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
A sound that should play alongside an animation. 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
- BlockEntityBehavior
Basic class for block entities - a data structures to hold custom information for blocks, e.g. for chests to hold it's contents.
See the derived types for all block entity behaviors. Open in GitHub
- BlockEntityBehaviorType
Allows adding behaviors for block entities. Remember, block entities are specific instances of blocks placed within the world. See BlockEntityBehavior and its derived types for all block entities. 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
- EntityBehaviorPassivePhysics
Passive physics system for entities.
Uses the "passivephysics" code Open in GitHub
- EntityBehaviorPassivePhysicsMultiBox
Passive physics system for entities with support for multiple collision boxes.
Uses the "passivephysicsmultibox" code 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
Creates a recipe using a 3D voxel-based system. Used for recipes types such as clayforming, smithing, or stone-knapping. Open in GitHub
- 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
Creates a new base recipe type. Almost all recipe types extend from this. Open in GitHub
- SeatConfig
Seat properties Open in GitHub
- 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
Structs
- SoundAttributes
Properties that control how a sound is played. There are two forms of this that might be used in JSON files: Form 1 is simply stored as an AssetLocation that points to the sound file path. There are no extra proprties. This is what most JSON objects use. Form 2 is more complex, and uses the properties below to fully configure the sound. Only certain JSON objects use this, such as entity sounds. You can mix and match in a single sound array.
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
- EnumMountAngleMode
Defines how the mounted entity rotates relative to the mount 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
- EnumSoundType
Sound types, often used to determine specific volume controls. 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
- EnumWindBitMode
The wind data for an object. Open in GitHub