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.
Note: as of April 2021, the editors ship with properties for b40. If you want to mod for b41, a fan-edited copy of TileProperties.txt can be found at this link in the "Editor Stuff" folder. Place it in %userprofile%\.TileZed\ after making a backup of the existing TileProperties.txt. This file contains all the known properties found in b41 .tiles file, and will be out of date in the future.
The following list contains tile properties up to b41.
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
TileOverlay |
Object is a tile overlay, such as with containers. Presumably to avoid any potential clashes when right clicking on this tile.
|
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 |
Doesn't seem to work as expected, but allows a floor tile to be seen through.
|
RenderLayer |
Duplicate of FloorOverlay? Found in railroad parts and dug graves.
|
IsIndoor |
Uncertain, checked by default, and not always turned off for outdoors types of sprites.
|
TileBlockStyle |
Solid objects cannot be seen or walked through. SolidTransparent can be seen across, but not walked through.
|
LightPolyStyle |
Unknown, no current tiles use this property.
|
DisableFade |
Uncertain, found in door/window frames and curtains. Possibly for limiting vision cone.
|
ForceFade |
Unknown, no current tiles use this property.
|
ForceAmbient |
Sprite will only have ambient lighting, flashlights have no effect. Common on roof tiles.
|
PreSeen |
No current tiles use this property. Presumably forces the object to draw as if the player had already seen it, but not currently in direct view.
|
NoWallLighting |
Disable the special lighting that walls receive. Found in some semitransparent fences.
|
alwaysDraw |
Does not fade when the player walks behind it.
|
Containers
ContainerType |
Object is a container of the type selected. This is used when the game generates loot.
|
ContainerCapacity |
How much weight the container can store.
|
ContainerPosition |
As in stacked crates, containers can be Low, High, or Mid (which uses the default of "None")
|
Freezer |
Object is or also contains a freezer
|
FreezerCapacity |
How much weight the freezer can store.
|
FreezerPosition |
Same as ContainerPosition, but for the freezer, in the case of many refrigerator/freezer types.
|
NoFreezer |
For refrigerators that do not contain a freezer.
|
WheelieBin |
Object is a wheelie bin. (game seems to have unused code stating these can be pushed)
|
IsTrashCan |
Object is a trash can.
|
CollisionShape |
Counters have special partial-tile collision shapes.
|
Surface |
Height in pixels where the tabletop is, if it's a table. Or the height offset that a placeable object can sit on.
|
IsSurfaceOffset |
Object is a placeable that can snap to a surface matching the Surface value. For example, the televisions have Surface of 15 and can only sit on a table with a Surface of 15.
|
IgnoreSurfaceSnap |
Ignores the above value, place the object regardless if it fits or not.
|
Stairs / Walls / Fences
StairStyle |
Which direction and segment this stair sprite is.
|
WallStyle |
Which direction and visibility conditions a wall should have.
|
WallType |
Uncertain, Inconsistently used on some walls.
|
GrimeType |
Building Editor can automatically add grime and uses this as an override for a few special wall types.
|
CutWestGrime(rounded) |
An extension of GrimeType. Seen in Sun Star Motel's rounded door frames.
|
CutNorthGrime(rounded) |
An extension of GrimeType.
|
CloseSneakBonus |
Uncertain of value ranges, applies a visibility bonus to players crouching nearby. Found in fences.
|
TreatAsWallOrder |
Uncertain render flag(?), only found in bath door.
|
CantClimb |
For Wall Type NorthWallTrans (such as a military fence), prevents player from climbing over.
|
SpearOnlyAttackThrough |
In conjnction with the above, only spear attacks can connect to the other side.
|
HoppableN |
For small fences, allows players to hop over.
|
HoppableW |
|
TallHoppableN |
for tall fences, allows players to hop over.
|
TallHoppableW |
|
CollideNorth |
Appears to be used instead of a wall style, used in some railings.
|
CollideWest |
|
WallOverlay |
Render flag for wall details like trim or grime.
|
attachedN |
All Attached properties are for moveable objects. They prevent removing the underlying objects, such as a table before this one is removed.
|
attachedS |
Attached to North, South, Southeast, East, West, Northwest walls.
|
attachedSE |
|
attachedE |
|
attachedW |
|
attachedNW |
|
attachedFloor |
Attached to a floor.
|
attachedCeiling |
Uncertain of this usage, found in industry_02 roof vents.
|
attachedSurface |
Attached to a table or other surface.
|
Doors / Windows / Roofs
Door |
|
DoorFrame |
|
DoorTransparent |
|
DoubleDoor |
|
forceLocked |
|
GarageDoor |
|
InteriorSide |
|
Window |
|
OpenTileOffset |
|
SmashedTileOffset |
|
GlassRemovedOffset |
|
WindowLocked |
|
MakeWindowInvincible |
|
Other |
|
RoofStyle |
|
RoofGroup |
|
RoofWallStart |
|
FloorHeight |
|
Miscellaneous
IsPaintable |
This object can be painted by the player.
|
PaintingType |
The type of furniture or wall for painting consideration.
|
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 |
|