A group a species can belong to — a family (canines), a habit (nocturnal), or a place (woodland). Published in the game's own repo (did:plc:ollch4g7tes2reb5eceiwuol); record.index:pet.trezy.group refuses the rest. GROUPS OVERLAP BY DESIGN: a wolf cub is a mammal AND a canine AND woodland, and all three are true at once. That is what lets the vocabulary mix levels — a class next to a family next to a behaviour — without any of them being wrong, which a single field forcing one bucket per species could not do.
any
Any valid record key
Properties
collectible
boolean
Optional
⚠ ABSENT MEANS FALSE, WHICH IS THE OPPOSITE OF `purchasable` ON A SPECIES, AND THE ASYMMETRY IS DELIBERATE. A species defaults to sellable because most are and requiring the field would be noise. A group defaults to NOT a completable set because the two mistakes are not equally bad: a group wrongly marked collectible shows the player a set that is already complete (`birds`, one member) or one they cannot realistically finish (`mammals`, fourteen), and both read as the game being broken. A group wrongly left off simply does not offer a goal yet. Opt in when the group is genuinely a set worth finishing.
description
string
Optional
One line of flavour, shown when the group is the thing being looked at. Optional: a group whose name says everything does not need a sentence explaining it.
maxLength: 300 bytesdisplayName
string
Required
What a player sees as a heading or a filter chip. Sentence case as the copy is written elsewhere in the game — 'Waterfolk', not 'WATERFOLK'.
maxLength: 64 bytesid
string
Required
The group key, referenced by `groups` on a species record. Renaming one orphans every reference, so it is a new group plus an edit to every species in it, never an edit here.
maxLength: 64 bytesrank
integer
Optional
Display order, low first. Absent sorts after everything ranked, then by `displayName` — so an unranked group appears rather than vanishing, which is the failure a required field here would have caused the first time somebody published one in a hurry.
View raw schema
{
"key": "any",
"type": "record",
"record": {
"type": "object",
"required": [
"id",
"displayName"
],
"properties": {
"id": {
"type": "string",
"maxLength": 64,
"description": "The group key, referenced by `groups` on a species record. Renaming one orphans every reference, so it is a new group plus an edit to every species in it, never an edit here."
},
"rank": {
"type": "integer",
"description": "Display order, low first. Absent sorts after everything ranked, then by `displayName` — so an unranked group appears rather than vanishing, which is the failure a required field here would have caused the first time somebody published one in a hurry."
},
"collectible": {
"type": "boolean",
"description": "⚠ ABSENT MEANS FALSE, WHICH IS THE OPPOSITE OF `purchasable` ON A SPECIES, AND THE ASYMMETRY IS DELIBERATE. A species defaults to sellable because most are and requiring the field would be noise. A group defaults to NOT a completable set because the two mistakes are not equally bad: a group wrongly marked collectible shows the player a set that is already complete (`birds`, one member) or one they cannot realistically finish (`mammals`, fourteen), and both read as the game being broken. A group wrongly left off simply does not offer a goal yet. Opt in when the group is genuinely a set worth finishing."
},
"description": {
"type": "string",
"maxLength": 300,
"description": "One line of flavour, shown when the group is the thing being looked at. Optional: a group whose name says everything does not need a sentence explaining it."
},
"displayName": {
"type": "string",
"maxLength": 64,
"description": "What a player sees as a heading or a filter chip. Sentence case as the copy is written elsewhere in the game — 'Waterfolk', not 'WATERFOLK'."
}
}
},
"description": "A group a species can belong to — a family (canines), a habit (nocturnal), or a place (woodland). Published in the game's own repo (did:plc:ollch4g7tes2reb5eceiwuol); record.index:pet.trezy.group refuses the rest. GROUPS OVERLAP BY DESIGN: a wolf cub is a mammal AND a canine AND woodland, and all three are true at once. That is what lets the vocabulary mix levels — a class next to a family next to a behaviour — without any of them being wrong, which a single field forcing one bucket per species could not do."
}