This serves as an unofficial documentation or observation of the tile properties used by the game.
Not all properties have known functions, entries with question marks are merely guesses.
Moveable and Scrappable
Property |
Description
|
IsMoveAble |
Can be picked up.
|
GroupName |
Groups sprites together, for facing direction purposes and is usually an adjective. (can appear in translation files.)
|
CustomName |
Usually a noun to describe the item, must be used with GroupName? (can appear in translation files.)
|
PickUpTool |
Which tool/profession (if any) is required to pick it up.
|
PlaceTool |
Which tool/profession (if any) is required to place it in the world.
|
PickUpWeight |
Inventory weight of the object being picked up.
|
PickUpLevel |
Minimum required skill level to pick up this object.
|
CanBreak |
Chance for the object to break when picking up, chance is tied to PickUpLevel.
|
IsClosedState |
Used in curtains, the open sprite is picked automatically with an offset of +4.
|
Facing |
Which direction a sprite faces.
|
CurtainDirection |
Which direction a curtain faces.
|
SpriteGridPos |
In multi-tile, movable sprites, sets their position in the group via offset. The first coordinate is North, the second is West.
|
ForceSingleItem |
When picked up, a multi-tile item will be a single inventory item.
|
IsGridExtensionTile |
Uncertain of exact use, seems to have duplicate behavior of SpritegridPos.
|
IsoType |
Hard-coded for moveable, interactibles like stoves and radios.
|
Item(fullname) |
Defines a unique item name that can be referenced in lua scripts.
|
CanScrap |
The object can be disassembled or scrapped into parts.
|
ScrapUseTool |
Which tool/profession is required to scrap the object.
|
ScrapUseSkill |
Unknown, no current tiles use this property.
|
ScrapSize |
Quantity of items given when scrapped.
|
ScrapToolUseOverride |
Unknown, no current tiles use this property.
|
Material |
Material 1, 2, and 3 set the items that will be returned when scrapping the object.
|
Material2 |
|
Material3 |
|
Furniture
Property |
Description
|
BlocksPlacement |
Prevents other sprites from occupying the same tile.
|
IsHigh(onlyoccupiesupperhalf) |
Used in upper cupboards, uncertain how the game uses this.
|
IsLow(onlyoccupieslowerhalf) |
Used in low tables, chairs or cupboards, uncertain how the game uses this, possibly collision or visibility checks.
|
IsTable |
Object can be used as a table, often used with Surface for placing other objects.
|
Microwave |
Object is a microwave.
|
TV |
Object is a television, uncertain how this differs from the IsoType property.
|
IsTableTop |
Requires that it be placed on a sprite with IsTable checked.
|
IsMirror |
Gives mirror functionality.
|
livingRoom |
Used in furniture typically found in a living room. Possibly used to check if a house can be a safehouse.
|
PropaneTank |
Object is a propane tank.
|
IsBed |
Object is a bed.
|
BedType |
How the character will feel after sleeping in a Bed.
|
BedQuality |
Same as BedType?
|
chairDirection |
Object is a chair, and which direction it faces.
|
BurntTile |
When burnt, swap to the listed sprite. Example: carpentry_02 fence west refers to fencing_burnt_01_0.
|
FlatTextureOverride |
Unknown, no current tiles use this property.
|
FlatTextureOffset |
Uncertain. This is inconsistently used to define walls and may be deprecated.
|
Lighting
Light |
Object is a light (or lightswitch) requiring electricity.
|
LightR |
Red component of light
|
LightG |
Green component of light
|
LightB |
Blue component of light
|
Lightb |
Unknown, used in street lamps.
|
Streetlight |
Object is also a street light, turning on at night, and off at day.
|
LightRadius |
StreetLight radius, assume distance in tiles.
|
Floors / Render Flags
FloorOverlay |
Floor decoration that doesn't occupy the full tile.
|
IsFloor |
Object is a floor tile.
|
diamondFloor |
Required if IsFloor is checked, has to do with rendering and shorelines, possibly footstep sounds.
|
natureFloor |
Uncertain of exact usage.
|
grassFloor |
Uncertain of exact usage.
|
transparentFloor |
|
RenderLayer |
|
IsIndoor |
|
TileBlockStyle |
|
LightPolyStyle |
|
DisableFade |
|
ForceFade |
|
ForceAmbient |
|
PreSeen |
|
NoWallLighting |
|
alwaysDraw |
|
TileOverlay |
|
ContainerType |
|
ContainerCapacity |
|
ContainerPosition |
|
Freezer |
|
FreezerCapacity |
|
FreezerPosition |
|
NoFreezer |
|
WheelieBin |
|
IsTrashCan |
|
CollisionShape |
|
Surface |
|
IsSurfaceOffset |
|
IgnoreSurfaceSnap |
|
StairStyle |
|
WallStyle |
|
WallType |
|
GrimeType |
|
CutWestGrime(rounded) |
|
CutNorthGrime(rounded) |
|
CloseSneakBonus |
|
TreatAsWallOrder |
|
CantClimb |
|
SpearOnlyAttackThrough |
|
HoppableN |
|
HoppableW |
|
TallHoppableN |
|
TallHoppableW |
|
CollideNorth |
|
CollideWest |
|
WallOverlay |
|
attachedN |
|
attachedS |
|
attachedSE |
|
attachedE |
|
attachedW |
|
attachedNW |
|
attachedFloor |
|
attachedCeiling |
|
attachedSurface |
|
RoofWallStart |
|
IsPaintable |
|
PaintingType |
|
Door |
|
DoorFrame |
|
DoorTransparent |
|
DoubleDoor |
|
forceLocked |
|
GarageDoor |
|
InteriorSide |
|
Window |
|
OpenTileOffset |
|
SmashedTileOffset |
|
GlassRemovedOffset |
|
WindowLocked |
|
MakeWindowInvincible |
|
Other |
|
RoofStyle |
|
RoofGroup |
|
FloorHeight |
|
WaterAmount |
|
WaterMaxAmount |
|
WaterPiped |
|
TaintedWater |
|
FishingWater |
|
FuelAmount |
|
StackReplaceTileOffset |
|
IsStackable |
|
IsWaterCollector |
|
TreeSize |
|
CanBeCut(tree) |
|
CanBeRemoved(grass) |
|
MoveWithWind |
|
WindType |
|
FireRequirement |
|
Vegitation |
|
Bush |
|
Movement |
|
SpeedFactor |
|
DamagedSprite |
|
HitByCar |
|
MinimumCarSpeedDmg |
|
StopCar |
|
PhysicsShape |
|
ClimbSheet |
|
signal |
|
ModularScript |
|
excludeFromIso |
|