Serializable: Is saved to file (bool, default: true)
size: How many tiles are occupied by this object in either direction. (int, default: 1)
AddHeightForItems: Additional height to be added to other items on this tile (float, default: 0)
Tags: Sort of deprecated (string[], default: new string)
ModelInfo
Information regarding the voxel model
ScaleX: Scale in x-dimension (float, default: 1)
ScaleY: Scale in y-dimension (float, default: 1)
ScaleZ: Scale in z-dimension (float, default: 1)
AnimationSpeed: How many animation steps per second (float, default: 1)
Height: Height at which arrows etc. are displayed (float, default: 1f)
Alpha: Opaqueness of the model. Note: values < 1 change the shader used to render the object and can have a performance impact if used excessively. (float, default: 1)
HeightOverride: Ignore other modifiers and set the height of this object (e.g. for tile overhangs) (float, default: -1)
AnimationFrames: Number of animation frames (e.g. walking) (int, default: 1)
BuildFrames: Number of building animation frames (int, default: 0)
Resolution: Voxels per tile (int, default: 12)
ModelVariations: Number of model variations (e.g. colonists). To use this, create as many model files, e.g. xxx1.vox, xxx2.vox etc. (int, default: 0)
TopLayerOnly: Used for tiles (bool, default: false)
DestroyAfterAnimationCycle: Used for UI elements (bool, default: false)
ShowIndicationArrow: Show an arrow when in build mode, e.g. conveyor belts (bool, default: false)
AnimationAutoStart: Animation starts automatically when object is spawned, e.g. UI (bool, default: false)
AnimationAutoSync: Animation is synced automatically, e.g. harvest indicators (bool, default: false)
DoNotSpawn: Do not actually spawn (used for ocean) (bool, default: false)
ModifierStack: +-separated list of modifiers to be applied when spawning (rtx, rty, rtz, rr) (string, default: null)
CustomMaterial: Used for ocean and water (string, default: null)
BoundingBoxExtent: Override the size of the bounding box (where to click to select an object) (Vector3, default: Vector3.zero)
SpecialPrefabs: Special effects to add (GameObject[], default: new GameObject[] { })
SpecialHeight: Height of special effects (float, default: 0)
SpecialLightRange: Range of special effect lights (float, default: 0)
SpecialLightIntensity: Intensity of special effect lights (float, default: 0)
SpecialLightFlicker: Flicker intensity of special effect lights (float, default: 0)
SpecialLightColor: Color of special effect lights (Color, default: new Color(0,0,0,0))
SpawnerInfo
Adding this to an object will cause it to be automatically spawned onto maps.
SpawnTiles: Tiles types on which it can spawn. (string[], default: “Floor_Grass,Floor_Sand”.CommaSplit())
SpawnCohesive: Spawn in clumps (e.g. rocks). (bool, default: false)
CanSpawnOnOtherItems: Spawn on top of other objects (e.g. clay and ore). (bool, default: false)
RequireWalkable: Only spawn where your people can go. (bool, default: false)
SpawnClusterSize: Number range of objects per spawn (e.g. 3:5 trees). (NumRange, default: null)
SpawnClusterExtent: How spread apart are things in a spawn cluster. (int, default: 1)
WorkshopRecipeInfo
Recipies for workshops
Outputs: output generated by this recipie (string, default: null)
Inputs: List of items needed to build it (string, default: null)
Workshops: List of workshops where it can be built. Leave empty for farm produce etc. (string, default: null)
ProductionTime: Base time required to build this (int, default: 15)
ItemInfo
Things that can be produced/mined
Weight: How heavy is an item. (float, default: 1)
StackCount: How many of this item can be stacked in one tile (int, default: 1)
StackHeight: Stacking: vertical distance between stacked items (float, default: 3.25f)
StackDist: Stacking: horizontal distance between stached items (float, default: 2.5f)
IsFood: Can be eaten. (bool, default: false)
IsDrink: Can be drunk. (bool, default: false)
BuildingRecipeInfo
Things that can be built
Ingredients: List of items needed to build it (string, default: null)
InstaBuild: Is built instantly (e.g. roads) (bool, default: false)
CanBuildOutsideTerritory: Can be built outside of your territory, e.g. outpost bonfires (bool, default: false)
MultiBuild: Colonists can build multiple instances in one go. (int, default: 0)
MineableInfo
Things that can be mined, e.g. trees
minesto: List of things you get from mining (string, default: null)
randomLootAmount: List of random loot you get from mining (int, default: 0)
RandomLootTier: Loot tier (int, default: 0)
AttachToSoil: Attach to underlying object, e.g. ore -> soil tile (bool, default: false)
HitpointInfo
Things with hitpoints can get hurt and die.
MaxHitpoints: HP when at full health. (int, default: 10)
RegenPerSecond: Accumulates, when at 1 HP increases by HealRate (float, default: 0.01f)
HealRate: By how much HP increases when regenerating. (int, default: 10)
ActorInfo
Information for colonists, enemies and animals.
Names: List of names (string[], default: null)
VisionRange: Vision range (int, default: 10)
UnarmedMeleeAttack: Base attack damage per hit (int, default: 5)
Speed: Speed in tiles per second (float, default: 1)
WaitAfterMovement: Be idle after movement (e.g. spiders) (float, default: 0)
HerdingBehavior: Probability (0-1): will wander towards other actors of the same type (float, default: 0.3f)
Animal: Animals have less needs (bool, default: true)
GainsExperience: Gets better at what it does. (bool, default: true)
randomLootAmount: How many pieces of loot when killed. (int, default: 0)
RandomLootTier: What tier of loot. (int, default: 0)
TaskGroups: List of possible tasks (see DataInfo/TaskGroup) (string[], default: new string[] { })
PopupInfo
A popup is something that randomly appears in a time interval like the fish or the worms.
Interval: Approximate time interval in seconds inbetween popups. (float, default: 0)
RallyInfo
Used for the rally flag
BirdInfo
Birds like the seagull automatically move between Water tiles.
Speed: Speed in tiles per second (float, default: 1)
Height: Height above ground (float, default: 3)
RecruitingInfo
Used for the recruiting flag
ClaimInfo
Item expands territory
ClaimRange: Range of influence. (int, default: 0)
IsOutpost: Choose random color. (bool, default: false)
AudioInfo
Plays an audioclip in a semi-random interval
Interval: Interval in seconds (float, default: 20)
ClipName: Name of the (built-in) audio clip (string, default: null)
ActiveAtDaytime: Play at daytime (bool, default: true)
ActiveAtNighttime: Play at nighttime (bool, default: false)
ActiveWhenRaining: Play at raintime (bool, default: true)
Ambience: Count as ambience (for volume setting) (bool, default: true)
ManualWorkshopInfo
A workshop operated by your colonists
AbstractWorkshopInfo
Abstract, use ManualWorkshopInfo or AutomaticWorkshopInfo instead
inputSpots: Where input goods are placed (Vector3[], default: null)
outputSpots: Chere output goods are created (Vector3[], default: null)
SpawnInputBoxes: Spawn boxes at input places (bool, default: false)
SpawnOutputBoxes: Spawn boxes at output places (bool, default: false)
AnimationMode: Animation during production. 0 = Frame is selected according to production progress. 1 = Frame is cycled every time the colonist hits the workshop. (int, default: 0)
InheritRecipiesFrom: Inherit recipies from other workshops (string, default: null)
AutomaticWorkshopInfo
A workshop that produces automatically given it has the required inputs
BuildingInfo
Building specific things. Relevant for workshops etc. as well
Category: Under which category in the build menu it will show up (string, default: “None”)
CanOverlap: Can be placed on top of other buildings (bool, default: false)
SettlerInteractionSpots: SettlerInteractionSpots are where your colonists go to, for example, sit on a table. The format is X,Y,Z and then rotation X,Y,Z - Multiple spots are separated by ; (PositionAndRotation[], default: null)
HouseInfo
A house where colonists or animals live in
HousingCapacity: How many actors can live here (int, default: 0)
HousingQuality: Quality of the housing provided (float, default: 1)
AllowAnimals: Allow animals to use this house (bool, default: false)
AllowColonists: Allow colonists to use this house (bool, default: true)