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some changes regarding actorblocks
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@@ -104,7 +104,7 @@ id;drop;world;name;shdr;shdg;shdb;shduv;str;dsty;mate;solid;plat;wall;grav;dlfn;
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273;273;273;BLOCK_SCAFFOLDING_EBONY;0.0312;0.0312;0.0312;0.0312;1;1400;WOOD;0;1;0;6;0;0;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0;PLATFORM
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274;274;274;BLOCK_SCAFFOLDING_BIRCH;0.0312;0.0312;0.0312;0.0312;1;670;WOOD;0;1;0;6;0;0;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0;PLATFORM
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275;275;275;BLOCK_SCAFFOLDING_BLOODROSE;0.0312;0.0312;0.0312;0.0312;1;900;WOOD;0;1;0;6;0;0;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0;PLATFORM
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4090;N/A;N/A;ACTORBLOCK_TILING_PLACEHOLDER;0.1252;0.1252;0.1252;0.1252;48;2400;ROCK;1;0;1;N/A;0;4;16;0.0000;0.0000;0.0000;0.0000;N/A;N/A;0.0;INTERNAL
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4090;N/A;N/A;ACTORBLOCK_TILING_PLACEHOLDER;0.1252;0.1252;0.1252;0.1252;48;2400;ROCK;1;0;1;N/A;0;4;16;0.0000;0.0000;0.0000;0.0000;N/A;N/A;0.0;INTERNAL,DORENDER
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4091;N/A;N/A;ACTORBLOCK_NO_COLLISION;0.0312;0.0312;0.0312;0.0312;1;1;NULL;0;0;0;N/A;0;0;4;0.0;0.0;0.0;0.0;N/A;N/A;0.0;INTERNAL
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4092;N/A;N/A;ACTORBLOCK_FULL_COLLISION;0.0312;0.0312;0.0312;0.0312;1;1;NULL;0;0;0;N/A;0;0;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0;INTERNAL
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4093;N/A;N/A;ACTORBLOCK_ALLOW_MOVE_DOWN;0.0312;0.0312;0.0312;0.0312;1;1;NULL;0;1;0;N/A;0;0;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0;INTERNAL
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@@ -117,6 +117,7 @@ id;drop;world;name;shdr;shdg;shdb;shduv;str;dsty;mate;solid;plat;wall;grav;dlfn;
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#5000;5000;BLOCK_SIGNAL_POWER_SOURCE;0.1252;0.1252;0.1252;0.1252;24;1400;NULL;0;0;0;N/A;0;4;16;0.0;0.0;0.0;0.0;N/A;N/A;0.0
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## Notes ##
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#
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# Every block must have a shade value that is at least as dark as the air block's
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#
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# Lava/Water props are left for future references, do not delete them until FluidCodex is built #
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@@ -154,7 +155,6 @@ id;drop;world;name;shdr;shdg;shdb;shduv;str;dsty;mate;solid;plat;wall;grav;dlfn;
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# grav: Whether the block should fall through the empty space. N/A to not make it fall;
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# 0 to fall immediately (e.g. Sand), nonzero to indicate that number of floating blocks can be supported (e.g. Scaffolding)
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#
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# tags: tag(s) to the item which is used by the crafting system. Multiple tags are separated using commas. Each tag must be all uppercase and only [0-9A-Z] chars are supported.
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#
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## Illuminators ##
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#
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@@ -175,6 +175,25 @@ id;drop;world;name;shdr;shdg;shdb;shduv;str;dsty;mate;solid;plat;wall;grav;dlfn;
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# Magical ice: theoretical __metallic__ ice that might form under super-high pressure (> 5 TPa). Its density is a wild guess.
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#
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#
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## Actorblocks ##
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#
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# Actorblocks are virtual/placeholder blocks that accompanies actors (usually fixtures).
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# Any tile that contains "ACTORBLOCK" in its "name" will be recognised as one, so avoid having the particular string on
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# the name if your tile is not Actorblock!
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#
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#
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## Tags ##
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#
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# Tag(s) to the item which is used by the crafting system. Multiple tags are separated using commas. Each tag must be all
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# uppercase and only [0-9A-Z] chars are supported.
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#
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### Internal Tags ##
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##
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## Some tags are reserved for internal use, which are:
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## - INTERNAL: denotes that the tile is internal-use. Will not be rendered unless debug window is on.
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## - DORENDER: this internal tile must go through the standard-issue tile drawing routine.
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#
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#
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## References ##
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#
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# * Density of various woods : http://www.engineeringtoolbox.com/wood-density-d_40.html
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