e.g. can collect puddles)
- Tool groups:
- --------------
- `club`: 1= blunt weapon. can stun catch mobs on right click
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