Tile Properties#
Reference documentation for tile properties that define the characteristics and behavior of tiles in the game world. The field is the identifier used in the Java and Lua code for this tile property, if you ever need to refer to it in Lua code.
alwaysDraw#
- Field:
TilePropertyKey.ALWAYS_DRAW
AmbientSound#
- Field:
TilePropertyKey.AMBIENT_SOUND
attachedCeiling#
- Field:
TilePropertyKey.ATTACHED_CEILING
attachedE#
- Field:
TilePropertyKey.ATTACHED_E
AttachedFloor#
- Field:
TilePropertyKey.ATTACHED_FLOOR
attachedN#
- Field:
TilePropertyKey.ATTACHED_N
attachedNW#
- Field:
TilePropertyKey.ATTACHED_NW
attachedS#
- Field:
TilePropertyKey.ATTACHED_S
attachedSE#
- Field:
TilePropertyKey.ATTACHED_SE
attachedSurface#
- Field:
TilePropertyKey.ATTACHED_SURFACE
AttachedToGlass#
- Field:
TilePropertyKey.ATTACHED_TO_GLASS
attachedW#
- Field:
TilePropertyKey.ATTACHED_W
attachtostairs#
- Field:
TilePropertyKey.ATTACH_TO_STAIRS
bed#
- Field:
TilePropertyKey.BED
BedType#
- Field:
TilePropertyKey.BED_TYPE
BlockRain#
- Field:
TilePropertyKey.BLOCK_RAIN
blocksight#
- Field:
TilePropertyKey.BLOCK_SIGHT
BlocksPlacement#
- Field:
TilePropertyKey.BLOCKS_PLACEMENT- Type:
boolean
If set to true, other tiles cannot occupy the same square as this tile.
blueprint#
- Field:
TilePropertyKey.BLUEPRINT
burning#
- Field:
TilePropertyKey.BURNING
burntOut#
- Field:
TilePropertyKey.BURNT_OUT
BurntTile#
- Field:
TilePropertyKey.BURNT_TILE
Bush#
- Field:
TilePropertyKey.BUSH
CanAttachAnimal#
- Field:
TilePropertyKey.CAN_ATTACH_ANIMAL
canBeCut#
- Field:
TilePropertyKey.CAN_BE_CUT
canBeRemoved#
- Field:
TilePropertyKey.CAN_BE_REMOVED
CanBreak#
- Field:
TilePropertyKey.CAN_BREAK- Type:
boolean
See the description of the PickUpTool property.
canPathN#
- Field:
TilePropertyKey.CAN_PATH_N
canPathW#
- Field:
TilePropertyKey.CAN_PATH_W
CanScrap#
- Field:
TilePropertyKey.CAN_SCRAP
CantClimb#
- Field:
TilePropertyKey.CANT_CLIMB
CarSlowFactor#
- Field:
TilePropertyKey.CAR_SLOW_FACTOR
chairE#
- Field:
TilePropertyKey.CHAIR_E
chairN#
- Field:
TilePropertyKey.CHAIR_N
chairS#
- Field:
TilePropertyKey.CHAIR_S
chairW#
- Field:
TilePropertyKey.CHAIR_W
climbSheetE#
- Field:
TilePropertyKey.CLIMB_SHEET_E
climbSheetN#
- Field:
TilePropertyKey.CLIMB_SHEET_N
climbSheetS#
- Field:
TilePropertyKey.CLIMB_SHEET_S
climbSheetTopE#
- Field:
TilePropertyKey.CLIMB_SHEET_TOP_E
climbSheetTopN#
- Field:
TilePropertyKey.CLIMB_SHEET_TOP_N
climbSheetTopS#
- Field:
TilePropertyKey.CLIMB_SHEET_TOP_S
climbSheetTopW#
- Field:
TilePropertyKey.CLIMB_SHEET_TOP_W
climbSheetW#
- Field:
TilePropertyKey.CLIMB_SHEET_W
CloseSneakBonus#
- Field:
TilePropertyKey.CLOSE_SNEAK_BONUS
collideN#
- Field:
TilePropertyKey.COLLIDE_N
collideW#
- Field:
TilePropertyKey.COLLIDE_W
connectX#
- Field:
TilePropertyKey.CONNECT_X
connectY#
- Field:
TilePropertyKey.CONNECT_Y
container#
- Field:
TilePropertyKey.CONTAINER
ContainerCapacity#
- Field:
TilePropertyKey.CONTAINER_CAPACITY
ContainerCloseSound#
- Field:
TilePropertyKey.CONTAINER_CLOSE_SOUND
ContainerOpenSound#
- Field:
TilePropertyKey.CONTAINER_OPEN_SOUND
ContainerPosition#
- Field:
TilePropertyKey.CONTAINER_POSITION
ContainerPutSound#
- Field:
TilePropertyKey.CONTAINER_PUT_SOUND
ContainerTakeSound#
- Field:
TilePropertyKey.CONTAINER_TAKE_SOUND
CornerNorthWall#
- Field:
TilePropertyKey.CORNER_NORTH_WALL
CornerWestWall#
- Field:
TilePropertyKey.CORNER_WEST_WALL
curtainE#
- Field:
TilePropertyKey.CURTAIN_E
curtainN#
- Field:
TilePropertyKey.CURTAIN_N
CurtainOffset#
- Field:
TilePropertyKey.CURTAIN_OFFSET
curtainS#
- Field:
TilePropertyKey.CURTAIN_S
CurtainSound#
- Field:
TilePropertyKey.CURTAIN_SOUND
curtainW#
- Field:
TilePropertyKey.CURTAIN_W
CustomItem#
- Field:
TilePropertyKey.CUSTOM_ITEM
CustomName#
- Field:
TilePropertyKey.CUSTOM_NAME- Type:
string
Used to define the item name, which will show as GroupName + CustomName. For example if CustomName is set to Bed and GroupName is set to Fancy, it will show as Fancy Bed in the game. GroupName is used as a sub-category description of the object, such as its color, shape, name or quality.
Those properties need to be the same for multi-tile objects.
CutawayHint#
- Field:
TilePropertyKey.CUTAWAY_HINT
cutN#
- Field:
TilePropertyKey.CUT_N
cutW#
- Field:
TilePropertyKey.CUT_W
DamagedSprite#
- Field:
TilePropertyKey.DAMAGED_SPRITE
diamondFloor#
- Field:
TilePropertyKey.DIAMOND_FLOOR
doorFrN#
- Field:
TilePropertyKey.DOOR_FR_N
doorFrW#
- Field:
TilePropertyKey.DOOR_FR_W
doorN#
- Field:
TilePropertyKey.DOOR_N
DoorSound#
- Field:
TilePropertyKey.DOOR_SOUND
doorTrans#
- Field:
TilePropertyKey.DOOR_TRANS
doorW#
- Field:
TilePropertyKey.DOOR_W
DoorWallN#
- Field:
TilePropertyKey.DOOR_WALL_N
DoorWallNTrans#
- Field:
TilePropertyKey.DOOR_WALL_N_TRANS
DoorWallNW#
- Field:
TilePropertyKey.DOOR_WALL_NW
DoorWallNWTrans#
- Field:
TilePropertyKey.DOOR_WALL_NW_TRANS
DoorWallW#
- Field:
TilePropertyKey.DOOR_WALL_W
DoorWallWTrans#
- Field:
TilePropertyKey.DOOR_WALL_W_TRANS
DoubleDoor#
- Field:
TilePropertyKey.DOUBLE_DOOR
DoubleDoor1#
- Field:
TilePropertyKey.DOUBLE_DOOR_1
DoubleDoor2#
- Field:
TilePropertyKey.DOUBLE_DOOR_2
EntityScript#
- Field:
TilePropertyKey.ENTITY_SCRIPT
EntityScriptName#
- Field:
TilePropertyKey.ENTITY_SCRIPT_NAME
Eoffset#
- Field:
TilePropertyKey.E_OFFSET
exterior#
- Field:
TilePropertyKey.EXTERIOR
Facing#
- Field:
TilePropertyKey.FACING
The direction the object is facing. This is not the orientation, but the direction the objects front looks towards. If the value is South, it means the tile has a north orientation and thus would be facing south.
You can find an image which shows the directions of the game here.
Allowed values:
North
East
South
West
FasciaEdge#
- Field:
TilePropertyKey.FASCIA_EDGE
FasciaEdgeReversible#
- Field:
TilePropertyKey.FASCIA_EDGE_REVERSIBLE
FenceTypeHigh#
- Field:
TilePropertyKey.FENCE_TYPE_HIGH
FenceTypeLow#
- Field:
TilePropertyKey.FENCE_TYPE_LOW
firerequirement#
- Field:
TilePropertyKey.FIRE_REQUIREMENT
FloorAttachmentE#
- Field:
TilePropertyKey.FLOOR_ATTACHMENT_E
FloorAttachmentN#
- Field:
TilePropertyKey.FLOOR_ATTACHMENT_N
FloorAttachmentS#
- Field:
TilePropertyKey.FLOOR_ATTACHMENT_S
FloorAttachmentW#
- Field:
TilePropertyKey.FLOOR_ATTACHMENT_W
FloorHeight#
- Field:
TilePropertyKey.FLOOR_HEIGHT
FloorHeightOneThird#
- Field:
TilePropertyKey.FLOOR_HEIGHT_ONE_THIRD
FloorHeightTwoThirds#
- Field:
TilePropertyKey.FLOOR_HEIGHT_TWO_THIRDS
FloorMaterial#
- Field:
TilePropertyKey.FLOOR_MATERIAL
FloorOverlay#
- Field:
TilePropertyKey.FLOOR_OVERLAY
FootstepMaterial#
- Field:
TilePropertyKey.FOOTSTEP_MATERIAL
ForceAmbient#
- Field:
TilePropertyKey.FORCE_AMBIENT
forcedLocked#
- Field:
TilePropertyKey.FORCED_LOCKED
forceFade#
- Field:
TilePropertyKey.FORCE_FADE
forceLocked#
- Field:
TilePropertyKey.FORCE_LOCKED
forceRender#
- Field:
TilePropertyKey.FORCE_RENDER
ForceSingleItem#
- Field:
TilePropertyKey.FORCE_SINGLE_ITEM
Forces the object to be a single item in inventory even when it is made up of multiple tiles.
Freezer#
- Field:
TilePropertyKey.FREEZER
FreezerCapacity#
- Field:
TilePropertyKey.FREEZER_CAPACITY
FreezerPosition#
- Field:
TilePropertyKey.FREEZER_POSITION
fuelAmount#
- Field:
TilePropertyKey.FUEL_AMOUNT
GarageDoor#
- Field:
TilePropertyKey.GARAGE_DOOR
GeneratorSound#
- Field:
TilePropertyKey.GENERATOR_SOUND
GenericCraftingSurface#
- Field:
TilePropertyKey.GENERIC_CRAFTING_SURFACE
GlassRemovedOffset#
- Field:
TilePropertyKey.GLASS_REMOVED_OFFSET
grassFloor#
- Field:
TilePropertyKey.GRASS_FLOOR
GrimeType#
- Field:
TilePropertyKey.GRIME_TYPE
GroupName#
- Field:
TilePropertyKey.GROUP_NAME- Type:
string
See the description of the CustomName property.
halfheight#
- Field:
TilePropertyKey.HALF_HEIGHT
HasLightOnSprite#
- Field:
TilePropertyKey.HAS_LIGHT_ON_SPRITE
HasRaindrop#
- Field:
TilePropertyKey.HAS_RAINDROP
HasRainSplashes#
- Field:
TilePropertyKey.HAS_RAIN_SPLASHES
hidewalls#
- Field:
TilePropertyKey.HIDE_WALLS
HitByCar#
- Field:
TilePropertyKey.HIT_BY_CAR
HoppableN#
- Field:
TilePropertyKey.HOPPABLE_N
HoppableW#
- Field:
TilePropertyKey.HOPPABLE_W
IgnoreSurfaceSnap#
- Field:
TilePropertyKey.IGNORE_SURFACE_SNAP
interior#
- Field:
TilePropertyKey.INTERIOR
InteriorSide#
- Field:
TilePropertyKey.INTERIOR_SIDE
invisible#
- Field:
TilePropertyKey.INVISIBLE
IsClosedState#
- Field:
TilePropertyKey.IS_CLOSED_STATE
isEave#
- Field:
TilePropertyKey.IS_EAVE
IsFloorAttached#
- Field:
TilePropertyKey.IS_FLOOR_ATTACHED
IsFridge#
- Field:
TilePropertyKey.IS_FRIDGE
IsGridExtensionTile#
- Field:
TilePropertyKey.IS_GRID_EXTENSION_TILE
IsHigh#
- Field:
TilePropertyKey.IS_HIGH- Type:
boolean
Indicates the tile is high, which means the tile only oocupies the upper half of the height, like a painting or wall shelf.
IsLow#
- Field:
TilePropertyKey.IS_LOW- Type:
boolean
Indicates the tile is low, which means the tile only oocupies the lower half of the height, like a bed or counter.
IsMirror#
- Field:
TilePropertyKey.IS_MIRROR
IsMoveAble#
- Field:
TilePropertyKey.IS_MOVE_ABLE- Type:
boolean
Indicates the tile can be moved by the player. This will notably provide a moveable item. MoveType allows you to set the type of moveable the tile is.
isMoveAbleObject#
- Field:
TilePropertyKey.IS_MOVE_ABLE_OBJECT
IsoType#
- Field:
TilePropertyKey.ISO_TYPE- Type:
string
Used to select the class the tile will be. IsoObject is the default but based on your choice there will different behaviors and interactions with the tile.
Allowed values:
IsoObject
IsoBarbecue
IsoBrokenGlass
IsoClothingDryer
IsoClothingWasher
IsoCombinationWasherDryer
IsoFireplace
IsoMannequin
IsoRadio
IsoJukebox
IsoStove
IsoTelevision
IsoMultiMedia
IsPaintable#
- Field:
TilePropertyKey.IS_PAINTABLE
IsStackable#
- Field:
TilePropertyKey.IS_STACKABLE
IsSurfaceOffset#
- Field:
TilePropertyKey.IS_SURFACE_OFFSET- Type:
boolean
See the description of the Surface property.
IsTable#
- Field:
TilePropertyKey.IS_TABLE
Will treat the tile as a table surface.
IsTableTop#
- Field:
TilePropertyKey.IS_TABLE_TOP
Will allow you to place tiles on top of this tile.
IsTrashCan#
- Field:
TilePropertyKey.IS_TRASH_CAN
IsWaterCollector#
- Field:
TilePropertyKey.IS_WATER_COLLECTOR
ItemHeight#
- Field:
TilePropertyKey.ITEM_HEIGHT- Type:
integer- Default:
0
See the description of the Surface property.
jukebox#
- Field:
TilePropertyKey.JUKEBOX
lightB#
- Field:
TilePropertyKey.LIGHT_B
LightFilterB#
- Field:
TilePropertyKey.LIGHT_FILTER_B
LightFilterG#
- Field:
TilePropertyKey.LIGHT_FILTER_G
LightFilterIntensity#
- Field:
TilePropertyKey.LIGHT_FILTER_INTENSITY
LightFilterMix#
- Field:
TilePropertyKey.LIGHT_FILTER_MIX
LightFilterR#
- Field:
TilePropertyKey.LIGHT_FILTER_R
lightG#
- Field:
TilePropertyKey.LIGHT_G
lightR#
- Field:
TilePropertyKey.LIGHT_R
LightRadius#
- Field:
TilePropertyKey.LIGHT_RADIUS
lightswitch#
- Field:
TilePropertyKey.LIGHTSWITCH
LinkedLocIs#
- Field:
TilePropertyKey.LINKED_LOC_IS
LinkedOffset#
- Field:
TilePropertyKey.LINKED_OFFSET
livingRoom#
- Field:
TilePropertyKey.LIVING_ROOM
makeWindowInvincible#
- Field:
TilePropertyKey.MAKE_WINDOW_INVINCIBLE
Material#
- Field:
TilePropertyKey.MATERIAL
Material2#
- Field:
TilePropertyKey.MATERIAL_2
Material3#
- Field:
TilePropertyKey.MATERIAL_3
MaterialType#
- Field:
TilePropertyKey.MATERIAL_TYPE
Microwave#
- Field:
TilePropertyKey.MICROWAVE
MinimumCarSpeedDmg#
- Field:
TilePropertyKey.MINIMUM_CAR_SPEED_DMG
Movement#
- Field:
TilePropertyKey.MOVEMENT
MoveType#
- Field:
TilePropertyKey.MOVE_TYPE- Type:
string
Sets the type of moveable the tile will be. This seems to be only related to the icon of item. There are also signs in the game code that when set to WallObject it will slightly impact the shape of the tile for physic interactions.
Allowed values:
Normal
WallObject
WindowObject
Window
FloorTile
FloorRug
Vegitation
MoveWithWind#
- Field:
TilePropertyKey.MOVE_WITH_WIND
name#
- Field:
TilePropertyKey.NAME
natureFloor#
- Field:
TilePropertyKey.NATURE_FLOOR
NeverCutaway#
- Field:
TilePropertyKey.NEVER_CUTAWAY
Noffset#
- Field:
TilePropertyKey.N_OFFSET
NoFreezer#
- Field:
TilePropertyKey.NO_FREEZER
noStart#
- Field:
TilePropertyKey.NO_START
NoWallLighting#
- Field:
TilePropertyKey.NO_WALL_LIGHTING
OpaquePixelsOnly#
- Field:
TilePropertyKey.OPAQUE_PIXELS_ONLY- Type:
boolean
open#
- Field:
TilePropertyKey.OPEN
OpenTileOffset#
- Field:
TilePropertyKey.OPEN_TILE_OFFSET
PaintingType#
- Field:
TilePropertyKey.PAINTING_TYPE
PhysicsMesh#
- Field:
TilePropertyKey.PHYSICS_MESH
PhysicsShape#
- Field:
TilePropertyKey.PHYSICS_SHAPE
PickUpLevel#
- Field:
TilePropertyKey.PICK_UP_LEVEL- Type:
integer
See the description of the PickUpTool property.
PickUpTool#
- Field:
TilePropertyKey.PICK_UP_TOOL- Type:
string
PickUpTool will indicate what tool the player needs to use to pick up the tile, while PlaceTool will indicate what tool the player needs to use to place the tile.
If you want to add new tools, you can usually use the ItemTags that you add to your item tools, or you can also look into the lua file media/Moveables/ISMoveableDefinitions.lua to see how they add each new tools.
The PickUpLevel is used to determine what level in the relevant skill you need to be able to pickup the tile. For example Hammer with a PickUpLevel of 2 will require a carpentry level of 2 to pickup the tile.
The PickUpWeight will determine how much the tile weights in the inventory. This value is divded by 10, so for example a weight of 200 will mean an in-game encumbrance of 20. If ForceSingleItem is set to true, this is the total weight, otherwise this is the weight of each tile as a separate item.
CanBreak can be used to indicate that the tile has a chance to break when being picked up. The chance gets smaller based on the PickUpLevel.
Allowed values:
None
Hammer
Crowbar
Electrician
Cutter
Shovel
Wrench
PickUpWeight#
- Field:
TilePropertyKey.PICK_UP_WEIGHT- Type:
integer
See the description of the PickUpTool property.
PlaceTool#
- Field:
TilePropertyKey.PLACE_TOOL- Type:
string
See the description of the PickUpTool property.
propaneTank#
- Field:
TilePropertyKey.PROPANE_TANK
radio#
- Field:
TilePropertyKey.RADIO
RenderLayer#
- Field:
TilePropertyKey.RENDER_LAYER
RoofGroup#
- Field:
TilePropertyKey.ROOF_GROUP
RoofWallStart#
- Field:
TilePropertyKey.UNUSROOF_WALL_STARTD
ScrapSize#
- Field:
TilePropertyKey.SCRAP_SIZE
ScrapToolUseOverride#
- Field:
TilePropertyKey.SCRAP_TOOL_USE_OVERRIDE
ScrapUseSkill#
- Field:
TilePropertyKey.SCRAP_USE_SKILL
ScrapUseTool#
- Field:
TilePropertyKey.SCRAP_USE_TOOL
SeatMaterial#
- Field:
TilePropertyKey.SEAT_MATERIAL
signal#
- Field:
TilePropertyKey.SIGNAL
SinkType#
- Field:
TilePropertyKey.SINK_TYPE
SlopedSurfaceDirection#
- Field:
TilePropertyKey.SLOPED_SURFACE_DIRECTION- Type:
string
Allowed values:
N
E
S
W
NE
NW
SE
SW
SlopedSurfaceHeightMax#
- Field:
TilePropertyKey.SLOPED_SURFACE_HEIGHT_MAX- Type:
integer- Range:
Min: 0, Max: 100
- Default:
0
SlopedSurfaceHeightMin#
- Field:
TilePropertyKey.SLOPED_SURFACE_HEIGHT_MIN- Type:
integer- Range:
Min: 0, Max: 100
- Default:
0
SmashedTileOffset#
- Field:
TilePropertyKey.SMASHED_TILE_OFFSET
smoke#
- Field:
TilePropertyKey.SMOKE
SnowTile#
- Field:
TilePropertyKey.SNOW_TILE
Soffset#
- Field:
TilePropertyKey.S_OFFSET
solid#
- Field:
TilePropertyKey.SOLID
solidfloor#
- Field:
TilePropertyKey.SOLID_FLOOR
solidtrans#
- Field:
TilePropertyKey.SOLID_TRANS
SpearOnlyAttackThrough#
- Field:
TilePropertyKey.SPEAR_ONLY_ATTACK_THROUGH
SpriteGridLevel#
- Field:
TilePropertyKey.SPRITE_GRID_LEVEL
SpriteGridPos#
- Field:
TilePropertyKey.SPRITE_GRID_POS
Used to specify the position the tile occupies when it is part of multi-tile objects. The first coordinates is in the direction X while the second is in the direction Y. The positive X direction is pointing towards the bottom right, while the positive Y direction is pointing towards the bottom left.
You can find an image which demonstrates the coordinates based on the positions here.
StackReplaceTileOffset#
- Field:
TilePropertyKey.STACK_REPLACE_TILE_OFFSET- Type:
integer- Default:
0
stairsBN#
- Field:
TilePropertyKey.STAIRS_BN
stairsBW#
- Field:
TilePropertyKey.STAIRS_BW
stairsMN#
- Field:
TilePropertyKey.STAIRS_MN
stairsMW#
- Field:
TilePropertyKey.STAIRS_MW
stairsTN#
- Field:
TilePropertyKey.STAIRS_TN
stairsTW#
- Field:
TilePropertyKey.STAIRS_TW
StopCar#
- Field:
TilePropertyKey.STOP_CAR
streetlight#
- Field:
TilePropertyKey.STREETLIGHT
Surface#
- Field:
TilePropertyKey.SURFACE- Type:
integer- Default:
0
Surface is used to indicate the height in pixel on the tile of the flat surface of the tile, which is notably used for tables to indicated at which height items will be placed.
A second effect of this parameter can be triggered by setting IsSurfaceOffset to true, which will instead make the Surface parameter indicate the bottom height of the tile, which is useful for object tiles which are placed on top of other tiles, such as flower pots or lamps.
When the tile can be placed on another tile surface but also has a surface itself, the ItemHeight parameter can be used to indicate the height of the surface of the tile itself, and the Surface and IsSurfaceOffset parameters will then be used for the height of the bottom surface of the tile.
You can find a demonstration of these properties on the wiki here
tableN#
- Field:
TilePropertyKey.TABLE_N
taintedWater#
- Field:
TilePropertyKey.TAINTED_WATER
TallHoppableN#
- Field:
TilePropertyKey.TALL_HOPPABLE_N
TallHoppableW#
- Field:
TilePropertyKey.TALL_HOPPABLE_W
ThumpSound#
- Field:
TilePropertyKey.THUMP_SOUND
TieSheetRope#
- Field:
TilePropertyKey.TIE_SHEET_ROPE
TileOverlay#
- Field:
TilePropertyKey.TILE_OVERLAY
trans#
- Field:
TilePropertyKey.TRANS
Translucent#
- Field:
TilePropertyKey.TRANSLUCENT
transparentFloor#
- Field:
TilePropertyKey.TRANSPARENT_FLOOR
transparentN#
- Field:
TilePropertyKey.TRANSPARENT_N
transparentW#
- Field:
TilePropertyKey.TRANSPARENT_W
TreatAsWallOrder#
- Field:
TilePropertyKey.TREAT_AS_WALL_ORDER
tree#
- Field:
TilePropertyKey.TREE
TV#
- Field:
TilePropertyKey.TV
UnbreakableWindowN#
- Field:
TilePropertyKey.UNBREAKABLE_WINDOW_N
UnbreakableWindowNW#
- Field:
TilePropertyKey.UNBREAKABLE_WINDOW_NW
UnbreakableWindowW#
- Field:
TilePropertyKey.UNBREAKABLE_WINDOW_W
unflammable#
- Field:
TilePropertyKey.UNFLAMMABLE
unlit#
- Field:
TilePropertyKey.UNLIT
UseObjectDepthTexture#
- Field:
TilePropertyKey.USE_OBJECT_DEPTH_TEXTURE- Type:
boolean
Makes the tile use the tile depth of the tile it overlays. For example an overlay adding items on a shelf will use the shelf tile depth.
vegitation#
- Field:
TilePropertyKey.VEGITATION
wall#
- Field:
TilePropertyKey.WALL
WallN#
- Field:
TilePropertyKey.WALL_N
WallNTrans#
- Field:
TilePropertyKey.WALL_N_TRANS
WallNW#
- Field:
TilePropertyKey.WALL_NW
WallNWTrans#
- Field:
TilePropertyKey.WALL_NW_TRANS
WallObjectAllowDoorframe#
- Field:
TilePropertyKey.WALL_OBJECT_ALLOW_DOORFRAME
WallOverlay#
- Field:
TilePropertyKey.WALL_OVERLAY
WallSE#
- Field:
TilePropertyKey.WALL_SE
WallType#
- Field:
TilePropertyKey.WALL_TYPE
WallW#
- Field:
TilePropertyKey.WALL_W
WallWTrans#
- Field:
TilePropertyKey.WALL_W_TRANS
water#
- Field:
TilePropertyKey.WATER
waterAmount#
- Field:
TilePropertyKey.WATER_AMOUNT
waterMaxAmount#
- Field:
TilePropertyKey.WATER_MAX_AMOUNT
waterPiped#
- Field:
TilePropertyKey.WATER_PIPED
WestRoofB#
- Field:
TilePropertyKey.WEST_ROOF_B
WestRoofM#
- Field:
TilePropertyKey.WEST_ROOF_M
WestRoofT#
- Field:
TilePropertyKey.WEST_ROOF_T
WheelieBin#
- Field:
TilePropertyKey.WHEELIE_BIN
windowFN#
- Field:
TilePropertyKey.WINDOW_FN
windowFW#
- Field:
TilePropertyKey.WINDOW_FW
WindowLocked#
- Field:
TilePropertyKey.WINDOW_LOCKED
WindowN#
- Field:
TilePropertyKey.WINDOW_N
WindowW#
- Field:
TilePropertyKey.WINDOW_W
WindType#
- Field:
TilePropertyKey.WIND_TYPE
Woffset#
- Field:
TilePropertyKey.W_OFFSET