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