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Thing Sheet

ID

string

An unique identifier for the item.

name_JP / name

string

How the object is displayed in game.

unknown_JP

string

unit_JP

string

These are basically just "what is the Japanese language counter for this object" because that's how Japanese is. They don't apply to the EN version directly it seems.

unitromanjienglish
katamaricluster, clump
振りfurihandheld, melee?
taipair of melee things like gloves
daimachine, pedastal, harp
teilong narrow things like guns, scissors, hoes, etc
hatsuammo
honbase, body, object
maisheet of something
tsubugrain, pebble
makirolled object
sakubooklet
joupill
sekiboat, ship
tababundle, bunch
karadaform, statue
fukurobag of...
chou/haristretched
haicup of...
biki(small) animal
hinobject

unit

string

The type of object it is.

  • bottle
  • box
  • bucket
  • bundle
  • can
  • chunk
  • feather
  • gift box
  • grand cross
  • grimoire
  • handful
  • letter
  • painting
  • pair
  • piece
  • pinch
  • poster
  • pot
  • rod
  • set
  • signboard
  • spellbook
  • staff
  • statue
  • syringe
  • tree
  • tuft
  • whip
  • whistle

unknown

string

If it is something special or unique or has a property like "#randomBook" or the like

  • #randomBook
  • #randomPotion
  • #randomRod
  • #randomScroll
  • #randomSpellBook
  • unique item/title i.e. "bewitched sword"

category

string

The category of thing the item belongs to. It is used for things like auto-dumping. It is also used for the crafting/recipe menu when linked to a custom category you defined in the Category sheet.

sort

int

How the item is sorted, such as assigning it as a bow (2200 range bow) or whatever.

_tileType

string

How is the object displayed? As a block, door, window, etc.

typedetail
ObjBigcan't move over it
ObjHugealso can't move over it
Doorneeds a wall and assigns it as a door/opening
Slopechanges your movement speed as if you're going up and over it
Stairssame as slope but more dramatic change in speed, height, and length of moving up/down it
Paintrequires a wall to attach it to
WallHangrequires a wall to attach it to
Windowrequires a wall to attach it to, hides it when the windows would be hidden on the building, like when you're inside of it

_idRenderData

string

The one most used. How should the object "sit" on the ground and where the clipping happens.

  • Use @obj for custom things that ARE NOT using Texture Replacement

    • Make sure the name is the same as the id
    • Make sure it's .png not .PNG as it won't work
    • Should be in the Texture folder of the mod
  • Use obj for custom things using Texture Replacement, this occupies a tile in the sheet and may collide with other people.

    • Make sure the name is obj_tileID, such as objS_5032
    • Make sure it's .png not .PNG
    • Should be in the Texture Replace folder of the mod
  • For snow tiles:

    • @obj use ID_snow.png
    • obj use objSnow_tileID.png
      • For example:
        • regular item: obj_123.png
        • snow item: objSnow_123.png
        • small item: objS_456.png
        • small snow: objSSnow_456.png

tiles

int

For replacement textures, what tile is it replacing in the texture sheet. This is also the number used for replacement naming. If there are more than one, the order goes:

image >> image reversed >> image2 >> image2 reversed

For example, if there is a front and back version of something, it would be:

123,-123,456,-456 (obj_123.png being front, obj_456.png being back)

altTiles

int

For replacement textures, these are variants like a closed chest when stuff is in it.

anime

int

First number is how many frames the animation is, the second is how long each frame plays before moving on.

skins

int

size

int

For large objects that take up more than one grid space. First number is vertical/height, second is horizontal/width.

colorMod

int

Saturation of the color used I think.

colorType

string

Does it use the default color of the FIRST ITEM used for crafting, or does it use the alt (secondary) color? Also, accepts random for randomly colored items.

recipeKey

string

How is the recipe acquired?

stringtype
*known by default at the assigned workbench
character idsold by a specific character as part of the story

factory

string

Where do you make the item in game? If the item is not craftable by the PC, this can be left blank

nametype
quick craftself
workbenchworkbench
tinker's tablefactory_tinker
drafting tableworkbench2
signboard workshopfactory_sign
carpenter's tablefactory_wood
blacksmith's tablefactory_metal
anvilanvil
machine tablemachinebench
mason's tablefactory_stone
glassmaker's tablefactory_glass
accessory tablefactory_accessory
loomloom
writing tooltool_writing
stovestove

components

string

What is being used to make the item, the ingredients.

For example:

well has rock/10,rope/3,log/2

This means you need 10 of something tagged as rock material, 3 ropes, and 2 logs.

sickle has rock/2|ingot,string/1,stick/1

This means you can use either 2 rock materials or 2 ingots. | means "or."

bookshelf has plank/4,#book,#book

This means you need 4 planks, and the #book means you have to choose something in your inventory that matches the category book.

disassemble

string

defMat

string

The default material the item is made of, and what color is applied (if applicable) on the icon/preview image (i.e. oak).

tierGroup

string

value

int

How much it's worth.

LV

int

Crafting skill level to make.

chance

string

quality

int

weight

int

How much does it weigh? For example, a seed is 30, a rod is 500, a regular bed is 4500, and a piano is 85000.

electricity

int

How much electricity does it draw? A monitor is -10, for example.

trait

string

Unique actions depending on what type of object it is, how the game will recognize it.

Containers|Container,rows,columns,background image,special notes on what it can hold Example: beekeep,2,2,crate,honey Example 2: ChestPractice,7,5,crate

elements

string

The alias from the Element sheet which defines certain actions or abilities. The number is the level/strength of it (i.e. lumberjack/4 will display in game as Lumberjack [****] or the like).

range

int

For a weapon, how far can it shoot? For example, a short bow is 1, a regular bow is 3, and a rail gun is 5.

attackType

string

What type of damage or weapon is it when it's used as equipment?

  • Blunt
  • Bow
  • Cane
  • Claw
  • Gun
  • Pierce
  • Punch
  • Slash

offense

int

Series of 4 numbers, unsure what they mean exactly.

substats

int

defense

int

I assume it is DV and then PV.

lightData

string

If the object emits light, how does it look?

  • altar_machine
  • bonfire
  • fireplace
  • fridge
  • gacha
  • general
  • klin <-- this is a typo that's in the game
  • lamp_sun
  • lamp_table
  • light_floor
  • light_spot
  • light_stand
  • light_wall

idExtra

string

idToggleExtra

string

If it can be turned on/off I think for lighting.

idActorEx

string

If there are ambient effects going on around it.

  • amb_boat
  • amb_crowd
  • amb_fire
  • amb_fountain
  • amb_smelter

idSound

string

If there is a sound associated with creating the item. Common ones are:

  • glass (for things like windows, potions, drinks)
  • money (for coins)
  • paper (for posters)

tag

string

If there is some sort of built in action associated with the item. Examples:

  • exotic
  • godArtifact
  • noWish
  • tourism
  • rareResource
  • snowTile <-- this one doesn't have to be assigned if you've set up your obj as noted above, but it doesn't hurt to declare it I think
  • throwWeapon <-- if it comes back to you like a boomerang

workTag

string

filter

string

If things can come from other places other than crafting.

  • fish, can be found while fishing randomly
  • gacha, get from gacha machine
  • supply, supply category
  • others...

Game may call CreateFromFilter to randomly generate items based on filter.

roomNameJP

string

Does this define a specific room? Such as "bedroom" or "bathroom" or the like. This is the JP name for it. It can have multiple entries with a comma between them.

roomName

string

The English version of the room name. Example: Bedroom or Kitchen,Dining Room

detail_JP

string

If there is an item description associated with the object. This shows in game above the stat info on the item. This is the Japanese entry. Example (delivery box): 中に入れたものを拠点に宅配してくれる箱だ。荷物は出荷後に訪れた拠点に届く。

detail

string

Same as above but the English entry. Example (delivery box): A box that delivers the items placed inside it to a base. The packages will be delivered to the base that was visited after shipment.