Optional actionOptional attackOptional burnsArray of items that the item is "made from" in cases where we can't use the disassembly items to burn into. All items in array are required to have onBurn set in their description to function properly. This should eventually be removed since we want to be able to break down items into proper sub-ingredients/items.
Optional canArray of status effects that using this item (via ConsumeItem) will cure.
Optional civilizationThe amount of civilization score to give when placing item in a bookcase.
Optional containedA decimal number from 0 to 1.
0 means that the temperature inside this object is equivalent to the temperature outside.1 means that no temperature inside this object is emitted to the outside tiles — it is a completely
separate temperature "biome".Optional craftableOptional createCreates creatures or tile events when it breaks.
Optional createCreates this tile event when using this item in a craft. The tileEventByProduct boolean must be set to true on the recipe calling this item.
Optional damageOptional damageOptional damageOptional decaynumber of game ticks until decay
Optional decayOptional decaysOptional defenseOptional disassembleOptional disassemblySet items that are part of the item's disassembly that are converted into another item when disassembled.
Optional dismantleOptional displayThe item type to display instead of the described item type
Optional doodadOptional durabilityOptional durabilityAn amount of durability that the item can start with lost. Defaults to 3
Optional durabilityA decimal number between 0 and 1 representing how much of the item's durability can already be gone when the item is created
Optional equipOptional equipOptional equippedA decimal number from 0 to 1.
0 means that the temperature inside this object is equivalent to the temperature outside.1 means that no temperature inside this object is emitted to the outside tiles — it is a completely
separate temperature "biome".Optional firedSpecifies with item group (weapon) this ammunition can be fired with.
Optional flammableIf set to true, the item will count as something you can start on fire or where fire can spread to. By default, after it burns, it will burn into its disassembly items unless the onBurn property is set.
Optional getThe item name to display instead of the item's default translation
Optional getOptional groupA list of groups the item should belong too. Do not use this during runtime - use itemManager.getGroups instead!
Optional hasOptional hideOptional imageThe number of alternate textures that this image has. Not supported for most things.
Optional imageA replacement image to use. Used in modding.
Optional inheritOptional keepOptional lightOptional lightOptional liquidSet on the base item for a type of water container Mapping of the specific item types per liquid type
Optional litOptional magicWhether magical properties have no effect on this item.
Optional meltsArray of tile events that are spawned when the item melts.
Optional messagesCustom messages for specific items
Optional minimumOptional modDo not provide or modify this value, only reference it. This is set by the modding system during the process of registration.
Optional noIf set to true, this item will not grant quality bonuses (durability/quality bonuses) when used in a craft. Aptitude and tiers will still apply.
Optional onDo not use this property if you do not want the item to burn at all (unless flammable is set, in which case, it burns into its diassembly items). Set it to [ItemType.None] if you want it to burn but not produce anything. Otherwise, set it to an array of items you want it to burn into.
Optional onOptional placeOptional pluralOptional prefixOptional preservationChance that things will decay inside it
Optional rangedOptional recipeOptional recipeOptional recipesA list of recipes that have this item as an output.
This helper is intended for simple recipes that don't need to change how many of the item are created, and from what. If you intend to output a number of this item greater than one, or you intend to produce this item by changing another item into it, consider instead registering a recipe directly.
Optional reducedA float that items inside the container will be reduced by when in a player's inventory.
Optional reducedOptional refiningA decimal number between 0 and 1 that will reduce the weightFraction of a "raw" item when it's refined.
Optional reinforcableSet to false if you do not want the item to be reinforcable. Items with a durability property will be reinforcable by default.
Optional repairOptional repairableOptional requiredOptional returnOptional revertOptional showIf set to true, still render the hair under this equipment.
Optional showOptional skillOptional spawnOptional spawnArray of biome types that the item can spawn in merchant's inventory for trade. Leave empty or unset if item spawns on merchants in any biome type.
Optional spawnOptional spawnableOptional storeSet to true if we want to store decay, but not have it active (in the case of torches)
Optional subOptional suffixOptional temperatureThe produced temperature of this object — objects whose temperature affects surrounding objects.
A number between Temperature.Coldest and Temperature.Hottest. When not provided, Temperature.Neutral is used.
Optional tierHow good this item is at being an item of an ItemTypeGroup.
For instance, ItemType.StoneSpear has a ItemTypeGroup.CookingEquipment tier of 2.
Optional useOptional vehicleOptional weightOptional weightcontainer maximum weight
Optional weightOptional worthOptional onOptional onOptional onOptional onOptional onOptional onGenerated using TypeDoc
The level at which the items performs a certain action. The higher the number, the better. This impacts things like stamina usage, success rate, resource amount, etc.