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.