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