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.
unit | romanji | english |
---|---|---|
塊 | katamari | cluster, clump |
振り | furi | handheld, melee? |
対 | tai | pair of melee things like gloves |
台 | dai | machine, pedastal, harp |
挺 | tei | long narrow things like guns, scissors, hoes, etc |
発 | hatsu | ammo |
本 | hon | base, body, object |
枚 | mai | sheet of something |
粒 | tsubu | grain, pebble |
巻 | maki | rolled object |
冊 | saku | booklet |
錠 | jou | pill |
隻 | seki | boat, ship |
束 | taba | bundle, bunch |
体 | karada | form, statue |
袋 | fukuro | bag of... |
張 | chou/hari | stretched |
杯 | hai | cup of... |
匹 | biki | (small) animal |
品 | hin | object |
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.
type | detail |
---|---|
ObjBig | can't move over it |
ObjHuge | also can't move over it |
Door | needs a wall and assigns it as a door/opening |
Slope | changes your movement speed as if you're going up and over it |
Stairs | same as slope but more dramatic change in speed, height, and length of moving up/down it |
Paint | requires a wall to attach it to |
WallHang | requires a wall to attach it to |
Window | requires 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
- Make sure the name is the same as the
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 asobjS_5032
- Make sure it's
.png
not.PNG
- Should be in the
Texture Replace
folder of the mod
- Make sure the name is
For snow tiles:
@obj
useID_snow.png
obj
useobjSnow_tileID.png
- For example:
- regular item:
obj_123.png
- snow item:
objSnow_123.png
- small item:
objS_456.png
- small snow:
objSSnow_456.png
- regular item:
- For example:
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?
string | type |
---|---|
* | known by default at the assigned workbench |
character id | sold 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
name | type |
---|---|
quick craft | self |
workbench | workbench |
tinker's table | factory_tinker |
drafting table | workbench2 |
signboard workshop | factory_sign |
carpenter's table | factory_wood |
blacksmith's table | factory_metal |
anvil | anvil |
machine table | machinebench |
mason's table | factory_stone |
glassmaker's table | factory_glass |
accessory table | factory_accessory |
loom | loom |
writing tool | tool_writing |
stove | stove |
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 thinkthrowWeapon
<-- 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.