groups.txt 2.9 KB

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  1. Node and Item Groups used in Exile
  2. ==================================
  3. Misc:
  4. -----
  5. not_in_creative_inventory
  6. slippery
  7. falling_node
  8. attached_node
  9. Diggging:
  10. ---------
  11. Values from 1 - 3, with 1 being hardest
  12. `cracky`: brittle, hard things. e.g. stone
  13. `choppy`: hard, flexible things e.g. wood
  14. `crumbly`: loose things e.g. sand
  15. `snappy`: soft, tearable things e.g. plants.
  16. Fire:
  17. -----
  18. `flammable`: can catch fire. Value = 1. Use, on_burn = function(pos) for custom post fire results.
  19. `igniter`: can ignite flammable.
  20. `cools_lava`: will cool neighboring lava to basalt
  21. `puts_out_fire`: will extinguish neighboring flames and fires
  22. Liquids:
  23. --------
  24. `water`: 1 = fresh, 2 = salt
  25. stone
  26. ------
  27. `stone`: naturally occurring hard rock
  28. `soft_stone`: naturally occurring soft sedimentary semi-rock, drops the sediment
  29. Sediment
  30. ---------
  31. `sediment`: 1 = loam, 2 = clay, 3 = silt, 4 = sand, 5 = gravel. Things plants might grow on, absorbs water.
  32. `wet_sediment`: same as above, but soaked with water. 1=fresh, 2= salt.
  33. `spreading`: Living surface e.g. clay with grass, spreads to exposed clay.
  34. `fertilizer`: restores depleted agricultural soil on punch
  35. `agricultural_soil`: Gives a boost to plant growth.
  36. `depleted_agricultural_soil`: gives a small boost to plant growth.
  37. Temperature:
  38. -----------
  39. `temp_effect`: 1 = is a source of cooling or heating (node must define `temp_effect` and `temp_effect_max`.
  40. 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)
  41. `temp_pass`: 1 = temperature effects can be transmitted through this node (e.g. a toothpick can't shield you against fire.)
  42. `heatable`: Can accumulate heat/cooling from temp_effect sources that use `climate.air_temp_source`.
  43. Must call `climate.heat_transfer` as part of node timer. Intended for pottery, smelting etc for direct heat transfers from fires etc.
  44. Value = % of dissipation speed. i.e. 100 means it dissipates at 100% of base speed (like air, which holds heat poorly),
  45. 10 means 10% of base speed (e.g. like metal which holds heat well). Allows different materials to lose heat and different rates.
  46. Plant groups
  47. -------------
  48. `herbaceous_plant`: Soft plant matter.
  49. `woody_plant`: twiggy plant matter. Can make into sticks
  50. `fibrous_plant`: tough stringy plant matter. Anything you might try using for string.
  51. `mushroom`: can grow in dark, likely a mushroom.
  52. `tree`: a tree trunk.
  53. `log`: dropped on felling tree. Used for timber crafts
  54. `cane_plant`: cane like plant, grows on top of itself in a pillar
  55. `seed`: a plant seed or spore. Will grow into a seedling.
  56. `seedling`: unused?
  57. `flora`: wild plants, will spread
  58. `bioluminescent`: a living thing that glows.
  59. pottery groups
  60. --------------
  61. `pottery`: can be broken into broken pottery
  62. construction material groups
  63. --------------
  64. `masonry`: solid bricks, blocks etc (e.g. can collect puddles)
  65. Tool groups:
  66. --------------
  67. `club`: 1= blunt weapon. can stun catch mobs on right click