Optional
aboveOptional
animatedOptional
backgroundOptional
baseOptional
burnOptional
canWhen digging this tile, can it be dug down to a maximum depth and show a visual?
Optional
caveThe tile to switch to when collapsing or opening up a cave entrance.
Optional
civilizationThe amount of civilization score to give when building this.
Optional
contaminatedThe reversed or contaminated type that this water turns into.
Optional
cooledPuddles will cool down tiles and create the following TerrainType on this tile.
Optional
decayOptional
deepOptional
defaultOptional
diesWhen this tile dies via the "isGrass" property, this is what the tile turns into.
Optional
durabilityBases the durability on an item type. Any item that has a SetDown action should have this set for the matching terrain type.
Optional
flammableOptional
freshOptional
gatherOptional
gatherOptional
groupOptional
hasOptional
iceOptional
isis either a cave entrance or collapsed cave entrance. Used for multiple checks.
Optional
isWhen tilling this terrain, you will attempt to dig up the grass instead.
Optional
isOptional
isOptional
isOptional
isTrue if the terrain allows for sliding
Optional
leftOptional
lightIf set, this tile will be illuminated in this color and alpha.
Optional
meltItem that defines the decay amount when this doodad is melting.
Optional
meltsArray of tile events that are spawned when terrain decays (or melts).
Optional
modDo not provide or modify this value, only reference it. This is set by the modding system during the process of registration.
Optional
noOptional
noOptional
noOptional
particlesOptional
passableOptional
preventSet to true to prevent building things on the tile. Or set it to a list of allowed doodad types that can be built on the tile.
Optional
puddleThe type of puddle it produces when splashed.
Optional
reduceOptional
renderOptional
resourcesOptional
seawaterOptional
shallowOptional
slipperyChance of slipping when there's puddles of water on it (amount is multiplied by the amount of puddles up to a maximum of three).
Optional
soundOptional
swampOptional
temperatureThe temperature produced by this terrain. When not provided, uses Temperature.Neutral
.
Optional
terrainOptional
tileTile to create when consuming the tile (in the case of gathering/drinking water)
Optional
tillableOptional
updateUpdate neighbors when the tile type is involved
Optional
useTrue if the terrain sprite is like a doodad
Optional
waterOptional
waterBase version of the water used for tilemapping.
Optional
waterTerrain that water tile becomes when dug up using the dig action.
Optional
waterTerrain that a tile becomes when routed using the dig action.
Optional
wetGenerated using TypeDoc
The water terrain type that is a step above, or a less deep version of itself (which has specific rules based on the biometype).