Tile properties

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Revision as of 22:00, 5 April 2021 by Throttlekitty (talk | contribs) (Definitions done.)

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 This file contains all the known properties found in b41 .tiles file, and will be out of date in the future.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.

If you're unsure of which tiles use a given property, you can use a text editor to open .tiles file, and search for the property name. If there's a Name value nearby, you can use that to orient yourself, or page up until you find the line declaring which tilesheet that entry is from.

Not all game interactions come from tile properties. For example, if a car is driving on a floor tile from blends_street_*, it's considered to be on a road, otherwise the car is offroad. Reading the java source files is the only way to find other such interactions.

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 Object is a door in this orientation. The open states are chosen automatically with a tilesheet offset of +2 and do not get marked as being a door.
DoorFrame Object is a door frame.
DoorTransparent Door is glass or has a window that can be clearly seen through.
DoubleDoor For flagging doors that are 2 tiles wide. (the author has not tested what these values actually do yet.)
forceLocked This door will be locked when a new game is started. Normally, doors have a random chance to be locked or not.
GarageDoor These are 3 tiles wide, and the open states are picked by using FlatTextureOffset. See walls_garage_01 for examples.
InteriorSide Uncertain, possibly for the Building Editor's ability to rotate buildings. Seems to define the "inside" of doors, or the south and east sides of a garage door.
Window Object is a window in this orientation, can be opened, smashed, or climbed through.
OpenTileOffset Tile offset to declare which is the open state.
SmashedTileOffset Tile offset to declare which is the smashed glass state.
GlassRemovedOffset Tile offset to declare which is the removed glass state.
WindowLocked The widnow is always locked. Commonly used in commercial buildings with very large windows that don't make sense to be opened the way regular windows are. Can still be smashed.
MakeWindowInvincible Window cannot be smashed. (location_shop_mall_01 uses this without stating the sprites are windows, needs investigation to know if this prevents any destruction.)
RoofStyle Object is a roof. WestRoofT seems to be the only functional setting. (location_community_church_small_01 uses WestRoofB, but no sprites currently exist in those positions.)
RoofGroup Roof sprites are laid out in a particular fashion. This sets a unique number to group each visual style.
RoofWallStart Likely for Building Editor's benefit. Links west walls to their corresponding walls cut for roof slopes.
FloorHeight Used for slightly sloped roof tiles that could potentially be walked on. Possibly used to prevent players from falling through these tiles.

Miscellaneous

IsPaintable This object can be painted by the player.
PaintingType The type of furniture or wall for painting consideration.
WaterAmount Object is a container that only stores water, and how much water it can have at game start. (such as a well or bathtub).
WaterMaxAmount The total amount the water container can store.
WaterPiped Links the water container to city infrastructure. The source is infinite until the water lines shut off, after which the WaterAmount will be reduced until empty.
TaintedWater Contains untreated water which is unsafe to drink by default.
IsWaterCollector Will replenish water if the object is outside during rain.
FishingWater Unknown, no current tiles use this property.
FuelAmount Object is a container that holds fuel, and how much of it.
IsStackable Objects like crates and boxes can be stacked three high.
StackReplaceTileOffset No value is ground level, -1 is middle, -2 is highest.
tree Object is a tree, the value represents the growth stage from sapling to fully grown.
CanBeCut(tree) The tree can be chopped down.
CanBeRemoved(grass) Grass that can be removed.
MoveWithWind Grass and trees can sway in the wind.
WindType Unknown, no current tiles use this property.
FireRequirement Untested, but presumably sets the minimum "fire" value the tile or neighbor tiles must have before this tile ignites.
Vegitation Uncertain of exact use, possibly footsteps or regrowth considerations.
Bush Bushes slow player movement, but can be walked through.
Movement High bushes block sight, low bushes do not.
SpeedFactor How much of a movement debuff to apply when walking through the bush.
HitByCar Object can be hit by a car.
StopCar Small objects that can be walked through, but not driven through in a car, such as stop signs or fences.
MinimumCarSpeedDmg Minimum speed to break the object, which then flips to using the DamagedSprite instead.
DamagedSprite Defines the tilesheet and location for the damaged version of the object.
PhysicsShape Uncertain of exact use, found in fences.
ClimbSheet Sheets and rope ladders use this to be climbable.
signal Uncertain of exact use, found in televisions and radios, possibly to set which stations they can receive.
ModularScript Uncertain of exact use, only found in the computer in appliances_com_01. Possibly to automatically and always run a lua script on this object.
excludeFromIso Unknown, no current tiles use this property.