266 lines
8.8 KiB
Markdown
266 lines
8.8 KiB
Markdown
---
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title: Nodes, Items and Crafting
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layout: default
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root: ../
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---
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Introduction
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------------
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In this chapter we will learn how to register a new node or craftitem,
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and create craft recipes.
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* Item Strings
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* Textures
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* Registering a Craftitem
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* Foods
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* Registering a basic Node
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* Crafting
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* Groups
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Item Strings
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------------
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Each item, whether that be a node, craftitem, tool or entity, has an item string.\\
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This is sometimes referred to as registered name or just name.
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A string in programming terms is a piece of text.
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modname:itemname
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The modname is the name of the folder your mod is in.
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You may call the itemname any thing you like, however it should be relevant to
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what the item is, and it can't already be registered.
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### Overriding
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Overriding allows you to:
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* Redefine an existing item.
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* Use an item string with a different modname.
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To override, you prefix the item string with a colon, ``:``.
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Declaring an item as ``:default:dirt`` will override the default:dirt in the default mod.
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Textures
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--------
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Normally textures have a resolution of 16x16, but they can be in the order of 2: 16, 32, 64, 128, etc.
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Textures should be placed in textures/. Their name should match ``modname_itemname.png``.\\
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JPEGs are supported, but they do not support transparency and are generally bad quality at low resolutions.
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Registering a Craftitem
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-----------------------
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Craftitems are the simplest items in Minetest. Craftitems cannot be placed in the world.
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They are used in recipes to create other items, or they can be used be the player, such as food.
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{% highlight lua %}
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minetest.register_craftitem("mymod:diamond_fragments", {
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description = "Alien Diamond Fragments",
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inventory_image = "mymod_diamond_fragments.png"
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})
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{% endhighlight %}
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Item definitions like seen above are usually made up of an unique
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[item string](#item-strings) and a definition table. The definition table
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contains attributes which affect the behavour of the item.
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### Foods
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Foods are items that cure health. To create a food item, you need to define the on_use property like this:
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{% highlight lua %}
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minetest.register_craftitem("mymod:mudpie", {
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description = "Alien Mud Pie",
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inventory_image = "myfood_mudpie.png",
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on_use = minetest.item_eat(20)
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})
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{% endhighlight %}
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The number supplied to the minetest.item_eat function is the number of hit points that are healed by this food.
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Two hit points make one heart, and because there are 10 hearts there are 20 hitpoints.
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Hitpoints don't have to be integers (whole numbers), they can be decimals.
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Sometimes you may want a food to be replaced with another item when being eaten,
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for example smaller pieces of cake or bones after eating meat. To do this, use:
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minetest.item_eat(hp, replace_with_item)
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Where replace_with_item is an item string.
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### Foods, extended
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How about if you want to do more than just eat the item,
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such as send a message to the player?
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{% highlight lua %}
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minetest.register_craftitem("mymod:mudpie", {
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description = "Alien Mud Pie",
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inventory_image = "myfood_mudpie.png",
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on_use = function(itemstack, user, pointed_thing)
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hp_change = 20
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replace_with_item = nil
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minetest.chat_send_player(user:get_player_name(), "You ate an alien mud pie!")
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-- Support for hunger mods using minetest.register_on_item_eat
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for _, callback in pairs(core.registered_on_item_eats) do
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local result = callback(hp_change, replace_with_item, itemstack, user, pointed_thing)
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if result then
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return result
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end
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end
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if itemstack:take_item() ~= nil then
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user:set_hp(user:get_hp() + hp_change)
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end
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return itemstack
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end
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})
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{% endhighlight %}
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If you are creating a hunger mod, or if you are affecting foods outside of your
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mod, you should consider using minetest.register_on_item_eat
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Registering a basic node
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------------------------
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In Minetest, a node is an item that you can place.
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Most nodes are 1m x 1m x 1m cubes, however the shape doesn't
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have to be a cube - as we will explore later.
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Let's get onto it. A node's definition table is very similar to a craftitem's
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definition table, however you need to set the textures for the faces of the cube.
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{% highlight lua %}
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minetest.register_node("mymod:diamond", {
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description = "Alien Diamond",
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tiles = {"mymod_diamond.png"},
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is_ground_content = true,
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groups = {cracky=3, stone=1}
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})
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{% endhighlight %}
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Let's ignore ``groups`` for now, and take a look at the tiles.
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The ``tiles`` property is a table of texture names the node will use.
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When there is only one texture, this texture is used on every side.
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What if you would like a different texture for each side?
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Well, you give a table of 6 texture names, in this order:\\
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up (+Y), down (-Y), right (+X), left (-X), back (+Z), front (-Z).
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(+Y, -Y, +X, -X, +Z, -Z)
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Remember: +Y is upwards in Minetest, along with most video games.
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A plus direction means that it is facing positive co-ordinates,
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a negative direction means that it is facing negative co-ordinates.
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{% highlight lua %}
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minetest.register_node("mymod:diamond", {
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description = "Alien Diamond",
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tiles = {
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"mymod_diamond_up.png",
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"mymod_diamond_down.png",
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"mymod_diamond_right.png",
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"mymod_diamond_left.png",
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"mymod_diamond_back.png",
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"mymod_diamond_front.png"
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},
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is_ground_content = true,
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groups = {cracky = 3},
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drop = "mymod:diamond_fragments"
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-- ^ Rather than dropping diamond, drop mymod:diamond_fragments
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})
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{% endhighlight %}
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The is_ground_content attribute allows caves to be generated over the stone.
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Crafting
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--------
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There are several different types of crafting,
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identified by the ``type`` property.
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* shaped - Ingredients must be in the correct position.
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* shapeless - It doesn't matter where the ingredients are,
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just that there is the right amount.
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* cooking - Recipes for the furnace to use.
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* tool_repair - Used to allow the repairing of tools.
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Craft recipes do not use Item Strings to uniquely identify themselves.
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### Shaped
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Shaped recipes are the normal recipes - the ingredients have to be in the
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right place.
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For example, when you are making a pickaxe the ingredients have to be in the
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right place for it to work.
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{% highlight lua %}
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minetest.register_craft({
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output = "mymod:diamond_chair",
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recipe = {
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{"mymod:diamond_fragments", "", ""},
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{"mymod:diamond_fragments", "mymod:diamond_fragments", ""},
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{"mymod:diamond_fragments", "mymod:diamond_fragments, ""}
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}
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})
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{% endhighlight %}
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This is pretty self-explanatory. You don't need to define the type, as
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shaped crafts are default.
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If you notice, there is a blank column at the far end.
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This means that the craft must always be exactly that.
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In most cases, such as the door recipe, you don't care if the ingredients
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are always in an exact place, you just want them correct relative to each
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other. In order to do this, delete any empty rows and columns.
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In the above case, there is an empty last column, which, when removed,
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allows the recipe to be crafted if it was all moved one place to the right.
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{% highlight lua %}
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minetest.register_craft({
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output = "mymod:diamond_chair",
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recipe = {
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{"mymod:diamond_fragments", ""},
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{"mymod:diamond_fragments", "mymod:diamond_fragments",
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{"mymod:diamond_fragments", "mymod:diamond_fragments}
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}
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})
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{% endhighlight %}
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(Explainations of more crafting types are coming soon)
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Groups
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------
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Items can be members of many groups, and groups may have many members.
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Groups are usually identified using ``group:group_name``
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There are several reason you use groups.
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Groups can be used in crafting recipes to allow interchangeability
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of ingredients. For example, you may use group:wood to allow any wood
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item to be used in the recipe.
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### Dig types
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Let's look at our above ``mymod:diamond`` definition. You'll notice this line:
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{% highlight lua %}
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groups = {cracky = 3}
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{% endhighlight %}
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Cracky is a digtype. Dig types specify what type of the material the node is
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physically, and what tools are best to destroy it.
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| Group | Description |
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| crumbly | dirt, sand |
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| cracky | tough but crackable stuff like stone. |
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| snappy | something that can be cut using fine tools; e.g. leaves, smallplants, wire, sheets of metal |
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| choppy | something that can be cut using force; e.g. trees, wooden planks |
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| fleshy | Living things like animals and the player. This could imply some blood effects when hitting. |
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| explody | Especially prone to explosions |
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| oddly_breakable_by_hand | Torches, etc, quick to dig |
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