User talk:MentalMouse42/Sandbox/Tags Workspace

Musings/questions on class tags
--11:03, 28 January 2020 (UTC)
 * Does the keyword list need to be quoted?
 * I'm marking mech tools and accessories as class-mech -- anything that's not actually a mechanism
 * Should yoyo accessories get their own keyword? (All those strings)   Currently they're just class-melee
 * Most placeable items currently aren't getting classes. Should there be exceptions for movement-affecting blocks & furniture?
 * Portal Gun Station
 * asphalt
 * slime block (regular, pink, frozen)
 * ice
 * tracks (regular, pressure, booster)
 * Currently excluding hooks and minecarts/pieces
 * Wound up giving classes to the blocks and tracks. --MentalMouse42 (talk) 23:05, 6 February 2020 (UTC)

Biomes and bars
Right now I'm thinking any items with shadow-scales or tissue samples get the matching biome, but most other bar items shouldn't get biome tags. Perhaps they should get bar-* tags.... Items in question: -- MentalMouse42 (talk) 11:29, 8 February 2020 (UTC)
 * Hellstone -- leaning toward an exception because it's clearly associated with the Underworld.
 * Chlorophyte -- ditto, for Jungle, but the ore can be farmed elsewhere. On the flip side, most of the stuff is either bars-only, or "crossovers" with other biomes (see below)
 * Meteorite -- less appealing, because it's a minor biome anyway, but it does have a bunch of weapons that aren't just bars.
 * Shroomite -- only a couple of items aren't bar-only; the mushroom biome has a furniture set and Truffle's wares
 * Spectre Bars -- a few items, would be appended to the lengthy Dungeon list.
 * Honey dispenser and furniture: biome-jungle seems natural, but I wonder if it should instead be boss-bee
 * living wood: Should living wood items be biome-forest? living mahogany is naturally biome-jungle

Implicit tagging
Notes on "Implicit" tags nominally covered by other flags or values. The question is whether or when it is worth duplicating the info into tags, --MentalMouse42 (talk) 02:05, 7 February 2020 (UTC)
 * Armor: class-defense, in some cases class-offense
 * Weapons: class-offense, class by damage type, ranged also by type: class-arrow, class-bullet, class-rocket
 * Tools: Anything with pickaxe power, axe power, or hammer power
 * Mechanisms: -> mech flag class-mech
 * Fishing: Anything with a bait value or fishing power.
 * light-producing items: some pets, lighting furniture, some extra blocks and furniture items
 * Bars, again -- there are many items which are produced solely from one kind of bar,