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This data was retrieved from Config.cs, running Terraria v1.1.2.


Tile Attributes


Terraria Attributes Edit

Name Type Description
name string The name of the tile. This may not be displayed ingame, since tiles don't seem to have a name when you mouse over them.
id int The type of tile this is. This behaves identically to the type attribute that items have. Set it to -1 to indicate a custom tile, or set it to another value to mimic an existing one. See also List of Tiles.
DropName string The name of the item that the tile drops.
House bool Is the block can be used to the house
Width int The width of the image in tiles. A tile is equal to 16 pixels, with a space of two pixels between each tile. See How to make a custom Tile for more information, as it has graphical examples of this system.
Height int As above, but for height.
PretendType int Set this to an Integer equal to the ID of an existing Item Type to make your item's behavior mimic the behavior of the Vanilla Item. Example: PretendType=426 will cause an Item to copy the behavior of the Weapon, the Breaker Blade!

Any tile who's ini includes 'pretendType' will revert to the said type if the world gets loaded when the mod is disabled.

furniture string Whether the tile counts as a table, chair, door, or torch.
pick float A multiplier that affects how powerful a pick is at breaking this tile.
axe float A multiplier that affects how powerful an axe is at breaking this tile.
hammer float A multiplier that affects how powerful a hammer is at breaking this tile.
minPick int The minimum value an item's pick value must have to break this tile. See Item Attributes for more information.
minAxe int The minimum value an item's axe value must have to break this tile. See Item Attributes for more information.
minHammer int The minimum value an item's hammer value must have to break this tile. See Item Attributes for more information.
Lighted bool When True, the tile can emit light. The amount and color of light is controlled by the tConfig Light attribute (see below); if it is not present, the tile emits no light.
MergeDirt bool If the tile is sprited to have dirt-merging tiles.
Cut bool If the tile can be cut with with any item. Grass, vines, cobwebs, flowers, and herbs all have this set to "true."
Alch bool Herbs have this attribute set to true. It appears to make the game check whether the seeding conditions have been met.
Shine int Whether the tile sparkles by itself? This value, specifically, is used to determine the probability of a sparkle dust being generated. Lower numbers produce sparkles more frequently but must be > 0 to produce any at all.
Shine2 bool Whether the tile enhances light.
Stone bool If the tile is sprited to have stone-merging tiles.
WaterDeath bool Whether the tile is removed when it collides with water.
LavaDeath bool Whether the tile is removed when it collides with lava.
Table bool Sets if the tile acts like a table does.
BlockLight bool Whether all light is blocked by this tile.
NoSunLight bool Whether sunlight is blocked by this tile.
Dungeon bool Whether the tile counts as a dungeon tile. IE Pink Dungeon Brick. Also makes Tiles Bombproof!
SolidTop bool Whether the top of this tile is considered solid, for the purposes of placing object on it.
Solid bool Whether this entire tile is considered solid, for blocking all forms of movement.
NoAttach bool Whether other tiles (such as torches) can attach to the tile
NoFail bool Whether this tile will always be able to be broken in one hit.
FrameImportant bool A variety of effects - if your tile won't stay placed, try this -- determines if the tile should stay in a singel frame like on/off torches where if it goes to the wrong frame it looks wrong
mech bool Whether the tile is affected by wires
placeOn string specify where the tile has to be placed (solid, solidTop, wall, side, ceiling)
doorType string specify if the door is open or closed (open, closed)
doorToggle string specify which tile the door toggles to when switched, so you need a closed and open tile

tConfig Attributes Edit

Name Type Description
Light float,float,float Colored light that the tile emits (RGB values). Must have Lighted=True to have any effect. The values are effectively multipliers of the light emitted by a Torch.

Examples:

  • Light=1.0,1.0,1.0 - emits the same white light as a Torch (also, light=1,1,1 works).
  • Light=0.6,1.0,0.6 - emits a greenish light in same range as a Torch
  • Light=6,10,6 - lights an area roughly 10x that of a Torch, tinted green at the edges.
code string Specify a specific CS file for the tile. This can help you avoid needing to copy multiple CS files for tiles with the exact same scripted functionality. (Note, the CS file must be in the same directory as the tile or the tile won't use it's code)

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