Table of Contents

Namespace Vintagestory.API.Common

Classes

AdvancedParticleProperties

Used to add a set of particle properties to a collectible. Open in GitHub

AnimationMetaData

Animation Meta Data is a json type that controls how an animation should be played. Open in GitHub

AnimationSound

Open in GitHub

AnimationTrigger

Data about when an animation should be triggered. Open in GitHub

AssetLocation

Defines a complete path to an assets, including it's domain. Open in GitHub

BakingProperties

Baking Properties are collectible attribute used for baking items in a clay oven. You will need to add these attributes if using Bake inside SmeltingType. Open in GitHub

BlockBehavior

Allows for definitions of behaviors of a block that can be applied to any block See the derived types for a list of all documented block behaviors. Open in GitHub

BlockDropItemStack

Represents an itemstack that is dropped when breaking a block, with a potentially random quantity. Open in GitHub

BlockEntityBehaviorType

Allows adding behaviors for block entities. Remember, block entities are specific instances of blocks placed within the world. Open in GitHub

BlockSounds

A set of sounds that are defined for a block. All fields use default or empty sounds if not set. Open in GitHub

CollectibleBehavior

A behavior object which can be added to any collectible. See the derived types for a list of documented collectible behaviors. Open in GitHub

CombustibleProperties

Marks an item as combustible, either by cooking, smelting or firing. This can either imply it is used as a fuel, or can be cooked into another object. Open in GitHub

CompositeShape

Holds shape data to create 3D representations of objects. Also allows shapes to be overlayed on top of one another recursively. Open in GitHub

CraftingRecipeIngredient

A crafting recipe ingredient Open in GitHub

CreativeTabAndStackList

Allows you to add a list of item stacks to put various into creative menu tabs. Open in GitHub

CrushingProperties

Defines a set of properties that allow an object to be ground in a quern. Open in GitHub

FoodNutritionProperties

Allows you to make collectibles edible, and adds data about their nutrition. Open in GitHub

GridRecipe

Represents a crafting recipe to be made on the crafting grid. Open in GitHub

GrindingProperties

Defines a set of properties that allow an object to be ground in a quern. Open in GitHub

HeldSounds

Defines a set of sounds for a collectible object. Open in GitHub

JsonItemStack

This is a representation of an item stack in JSON. It resembles a standard in-game item stack but can be stored before the game is loaded. Open in GitHub

LayeredVoxelRecipe<T>

Creates a recipe using a 3D voxel-based system. Used for recipes types such as clayforming, smithing, or stone-knapping.

ModelTransform

Used for transformations applied to a block or item model. Uses values from ModelTransformNoDefaults but will assign defaults if not included. Open in GitHub

ModelTransformNoDefaults

Controls the transformations of 3D shapes. Note that defaults change depending on where this class is used. Open in GitHub

RecipeBase<T>

Creates a new base recipe type. Almost all recipe types extend from this.

TransitionableProperties

This is a versatile way of allowing a collectible to change to another after a certain time in the inventory. Open in GitHub

VertexFlags

Special class to handle the vertex flagging in a very nicely compressed space.
Bit 0-7: Glow level
Bit 8-10: Z-Offset
Bit 11: Reflective bit
Bit 12: Lod 0 Bit
Bit 13-24: X/Y/Z Normals
Bit 25, 26, 27, 28: Wind mode
Bit 29, 30, 31: Wind data (also sometimes used for other data, e.g. reflection mode if Reflective bit is set, or additional water surface data if this is a water block)
Open in GitHub

Enums

EnumAICreatureType

Types of creatures used for pathfinding. Humanoids prefer taking paths. Open in GitHub

EnumAnimationBlendMode

Defines how multiple animations should be blended together. Open in GitHub

EnumAppSide

A server/client side used by for the Vintage Story app. Open in GitHub

EnumBlockMaterial

Materials of which a block may be made of. Currently only used for mining speed for tools and blast resistance. Open in GitHub

EnumFoodCategory

Types of nutrition for foods. Open in GitHub

EnumGetClimateMode

The type of climate values you wish to receive Open in GitHub

EnumHabitat

Habitats for entities. Controls some minor logic for entities. Open in GitHub

EnumItemClass

The type of collectible in an itemstack. Open in GitHub

EnumItemDamageSource

Types for how an item can damage it's durability. Open in GitHub

EnumLightLevelType

Used in blockAccessor.GetLightLevel() to determine what kind of light level you want Open in GitHub

EnumMatterState

Various states of matter to use for collectibles. Open in GitHub

EnumMouseButton

A list of mouse buttons. Open in GitHub

EnumParticleModel

Types of model for a particle. Open in GitHub

EnumRandomizeAxes

When picking a random seed for this block, what axes should we base it on? Open in GitHub

EnumShapeFormat

Types of shape that can be loaded by the game. Open in GitHub

EnumSmeltType

The type of smelting for the collectible. This effects how the object is smelted. Open in GitHub

EnumSoilNutrient

The three types of soil nutrient for farmland and crops. Open in GitHub

EnumTool

Types for each tool in the game. Some of these are unused. Open in GitHub

EnumTransitionType

Types of transition for items. Open in GitHub