Actor 1x1 Actor implementation.handlers[0].action.actor, implementation.model["Preview"]["Actor"] editor/marker/monster_wave/model.dat Colorization 257 Preview model/wrapper/actorwrapper.dat Actor Wave Number Camera/Default Transition implementation.model["Model"]["Transition"] Easing implementation.model["Model"]["Easing"] Camera implementation.model["Model"]["Camera"] Extent - X axis implementation.model["Model"]["Extent"].size_x, implementation.shape.width Extent - Y axis implementation.model["Model"]["Extent"].size_y, implementation.shape.height Extent - Z axis implementation.model["Model"]["Extent"].size_z model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/environment/bounded_camera.dat Camera Easing Extent 5.0 Transition 0.0 0 0 Camera/Fog Influencer Fog implementation.model["Model"]["State"] Shape Extent implementation.shape model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/environment/global_fog.dat State 12.0 24.0 0 0 Character/Dev/Dummy Knight Actor implementation.handlers[0].action.actor editor/billboardknight/model.dat 0.333 Character/Dev/Dummy Knight Character/Dev/Shooter Bullet implementation.handlers[0].action.actor["Bullet"] Interval implementation.handlers[0].action.actor["Interval"] Tags implementation.handlers[0].action.actor["Tags"] HP implementation.handlers[0].action.actor["HP"] character/npc/monster/gunpuppy/model.dat variant gold 0.49 Character/Dev/Shooter Bullet Bullet/Handgun/Blaster HP 25 Interval 1.0 Tags Tag! Character/Dev/Talkative Stranger character/npc/stranger/model.dat Hat character/npc/stranger/hat_mining/model.dat Pack character/npc/stranger/pack_boxroll/model.dat Character/Dev/Talkative Stranger (test) Hat character/npc/stranger/hat_mining/model.dat Pack character/npc/stranger/pack_boxroll/model.dat Character/Knight/Crew, general Actor implementation.handlers[0].action.actor character/npc/crew/model.dat Animation character/pc/idle.dat Gear Empty Helmet Pig Nose Pack None Character/Knight/Crew, table Table implementation.handlers[0].action.spawn_table character/npc/crew/model.dat Animation character/pc/idle.dat Gear Empty Helmet Hood Pack None Character/Monster/Beast/Alpha Wolver character/npc/monster/wolver/model.dat Aura Variant Wolver Alpha Monster/Single Family/Beast/Alpha Wolver Tag (Wave Tag) Character/Monster/Beast/Ash Tail character/npc/monster/wolver/model.dat Aura Variant Ash Monster/Single Family/Beast/Ash Tail Wave Tag (Wave Tag) Character/Monster/Beast/Chromalisk character/npc/monster/chromalisk/chromalisk_body.dat Monster/Single Family/Beast/Chromalisk Tag (Wave Tag) Character/Monster/Beast/Chromalisk Whelp character/npc/monster/chromalisk/chromalisk_body.dat Monster/Single Family/Beast/Chromalisk Whelp Tag (Wave Tag) Character/Monster/Beast/Chromalisk Whelp (Tut) character/npc/monster/chromalisk/chromalisk_body.dat Monster/Tutorial/Intro/Chromalisk Whelp Tag (Wave Tag) Character/Monster/Beast/Kleptolisk character/npc/monster/chromalisk/chromalisk_body.dat Monster/Single Family/Beast/Kleptolisk Tag (Wave Tag) Character/Monster/Beast/Skollver character/npc/monster/wolver/model.dat Aura Variant Wolver Alpha Monster/Single Family/Beast/Scaled - Skolver Depth Offset 0 Wave Tag (Wave Tag) Character/Monster/Beast/Virulisk character/npc/monster/chromalisk/chromalisk_body.dat Monster/Single Family/Beast/Virulisk Tag (Wave Tag) Character/Monster/Beast/Wolver character/npc/monster/wolver/model.dat Aura Variant Wolver Monster/Single Family/Beast/Wolver Tag (Wave Tag) Character/Monster/Boss/Swarm model/compound/model.dat Influences false false false false Models editor/marker/vertex/model.dat 3.0 0.0, 0.0, 0.1 character/npc/monster/swarm/parts/ambient_core.dat 0.5 Character/NPC/Monster/Boss/Swarm/Swarm Character/Monster/Boss/Vanaduke character/npc/monster/baron/model.dat Sheen Stage1 Variant Masked Character/NPC/Monster/Boss/Vanaduke/Vanaduke Start Character/Monster/Construct/Gold Gun Puppy character/npc/monster/gunpuppy/model.dat variant gold 0.425 Monster/Single Family/Construct/Gold Gun Puppy Tag (Wave Tag) Character/Monster/Construct/Gun Puppy character/npc/monster/gunpuppy/model.dat variant green 0.425 Monster/Single Family/Construct/Gun Puppy Tag (Wave Tag) Character/Monster/Construct/Lumber character/npc/monster/lumber/lumber.dat 0.64 Monster/Single Family/Construct/Scaled - Lumber Depth Offset 0 Tag (Wave Tag) Character/Monster/Construct/NPC/Energy Knight Actor implementation.handlers[0].action.actor character/npc/monster/mechaknight/model.dat Shield Weapon variant energy Character/Monster/Construct/Rocket Puppy character/npc/monster/rocketpuppy/model.dat variant green 0.425 Monster/Single Family/Construct/Rocket Puppy Tag (Wave Tag) Character/Monster/Construct/Tortodrone Wave Tag implementation.handlers[0].action.spawn_table["Wave Tag"] character/npc/monster/tortodrone/tortodrone.dat Variant Idle Monster/Single Family/Construct/Tortodrone Wave Tag (Wave Tag) Character/Monster/Fiend/Devilite character/npc/monster/devilite/worker_model.dat Variant Worker Weapon Left Weapon Right Monster/Single Family/Fiend/Devilite Wave Tag (Wave Tag) Character/Monster/Fiend/Devilite (Manager) character/npc/monster/devilite/model_manager.dat Weapon Left item/weapon/npc/devilite/model_clipboard.dat Weapon Right item/weapon/npc/devilite/model_coffee.dat Monster/Single Family/Fiend/Scaled - Pit Boss Depth Offset 0 Wave Tag (Wave Tag) Character/Monster/Fiend/Gold Trojan Actor implementation.handlers[0].action.actor character/npc/monster/darkknight/model.dat variant gold Character/NPC/Monster/Fiend/Gold Trojan/Gold Trojan Patrol Tag (Patrol Tag) Wave Tag (Wave Tag) Character/Monster/Fiend/Silkwing character/npc/monster/silkwing/model.dat Variant Dark 0.4 Monster/Single Family/Fiend/Silkwing Tag (Wave Tag) Character/Monster/Fiend/Trojan character/npc/monster/darkknight/model.dat variant trojan Monster/Single Family/Fiend/Trojan Tag (Wave Tag) Character/Monster/Generic/Chance Spawn Spawn Tag implementation.placeable["Tag"] Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Wave Number implementation.placeable["Model"]["Wave Number"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 263 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Monster Spawn) Character/Monster/Generic/Class Spawn Spawn Tag implementation.placeable["Tag"] Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Wave Number implementation.placeable["Model"]["Wave Number"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 263 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Monster Spawn) Character/Monster/Generic/Rare Spawn Spawn Tag implementation.placeable["Tag"] Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Wave Number implementation.placeable["Model"]["Wave Number"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 268 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Monster Spawn) Character/Monster/Generic/Single Spawn Spawn Tag implementation.placeable["Tag"] Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Wave Number implementation.placeable["Model"]["Wave Number"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 259 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Monster Spawn) Character/Monster/Generic/Subset Spawn Tag implementation.tags.tags[0] Wave Number implementation.model["Wave Number"] editor/marker/monster_wave/model.dat Colorization 274 Preview Wave Number (tag 1) Character/Monster/Generic/Wave Spawn Spawn Tag implementation.placeable["Tag"] Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Wave Number implementation.placeable["Model"]["Wave Number"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 261 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Spawn Tag) Character/Monster/Gremlin/Ironclaw Demo character/npc/monster/gremlin/demo/model.dat Weapon item/weapon/npc/mine_windup/model.dat Variant Orange variant pink Monster/Single Family/Gremlin/Ironclaw Demo Tag (Wave Tag) Character/Monster/Gremlin/Ironclaw Mender character/npc/monster/gremlin/mender/model.dat variant pink Monster/Single Family/Gremlin/Ironclaw Mender Tag (Wave Tag) Character/Monster/Gremlin/Ironclaw Thwacker character/npc/monster/gremlin/thwacker/model.dat variant pink Monster/Single Family/Gremlin/Ironclaw Thwacker Tag (Wave Tag) Character/Monster/Slime/Blast Cube character/npc/monster/blastcube/model.dat Variant Blast Cube Monster/Single Family/Slime/Blast Cube Character/Monster/Slime/Brute Cube character/npc/monster/jellycube/model.dat Trail variant blue Monster/Single Family/Slime/Brute Cube Tag (Wave Tag) Character/Monster/Slime/Jelly Cube character/npc/monster/jellycube/model.dat Trail variant pink Monster/Single Family/Slime/Jelly Cube Tag (Wave Tag) Character/Monster/Slime/Jelly Cube (Tut) character/npc/monster/jellycube/model.dat Trail variant pink Monster/Tutorial/Intro/Jelly Cube Tag (Wave Tag) Character/Monster/Slime/Jelly Green Giant character/npc/monster/jellycube/model.dat Trail variant green Monster/Single Family/Slime/Jelly Green Giant Tag (Wave Tag) Character/Monster/Slime/Soul Jelly character/npc/monster/souljelly/model.dat Monster/Single Family/Slime/Soul Jelly Tag (Wave Tag) Character/Monster/Slime/Toxigel character/npc/monster/lichen/model.dat Core character/npc/monster/lichen/ambient_cores.dat Core Count 1 Size 0.12 Variant toxigel 0.4 Monster/Single Family/Slime/Toxigel Tag (Wave Tag) Character/Monster/Undead/Black Kat character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 1.2 Range Short variant black Monster/Single Family/Undead/Black Kat Tag (Wave Tag) Character/Monster/Undead/Bloogato character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 1.2 Range Short variant blue Monster/Single Family/Undead/Scaled - Bloogato Depth Offset 0 Tag (Wave Tag) Character/Monster/Undead/Dust Zombie character/npc/monster/zombie/model.dat Variant Dust 0.6 Monster/Single Family/Undead/Dust Zombie Tag (Wave Tag) Character/Monster/Undead/Hurkat character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 1.2 Range Short variant green Monster/Single Family/Undead/Scaled - Hurkat Depth Offset 0 Tag (Wave Tag) Character/Monster/Undead/Mewkat character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 1.6 Range Short variant white Monster/Single Family/Undead/Mewkat Tag (Wave Tag) Character/Monster/Undead/NPC/Spookat Actor implementation.handlers[0].action.actor character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 1.2 Range Medium variant pink Character/Monster/Undead/Spookat character/npc/monster/spookat/model.dat Sound - Ambient Custom/Monsters/Spookats/Aura, ghostly Pitch 4.0 Range Short variant pink Monster/Single Family/Undead/Spookat Tag (Wave Tag) Character/Snipe/Snipe, Fly Color 1 implementation.handlers[0].action.actor["Color 1"], implementation.model["Color 1"] Scale implementation.handlers[0].action.actor["Scale"] character/npc/snipe/parts/model_lowres.dat Color 1 1289 0.4 Character/NPC/Snipe/Snipe, Fly Color 1 1289 Scale 1.0 Character/Snipe/Snipe, Walk Color 1 implementation.handlers[0].action.actor["Color 1"], implementation.model["Color 1"] Scale implementation.handlers[0].action.actor["Scale"] character/npc/snipe/parts/model_lowres.dat Color 1 1291 0.33 Character/NPC/Snipe/Snipe, Walk Color 1 1291 Scale 1.0 Character/Sprite/Nature Sprite (Cursed) character/npc/sprite/model.dat Variant Cursed Character/NPC/Nature Sprite/Nature Sprite (Cursed) Wave Tag (Wave Tag) Character/Sprite/Nature Sprite (Wander) character/npc/sprite/model.dat Variant Wolver Character/NPC/Nature Sprite/Nature Sprite (Wander) Wave Tag (Wave Tag) Character/Stranger/Stranger, general Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Drab-Steel Hat Pack Robes hexagons Snipes None Character/Stranger/Stranger, merchant Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Red-Grey Hat character/npc/stranger/mask/model.dat Variant Weapon Pack Robes Merchant Tabard Snipes None Dev/Floor Label Model implementation.model Text implementation.model["Text"] model/compound/label_floor/label_floor.dat Text room_battle_EW_3w_01 0.5 0 0 Dev/Label - Prefab Text implementation.model["Models"][0].model["Text"] model/compound/model.dat Influences false false false false Models model/debug/label_prefab_indicator.dat Text room_battle_EW_3w_01 model/conditional/marker.dat Model editor/marker/generic_selectors/box_2x1.dat Color State Override 0.24313726, 0.23921569, 0.4, 0.5 2.0 Dev/Viewer Affector Model implementation.model model/compound/model.dat Influences false false false false Models model/conditional/marker.dat Model editor/marker/vertex/model.dat model/viewer/bgcolor.dat Color 0.80784315, 0.8509804, 0.9490196, 1.0 Extent 20.0 20.0 40.0 0.5 2.8725E-41 -2.8725E-41 0 0 Dynamic/Barrier/Force Field world/dynamic/forcefield/model.dat Model middle(blue) 192 0 Dynamic/Barrier/Force Field (cap) world/dynamic/forcefield/model.dat Model cap 192 0 Dynamic/Barrier/Force Field (end) world/dynamic/forcefield/model.dat Model end(blue) 0.5 0.25, 0.0 192 0 Dynamic/Barrier/Force Field (endfull) world/dynamic/forcefield/model.dat Model endfull(blue) 192 0 Dynamic/Barrier/Force Field x3 world/dynamic/forcefield/compound_x3.dat 2.95 192 0 Dynamic/Barrier/Force Field x5 world/dynamic/forcefield/compound_x5.dat 4.95 192 0 Dynamic/Barrier/One-Way Wall world/dynamic/forcefield/compound_x3.dat 3.0 Dynamic/Barrier/One-Way Wall Dynamic/Barrier/Sub-town Force Field world/dynamic/forcefield/subtown/model.dat 5.0 Dynamic/Barrier/Sub-town Force Field Dynamic/Block/Base Model implementation.model Actor implementation.handlers[0].action.actor world/dynamic/block/explosive/model.dat 0.98 0.98 Block/Explosive Dynamic/Block/Base, Table Model implementation.model Action implementation.handlers[0].action 0.98 0.98 Dynamic/Block/Base, Table, random facing Model implementation.model Spawn Table implementation.handlers[0].action.fire_action["Spawn Table"] world/dynamic/block/explosive/model.dat 0.98 0.98 Base/Table Spawn (random 4-directional facing) Spawn Table Dynamic/Block/Base, random facing Model implementation.model Actor implementation.handlers[0].action.fire_action["Actor"] world/dynamic/block/explosive/model.dat 0.98 0.98 Base/Spawn Actor (random 4-directional facing) Actor Dynamic/Block/Breakable/Castle Dynamic/Block/Base Actor Block/Breakable/Castle Model world/dynamic/block/breakable/castle_base/model.dat Texture world/dynamic/block/breakable/castle_base/breakable.png Dynamic/Block/Breakable/Castle, Fire Dynamic/Block/Base, random facing Actor Block/Breakable/Castle, Firestorm Model world/dynamic/block/breakable/castle_fire/breakable.dat Dynamic/Block/Breakable/Catacombs Dynamic/Block/Base Actor Block/Breakable/Catacombs Model world/dynamic/block/breakable/castle_base/model.dat Texture world/dynamic/block/breakable/castle_catacomb/breakable.png Dynamic/Block/Breakable/City, Base Dynamic/Block/Base Actor Block/Breakable/City, Base Model world/dynamic/block/breakable/city_base/breakable.dat Dynamic/Block/Breakable/Clockworks, base Dynamic/Block/Base, Table, random facing Model world/dynamic/block/breakable/clockworks/model_breakable.dat Texture world/dynamic/block/breakable/clockworks/base.png Spawn Table Block/Theme Variants {stc}/Breakable/Clockworks Dynamic/Block/Breakable/Graveyard Dynamic/Block/Base Actor Block/Breakable/Graveyard Model world/dynamic/block/breakable/castle_base/model.dat Texture world/dynamic/block/breakable/graveyard/breakable.png Dynamic/Block/Breakable/Haven Dynamic/Block/Base Actor Block/Breakable/Haven Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Breakable/Random/Castle, base Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Breakable, Random/Castle, base Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Night Dynamic/Block/Breakable/Random/City, base Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Breakable, Random/City, base Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Night Dynamic/Block/Breakable/Random/Clockworks, base Dynamic/Block/Gathering/Parts/Base(Gather) Action Base/Table Spawn (random 4-directional facing) Spawn Table Block/Breakable, Random/Clockworks, base Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Day Dynamic/Block/Breakable/Random/Clockworks, base (Respawn) Dynamic/Block/Gathering/Parts/Base(Gather) Action Base/Table Spawn (random 4-directional facing) Spawn Table Block/Breakable, Random/Clockworks, base (Respawn) Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Night Dynamic/Block/Breakable/Random/Shrub Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Breakable, Random/Shrub Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Breakable/Random/Sky Islands, Night Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Breakable, Random/Sky Islands, Night Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Day Dynamic/Block/Breakable/Random/WhiteSpace, base Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Breakable, Random/WhiteSpace, base Model world/dynamic/block/breakable/sky_islands_day/breakable.dat Variant Breakable - Sky Islands, Day Dynamic/Block/Breakable/Shrub Dynamic/Block/Base Actor Block/Breakable/Shrub Model world/dynamic/block/breakable/outershell/model.dat Variant Graveyard Dynamic/Block/Breakable/Sky Islands, Day Dynamic/Block/Base Actor Block/Breakable/Sky Islands, Day Destruction fx variant Sky Islands Day (default) Variant Sky Islands, Day Model world/dynamic/block/breakable/sky_islands_day/breakable_2.dat Variant Sky Islands, Day Dynamic/Block/Breakable/Sky Islands, Night Dynamic/Block/Base Actor Block/Breakable/Sky Islands, Night Model world/dynamic/block/breakable/sky_islands_day/breakable_2.dat Variant Breakable - Sky Islands, Night Dynamic/Block/Breakable/WhiteSpace Dynamic/Block/Base Actor Block/Breakable/WhiteSpace Model world/dynamic/block/whitespace/model_breakable.dat Variant Breakable Dynamic/Block/Breakable/WhiteSpace (Switch) Actor implementation.placeable["Actor"]["Actor"] Dynamic/Block/Base Actor Block/Breakable/WhiteSpace (Switch) Actor Dynamic/Switch/Button/WhiteSpace/One-Time (On Signal) (On Signal) (On Tag) (On Tag) Tag (Button Tag) Model model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model Dynamic/Block/Crystal/Blue Dynamic/Block/Base Actor Block/Crystal/Blue Model world/dynamic/block/starlink/model.dat Color blue Dynamic/Block/Crystal/Gold Dynamic/Block/Base Actor Block/Crystal/Gold Model world/dynamic/block/starlink/model.dat Color gold Dynamic/Block/Crystal/Gray Dynamic/Block/Base Actor Block/Crystal/Gray Model world/dynamic/block/starlink/model.dat Color gray Dynamic/Block/Crystal/Green Dynamic/Block/Base Actor Block/Crystal/Green Model world/dynamic/block/starlink/model.dat Color green Dynamic/Block/Crystal/Pink Dynamic/Block/Base Actor Block/Crystal/Pink Model world/dynamic/block/starlink/model.dat Color pink Dynamic/Block/Crystal/Purple Dynamic/Block/Base Actor Block/Crystal/Purple Model world/dynamic/block/starlink/model.dat Color purple Dynamic/Block/Crystal/Random/Any Color Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Any Color Model world/dynamic/block/starlink/model.dat Color Red Dynamic/Block/Crystal/Random/Blue Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Blue Model world/dynamic/block/starlink/model.dat Color blue Dynamic/Block/Crystal/Random/Gold Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Gold Model world/dynamic/block/starlink/model.dat Color gold Dynamic/Block/Crystal/Random/Gray Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Gray Model world/dynamic/block/starlink/model.dat Color gray Dynamic/Block/Crystal/Random/Green Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Green Model world/dynamic/block/starlink/model.dat Color green Dynamic/Block/Crystal/Random/Pink Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Pink Model world/dynamic/block/starlink/model.dat Color pink Dynamic/Block/Crystal/Random/Purple Dynamic/Block/Gathering/Parts/Base(Gather) Action Block/Crystal, Random/Purple Model world/dynamic/block/starlink/model.dat Color purple Dynamic/Block/Explosive Dynamic/Block/Base Actor Block/Explosive Model world/dynamic/block/explosive/model.dat Dynamic/Block/Explosive (WhiteSpace) Dynamic/Block/Base Actor Block/Explosive (WhiteSpace) Model world/dynamic/block/whitespace/model_breakable.dat Variant Explosive Dynamic/Block/Explosive Timed Dynamic/Block/Base Actor Block/Explosive Timed Model world/dynamic/block/explosive_timed/model.dat Dynamic/Block/Gathering/Chance Shrub 1 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Chance 1 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Chance Shrub 2 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Chance 2 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Chance Shrub 3 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Chance 3 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Junk 1 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Spawn 1 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Mineral 1 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Mineral Spawn 1 Model world/dynamic/block/gather/rock/model.dat Variant Normal Dynamic/Block/Gathering/Parts/Base(Gather) Model implementation.model Action implementation.handlers[0].action 0.98 0.98 Dynamic/Block/Gathering/Relic 1 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Spawn 1 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Shrub 1 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Spawn 1 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Shrub 2 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Spawn 2 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Gathering/Shrub 3 Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Actor Spawn/Shrub Spawn 3 Model world/dynamic/block/breakable/outershell/model.dat Variant Normal Dynamic/Block/Ghost Dynamic/Block/Base Actor Block/Ghost Model world/dynamic/block/ghostlink/model.dat Dynamic/Block/Ghost (WhiteSpace) Dynamic/Block/Base Actor Block/Ghost (WhiteSpace) Model world/dynamic/block/whitespace/model_breakable.dat Variant Ghost Dynamic/Block/Mineral/Class {tb}/Generic Mineral Group implementation.placeable["Action"].spawn_table["Group"] Loot Table implementation.placeable["Action"].spawn_table Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Generic {stc} Group Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Random Dynamic/Block/Mineral/Crimsonite Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Crimsonite Node Model world/dynamic/block/mineral node/model_placeable.dat Color Red Dynamic/Block/Mineral/Dark Matter Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Dark Matter Node Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Dark Dynamic/Block/Mineral/Luminite Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Luminite Node Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Light Dynamic/Block/Mineral/Moonstone Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Moonstone Node Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Blue Dynamic/Block/Mineral/Parts/Mineral Base Model implementation.model Action implementation.handlers[0].action world/dynamic/block/mineral node/model_placeable.dat Color Red 0.98 0.98 Dynamic/Block/Mineral/Random Mineral Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Random Mineral Node Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Random Dynamic/Block/Mineral/Valestone Dynamic/Block/Mineral/Parts/Mineral Base Action Block/Mineral/Valestone Node Model world/dynamic/block/mineral node/model_placeable.dat Color mineral-Green Dynamic/Block/Monster/Monster (WhiteSpace) Dynamic/Block/Base Actor Block/Monster (WhiteSpace) Model world/dynamic/block/whitespace/model_breakable.dat Variant Monster Dynamic/Block/Monster/Monster 1 Dynamic/Block/Base Actor Block/Monster Spawn Table Block/Monster Block/Monster 1 Model world/dynamic/block/monster/model.dat Dynamic/Block/Stone Dynamic/Block/Base Actor Block/Stone Model world/dynamic/block/stone/parts/model_set.dat Model mesh_block00 Dynamic/Block/Treasure/Aurora Isles Dynamic/Block/Base, Table Action Treasure/Block/Aurora Isles/Aurora Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Aurora Isles, Rare Dynamic/Block/Base Actor Block/Treasure, Rare Color Red Spawn Table Treasure/Block/Aurora Isles/Aurora, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Battle Arena Dynamic/Block/Base, Table Action Treasure/Block/Battle Arena/Battle Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Battle Arena, Rare Dynamic/Block/Base Actor Block/Treasure, Rare Color Red Spawn Table Treasure/Block/Battle Arena/Battle, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Class {tb}/Treasure Loot Table implementation.placeable["Action"].spawn_table["Normal Treasure"]["Loot"], implementation.placeable["Action"].spawn_table["Rare Treasure"]["Loot"] Dynamic/Block/Base, Table Action Treasure/Block/Treasure Block Base Normal Treasure Treasure/Block/Treasure, Normal Loot Treasure/Block/Class {stc}/Class Loot Rare Treasure Treasure/Block/Treasure, Rare Loot Treasure/Block/Class {stc}/Class Loot Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Class {tb}/Treasure, Rare Loot Table implementation.placeable["Actor"]["Spawn Table"]["Loot"] Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Treasure, Rare Loot Treasure/Block/Class {stc}/Class Loot Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Clockwork Tunnels Dynamic/Block/Base, Table Action Treasure/Block/Clockwork Tunnels/Clockwork Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Clockwork Tunnels, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Clockwork Tunnels/Clockwork, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Concrete Jungle Dynamic/Block/Base, Table Action Treasure/Block/Concrete Jungle/Concrete Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Concrete Jungle, Rare Dynamic/Block/Base Actor Block/Treasure, Rare Color Red Spawn Table Treasure/Block/Concrete Jungle/Concrete, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Deconstruction Zone Dynamic/Block/Base, Table Action Treasure/Block/Deconstruction Zone/Deconstruction Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Deconstruction Zone, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Deconstruction Zone/Deconstruction, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Devilish Drudgery Dynamic/Block/Base, Table Action Treasure/Block/Devilish Drudgery/Devilish Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Devilish Drudgery, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Devilish Drudgery/Devilish, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Energy Dynamic/Block/Base Actor Block/Energy Block Spawn Table Treasure/Block/Treasure Vault/Treasure, Normal Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Firestorm Citadel Dynamic/Block/Base, Table Action Treasure/Block/Firestorm Citadel/Firestorm Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Firestorm Citadel, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Firestorm Citadel/Firestorm, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Graveyard Dynamic/Block/Base, Table Action Treasure/Block/Graveyard/Graveyard Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Graveyard, Rare Dynamic/Block/Base Actor Block/Treasure, Rare Color Red Spawn Table Treasure/Block/Graveyard/Graveyard, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Hearts Dynamic/Block/Base, Table Action Block/Treasure, Health Color Pink Spawn Table Treasure/Health/Treasure Health, Hearts Model world/dynamic/block/treasure/model.dat Variant Pink Dynamic/Block/Treasure/Jigsaw Valley Dynamic/Block/Base, Table Action Treasure/Block/Aurora Isles/Aurora Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Jigsaw Valley, Rare Dynamic/Block/Base Actor Block/Treasure, Rare Color Red Spawn Table Treasure/Block/Aurora Isles/Aurora, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Lichenous Lair Dynamic/Block/Base, Table Action Treasure/Block/Lichenous Lair/Lichenous Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Lichenous Lair, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Lichenous Lair/Lichenous, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Lost Castle Dynamic/Block/Base, Table Action Treasure/Block/Scarlet Fortress/Scarlet Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Scarlet Fortress Dynamic/Block/Base, Table Action Treasure/Block/Scarlet Fortress/Scarlet Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Scarlet Fortress, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Scarlet Fortress/Scarlet, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Silent Metropolis Dynamic/Block/Base, Table Action Treasure/Block/Devilish Drudgery/Devilish Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Starlight Cradle Dynamic/Block/Base, Table Action Treasure/Block/Starlight Cradle/Starlight Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Starlight Cradle, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Starlight Cradle/Starlight, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Training Grounds Dynamic/Block/Base Actor Block/Treasure Color Green Spawn Table Treasure/Block/Training Grounds/Training Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Treasure Vault Dynamic/Block/Base, Table Action Treasure/Block/Treasure Vault/Treasure, Normal Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Treasure Vault, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Treasure Vault/Treasure, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Treasure/Tutorial Dynamic/Block/Base Actor Block/Treasure Color Green Spawn Table Treasure/Block/Tutorial Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/WhiteSpace Dynamic/Block/Base Actor Block/Treasure Color Green Spawn Table Treasure/Block/WhiteSpace/WhiteSpace Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Wolver Den Dynamic/Block/Base, Table Action Treasure/Block/Wolver Den/Wolver Block Model world/dynamic/block/treasure/model.dat Variant Green Dynamic/Block/Treasure/Wolver Den, Rare Dynamic/Block/Base Actor Block/Treasure Color Red Spawn Table Treasure/Block/Wolver Den/Wolver, Rare Model world/dynamic/block/treasure/model.dat Variant Red Dynamic/Block/Unbreakable/Castle Dynamic/Block/Base Actor Block/Unbreakable/Castle Model world/dynamic/block/unbreakable/castle_base/model.dat Dynamic/Block/Unbreakable/Castle, Fire Dynamic/Block/Base, random facing Actor Block/Unbreakable/Castle, Firestorm Model world/dynamic/block/unbreakable/castle_firestorm/unbreakable.dat Dynamic/Block/Unbreakable/Catacombs Dynamic/Block/Base Actor Block/Unbreakable/Catacombs Model world/dynamic/block/unbreakable/castle_catacomb/model.dat Dynamic/Block/Unbreakable/City, Base Dynamic/Block/Base Actor Block/Unbreakable/City, Base Model world/dynamic/block/unbreakable/city_base/unbreakable.dat Texture world/dynamic/block/unbreakable/city_base/unbreakable.png Dynamic/Block/Unbreakable/Clockworks, base Dynamic/Block/Base Actor Block/Unbreakable/Clockworks, base Model world/dynamic/block/unbreakable/city_base/unbreakable.dat Texture world/dynamic/block/unbreakable/clockworks/base.png Dynamic/Block/Unbreakable/Graveyard Dynamic/Block/Base Actor Block/Unbreakable/Graveyard Model world/dynamic/block/unbreakable/graveyard/model.dat Dynamic/Block/Unbreakable/Haven Dynamic/Block/Base Actor Block/Unbreakable/Outershell Model world/dynamic/block/unbreakable/outershell/outershell_unbreak.dat Dynamic/Block/Unbreakable/Sky Islands, Day Dynamic/Block/Base Actor Block/Unbreakable/Sky Islands, Day Variant Unbreakable - Sky Islands, Day Model world/dynamic/block/breakable/sky_islands_day/breakable_2.dat Variant Unbreakable - Sky Islands, Day Dynamic/Block/Unbreakable/Sky Islands, Night Dynamic/Block/Base Actor Block/Unbreakable/Sky Islands, Night Model world/dynamic/block/breakable/sky_islands_day/breakable_2.dat Variant Unbreakable - Sky Islands, Night Dynamic/Block/Unbreakable/WhiteSpace Dynamic/Block/Base Actor Block/Unbreakable/WhiteSpace Model world/dynamic/block/whitespace/model_unbreakable.dat Dynamic/Breakable Objects/Castle, Fire/Barricade, 2-tile world/prop/castle_fire/barricade.dat Model barricade_x2 0.5 1.4 Dynamic/Breakable Objects/Castle, Firestorm/Barricade, wooden Dynamic/Breakable Objects/Castle, Fire/Brazier, ground world/prop/structural/brazier_ground/model.dat Texture world/prop/structural/brazier_ground/skin_firestorm.png 0.4 Dynamic/Breakable Objects/Castle, Firestorm/Brazier, ground Dynamic/Breakable Objects/Castle, Fire/Brazier, tall world/prop/structural/brazier_tall/model.dat Texture world/prop/structural/brazier_ground/skin_firestorm.png 0.4 Dynamic/Breakable Objects/Castle, Firestorm/Brazier, tall Dynamic/Breakable Objects/Castle/Brazier, ground world/prop/structural/brazier_ground/model.dat Texture world/prop/structural/brazier_ground/skin_brass.png 0.4 Dynamic/Breakable Objects/Castle/Brazier, ground Dynamic/Breakable Objects/Castle/Brazier, tall world/prop/structural/brazier_tall/model.dat Texture world/prop/structural/brazier_ground/skin_brass.png 0.4 Dynamic/Breakable Objects/Castle/Brazier, tall Dynamic/Breakable Objects/City/Fire Hydrant world/prop/city_base/firehydrant.dat 0.44 Dynamic/Breakable Objects/City, Base/Fire hydrant Dynamic/Breakable Objects/City/Mailbox world/prop/city_base/mailbox.dat Dynamic/Breakable Objects/City, Base/Mailbox Dynamic/Breakable Objects/Clockworks/Bucket o bolts Dynamic/Block/Gathering/Parts/Base(Gather) Action Treasure/Gathering/Shrub A1 Model world/prop/gremlin/bucket_01_content.dat Dynamic/Breakable Objects/Clockworks/Bucket, empty world/prop/gremlin/bucket_01.dat Attachment Dynamic/Breakable Objects/Clockworks/Bucket o bolts Dynamic/Breakable Objects/Graveyard/Brazier, ground world/prop/structural/brazier_ground/model.dat 0.4 Dynamic/Breakable Objects/Castle/Brazier, ground Dynamic/Breakable Objects/Graveyard/Brazier, tall world/prop/structural/brazier_tall/model.dat 0.4 Dynamic/Breakable Objects/Castle/Brazier, tall Dynamic/Breakable Objects/Gremlin/Lockers - tall, 01 world/prop/gremlin/locker_1.dat 2.0 0.9 Dynamic/Breakable Objects/Gremlins/Locker - 1 Dynamic/Breakable Objects/Gremlin/Lockers - tall, 02 world/prop/gremlin/locker_2.dat 2.0 0.9 Dynamic/Breakable Objects/Gremlins/Locker - 2 Dynamic/Breakable Objects/Heat Objects/Ember Well, large world/prop/structural/ember_well/model.dat 0.8 Dynamic/Breakable Objects/Heat Objects/Ember Well, large Dynamic/Breakable Objects/Heat Objects/Ember Well, small world/prop/structural/ember_well/model.dat 0.4 Dynamic/Breakable Objects/Heat Objects/Ember Well, small Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1, blue world/prop/sky_islands_day/shrub_new1.dat Model shrub_01 Variant Blue 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1 Model shrub_01 Variant Blue Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1, green world/prop/sky_islands_day/shrub_new1.dat Model shrub_01 Variant Sky Islands Day - variant 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1, day variant Model shrub_01 Variant Sky Islands Day - variant Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1, yellow-green world/prop/sky_islands_day/shrub_new1.dat Model shrub_01 Variant Green 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 1, yellow-green Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2, blue world/prop/sky_islands_day/shrub_new1.dat Model shrub_02 Variant Sky Islands Day - Blue 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2, green world/prop/sky_islands_day/shrub_new1.dat Model shrub_02 Variant Sky Islands Day - variant 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2, day variant Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2, yellow-green world/prop/sky_islands_day/shrub_new1.dat Model shrub_02 Variant Green 0.3 Dynamic/Breakable Objects/Sky Islands, Day/Shrub 2, yellow-green Dynamic/Dev - Cory Tests/Bumper world/dynamic/signmodule/model.dat Variant General 0.4 6.0 7 false 0 8.0, 0.0 800 5 0 Dynamic/Dev - Cory Tests/Hazard Tile world/dynamic/signmodule/model.dat Variant Shop 4.0 7 0 0 Dynamic/Dev - Cory Tests/Shape Tester Model implementation.model model/conditional/marker.dat Model editor/marker/vertex/model.dat 1.75 2.25, 0.0 2.25 0.0, 2.5 2.25 0.0, -2.5 4.0 10.0 0.0, 7.0 4.0 10.0 0.0, -7.0 4.0 12.0 8.0 8.0 12.0 -8.0 8.0 10.0 10.0 0.0, -7.5 4.17563E-6 0 0 Dynamic/Dev - Cory Tests/Trap - Land mine item/weapon/npc/mine_windup/model.dat Variant Orange Dynamic/Dev - Cory Tests/Trap - Land mine Dynamic/Door/Iron Gate/Base Model implementation.model Shape implementation.shape Actor implementation.handlers[0].action.actor world/dynamic/door/irongate/5wide/model.dat Variant Normal 5.0 (Door Tag) Door/Iron Gate/Trigger 5 Open false Tag Door Variant Normal Dynamic/Door/Iron Gate/Energy 3 Tag implementation.placeable["Actor"]["Tag"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Energy 3 Tag Door Model world/dynamic/door/irongate/3wide/energy.dat Shape 3.0 Dynamic/Door/Iron Gate/Energy 5 Tag implementation.placeable["Actor"]["Tag"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Energy 5 Tag Door Model world/dynamic/door/irongate/5wide/energy.dat Shape 5.0 Dynamic/Door/Iron Gate/Gold 3 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Gold 3 Tag (Gold Door) Model world/dynamic/door/irongate/3wide/model.dat Variant Locked (Gold) Shape 3.0 Dynamic/Door/Iron Gate/Gold 5 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Gold 5 Tag (Gold Door) Model world/dynamic/door/irongate/5wide/model.dat Variant Locked (Gold) Shape 5.0 Dynamic/Door/Iron Gate/Monster 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Monster 3 Open false Tag (Door Tag) Variant Monster Model world/dynamic/door/irongate/3wide/model.dat Variant Monster Shape 3.0 Dynamic/Door/Iron Gate/Monster 5 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Monster 5 Open false Tag (Door Tag) Variant Monster Model world/dynamic/door/irongate/5wide/model.dat Variant Monster Shape 5.0 Dynamic/Door/Iron Gate/Multi Trigger 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Triggers implementation.placeable["Actor"]["Triggers"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Multi Trigger 3 Open false Tag (Door Tag) Triggers 2 Variant Normal Model world/dynamic/door/irongate/3wide/model.dat Variant Normal Shape 3.0 Dynamic/Door/Iron Gate/Multi Trigger 5 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Triggers implementation.placeable["Actor"]["Triggers"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Multi Trigger 5 Open false Tag (Door Tag) Triggers 2 Variant Normal Model world/dynamic/door/irongate/5wide/model.dat Variant Normal Shape 5.0 Dynamic/Door/Iron Gate/Silver 3 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Energy 3 Tag Door Model world/dynamic/door/irongate/3wide/model.dat Variant Locked (Silver) Shape 3.0 Dynamic/Door/Iron Gate/Silver 5 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Energy 5 Tag Door Model world/dynamic/door/irongate/5wide/model.dat Variant Locked (Silver) Shape 5.0 Dynamic/Door/Iron Gate/Trigger 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Trigger 3 Open false Tag (Door Tag) Variant Normal Model world/dynamic/door/irongate/3wide/model.dat Variant Normal Shape 3.0 Dynamic/Door/Iron Gate/Trigger 5 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Trigger 5 Open false Tag (Door Tag) Variant Normal Model world/dynamic/door/irongate/5wide/model.dat Variant Normal Shape 5.0 Dynamic/Door/WhiteSpace/Gold 3 Tag implementation.placeable["Actor"]["Tag"] Dynamic/Door/Iron Gate/Base Actor Door/WhiteSpace/Gold 3 Tag (Door Tag) Model world/dynamic/door/whitespace/model_x3.dat Variant Locked (Gold) Shape 3.0 Dynamic/Door/WhiteSpace/Monster 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/WhiteSpace/Monster 3 Open false Tag (Door Tag) Variant Monster Model world/dynamic/door/whitespace/model_x3.dat Variant Monster Shape 3.0 Dynamic/Door/WhiteSpace/Multi Trigger 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Triggers implementation.placeable["Actor"]["Triggers"] Dynamic/Door/Iron Gate/Base Actor Door/WhiteSpace/Multi Trigger 3 Open false Tag (Door Tag) Triggers 2 Variant Normal Model world/dynamic/door/whitespace/model_x3.dat Variant Normal Shape 3.0 Dynamic/Door/WhiteSpace/Trigger 3 Tag implementation.placeable["Actor"]["Tag"] Open implementation.placeable["Actor"]["Open"] Dynamic/Door/Iron Gate/Base Actor Door/WhiteSpace/Trigger 3 Open false Tag (Door Tag) Variant Normal Model world/dynamic/door/whitespace/model_x3.dat Variant Normal Shape 3.0 Dynamic/Elevator/AB Access world/dynamic/elevator/next/model.dat Variant Down 4.25 0.0, 2.0 0.75 1.75, 1.0 0.75 -1.75, 1.0 0 Dynamic/Elevator/Base/Elevator Actor implementation.actor world/dynamic/elevator/univeral/model.dat Colorizations 2 -0.207 -0.165 3 -0.383 0.338 -0.692 Cost 10 Icon ui/icon/gate/arrow_down.png 4.55 1.15 0.0, 2.0 0.75 0.95 1.9, 1.0 0.75 0.95 -1.9, 1.0 Dynamic/Elevator/Next Floor Dynamic/Elevator/Haven Dynamic/Elevator/Base/Elevator Actor Dynamic/Elevator/Haven Dynamic/Elevator/Next Floor Dynamic/Elevator/Base/Elevator Actor Dynamic/Elevator/Next Floor Dynamic/Elevator/Next Floor (Subtown) Dynamic/Elevator/Base/Elevator Actor Dynamic/Elevator/Next Floor (Subtown) Dynamic/Elevator/Start Platform Tag implementation.tags.tags[0] Default Entrance implementation.default_entrance true world/dynamic/elevator/univeral/model_start.dat 0 Dynamic/Energy Objects/Auto Turret, default Tags implementation.tags.tags, implementation.handlers[0].action.actor["Tags"] world/dynamic/energy/crate_01.dat 0.96 0.96 Dynamic/Energy-Consuming Objects/Crates/Crate - Auto Turret, default Tags autoturret Dynamic/Energy Objects/Bodyguard, sword character/npc/monster/mechaknight/parts/model_deadwhole.dat 0.45 Dynamic/Energy-Consuming Objects/Bodyguard/Bodyguard - sword Dynamic/Energy Objects/Energy Door 3 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Silver 3 Model world/dynamic/door/clockwork/3wide/model.dat Shape 3.0 Dynamic/Energy Objects/Energy Door 5 Dynamic/Door/Iron Gate/Base Actor Door/Iron Gate/Silver 5 Model world/dynamic/door/clockwork/5wide/model.dat Shape 5.0 Dynamic/Energy Objects/Manual Turret editor/marker/monster_wave/model.dat Colorization 276 Preview Wave Number Manual Turret Dynamic/Energy Objects/Vending Machine Variant implementation.model["Variant"] world/dynamic/energy/vendingmachine_01.dat Colorization Red (default) Cost 5 Variant Capsule 1.48 1.24 Dynamic/Energy Objects/Vending Machine Clickable Dynamic/Energy-Consuming Objects/Vending Machine, base Dynamic/Gate/Gate Display Gate Index implementation.handlers[0].action.actor["Gate Index"] world/dynamic/gates/arcade_pillar/model.dat Blue 0.0 Dark 0.0 Green 0.0 Light 0.0 Red 0.0 Teir1 Ring1 Teir1 Ring2 Teir2 Ring1 Teir2 Ring2 Teir3 Ring1 Teir3 Ring2 Tray Dynamic/Gate/Gate Display Gate Index 0 Dynamic/Gates/Arcade Dropbox Gate Index implementation.handlers[0].action.gate_index, implementation.gate_index world/dynamic/gates/dropbox/model.dat 3.0 2.0 0.0, 1.0 0 world/dynamic/gates/dropbox/model.dat world/dynamic/gates/dropbox/model.dat Dynamic/Gates/Arcade Monitor Gate Index implementation.gate_index world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Tv 2.0 2.0 0.0, 1.0 0 Texture world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Tv world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Tv Dynamic/Gates/Console Gate Index implementation.handlers[0].action.gate_index, implementation.gate_index world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Shoot Open 2.0 3.0 0.0, 0.5 0 Texture world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Shoot Closed world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Shoot Closed Dynamic/Gates/Control Panel Gate Index implementation.handlers[0].action.destination.index, implementation.gate_index world/dynamic/gates/console/model.dat Variant Off countdown 0 3.0 2.0 0.0, 1.0 0 countdown world/dynamic/gates/console/model.dat Variant On countdown 0 world/dynamic/gates/console/model.dat Variant Off countdown 0 Dynamic/Gates/Control Panel (Fixed) Name implementation.handlers[0].action.destination.internal_id world/dynamic/gates/console/model.dat Variant On countdown 0 3.0 2.0 0.0, 1.0 0 Dynamic/Gates/Gate Display Gate Index implementation.handlers[0].action.actor["Gate Index"] world/dynamic/gates/arcade_pillar/model_v2.dat Arrow 1 Icon1 ui/icon/theme/unk.png Icon2 ui/icon/theme/unk.png Icon3 ui/icon/theme/unk.png Icon4 ui/icon/theme/unk.png Icon5 ui/icon/theme/unk.png Icon6 ui/icon/theme/unk.png State Launched Dynamic/Gate/Gate Display Gate Index 0 Dynamic/Gates/Lobby Console world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Tv 2.0 2.0 0.0, 1.0 0 Texture world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.207 -0.165 -0.021 3 -0.383 0.338 -0.692 File ui/icon/map/knight.png Variant Tv Dynamic/Hazards/Bramble thicket/Bramble 1x1, 01 Model implementation.model Trigger Shape implementation.handlers[0].shape.shape, implementation.handlers[0].action.region.shape Visualization Shape implementation.shape world/dynamic/traps_n_hazards/thicket/vine_x1_01.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles.png Hazard/Hazard Base -20 8 0 0 Dynamic/Hazards/Bramble thicket/Bramble 1x1, 02 Dynamic/Hazards/Bramble thicket/Bramble 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x1_02.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles.png Trigger Shape 0.55 0.55 Visualization Shape Dynamic/Hazards/Bramble thicket/Bramble 3x3, 01 Dynamic/Hazards/Bramble thicket/Bramble 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x3_01.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles.png Trigger Shape 2.55 2.55 Visualization Shape 3.0 3.0 Dynamic/Hazards/Bramble thicket/Bramble 3x3, 02 Dynamic/Hazards/Bramble thicket/Bramble 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x3_02.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles.png Trigger Shape 2.55 2.55 Visualization Shape 3.0 3.0 Dynamic/Hazards/Bramble thicket/Poison 1x1, 01 Model implementation.model Trigger Shape implementation.handlers[0].shape.shape, implementation.handlers[0].action.actions[0].action.region.shape, implementation.handlers[0].action.actions[1].action.region.shape, implementation.handlers[0].action.actions[2].action.region.shape, implementation.handlers[0].action.actions[3].region.shape Visualization Shape implementation.shape world/dynamic/traps_n_hazards/thicket/vine_x1_01.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles_poison.png Hazard/Hazard Base -20 8 8 Poison Chance 0.75 Power 50 Hazard/Hazard Base -20 8 8 Poison 2 Chance 0.75 Power 50 Hazard/Hazard Base -20 8 8 Poison 3 Chance 0.75 Power 50 Hazard/Hazard Base -20 8 false 0 0 Dynamic/Hazards/Bramble thicket/Poison 1x1, 02 Dynamic/Hazards/Bramble thicket/Poison 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x1_02.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles_poison.png Trigger Shape 0.55 0.55 Visualization Shape Dynamic/Hazards/Bramble thicket/Poison 3x3, 01 Dynamic/Hazards/Bramble thicket/Poison 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x3_01.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles_poison.png Trigger Shape 2.55 2.55 Visualization Shape 3.0 3.0 Dynamic/Hazards/Bramble thicket/Poison 3x3, 02 Dynamic/Hazards/Bramble thicket/Poison 1x1, 01 Model world/dynamic/traps_n_hazards/thicket/vine_x3_02.dat Texture File world/dynamic/traps_n_hazards/thicket/wrapping_brambles_poison.png Trigger Shape 2.55 2.55 Visualization Shape 3.0 3.0 Dynamic/Hazards/Firestorm Fire Tiles/Fire Tile - 1 unit Tag implementation.handlers[0].action.actions[0].action.actor["Tags"].tags[0], implementation.handlers[0].action.actions[1].action.actor["Tags"].tags[0], implementation.handlers[0].action.actions[2].action.actor["Tags"].tags[0], implementation.handlers[0].action.actions[3].action.actor["Tags"].tags[0] world/dynamic/traps_n_hazards/fire_evil/fire_1unit.dat Dynamic/Traps and Hazards/Firestorm Fire Tile Tags (tag 1) Dynamic/Traps and Hazards/Firestorm Fire Tile Tags (tag 1) Dynamic/Traps and Hazards/Firestorm Fire Tile Tags (tag 1) Dynamic/Traps and Hazards/Firestorm Fire Tile Tags (tag 1) Dynamic/Help Bubble/Help Bubble Title implementation.actor["Title"] Message implementation.actor["Message"] Width implementation.actor["Width"] Icon implementation.actor["Icon"] Visible Distance implementation.actor["Visible Distance"] Tags implementation.actor["Tags"].derived editor/marker/helptip/default_marker.dat 0 Dynamic/Help Bubble/Help Icon Message m.(message) Tags Title t.(title) Title Color 0.6, 0.0, 0.4, 1.0 Visible Distance 10.0 Width 200 Dynamic/Lift Objects/Clay Pot item/live/pot/model.dat Variant Default 0.45 Dynamic/Lift Objects/Clay Pot Dynamic/Lift Objects/Clay Pot (WhiteSpace) item/live/whitekey/model.dat Variant White 0.45 Dynamic/Lift Objects/Clay Pot (WhiteSpace) Dynamic/Lift Objects/Fire Pot item/live/pot/model.dat Variant Fire 0.45 Dynamic/Lift Objects/Fire Pot Dynamic/Lift Objects/Gold Key item/live/goldkey/model.dat 0.4 Dynamic/Lift Objects/Gold Key Dynamic/Lift Objects/Gold Key (WhiteSpace) item/live/whitekey/model.dat 0.4 Dynamic/Lift Objects/Gold Key (WhiteSpace) Dynamic/Lift Objects/Heavy Statue item/live/statue/model.dat 0.45 Dynamic/Lift Objects/Heavy Statue Dynamic/Lift Objects/Liftable Snipe character/npc/snipe/model.dat Color 1 1291 Dynamic/Lift Objects/Liftable Snipe Dynamic/Lift Objects/Oil Pot item/live/pot/model.dat Variant Oil 0.45 Dynamic/Lift Objects/Oil Pot Dynamic/Misc/Altar/Gold Key world/prop/generic/altar_x3.dat 3.0 3.0 0 Dynamic/Misc/Arsenal/Arsenal Box world/dynamic/arsenal/arsenal_box.dat 0.7 -0.65, 0.0 0.7 0.65, 0.0 1.3 1.4 0 Dynamic/Misc/Border/Border (End) world/dynamic/border/model.dat Model end 0.9 0.25 0 0 Dynamic/Misc/Border/Border (Label) Label implementation.model["Label"] town Off Center implementation.model["Off Center"] world/dynamic/border/model_label.dat Label Zone Border Off Center False 0.9 0.25 0 0 Dynamic/Misc/Border/Border (Middle) world/dynamic/border/model.dat Model middle 0.9 0.25 0 0 Dynamic/Misc/Border/Border (Start) world/dynamic/border/model.dat Model start 0.9 0.25 0 0 Dynamic/Misc/Elevator (24.5 Tall) Action implementation.actor["Action"] world/dynamic/elevator/univeral/model_intralevel.dat 1.9 2.9 2.5, 0.0 1.9 2.9 -2.5, 0.0 Dynamic/Misc/Elevator (24.5 Tall) Action Dynamic/Misc/Heal Pad Interval implementation.handlers[0].action.actor["Interval"] Heart implementation.handlers[0].action.actor["Heart"], implementation.model["Preview"]["Actor"]["Heart"] world/dynamic/respawnpad/model.dat Preview model/wrapper/actorwrapper.dat Actor Dynamic/Misc/Heal Pad Heart 1 0.9 0.9 Dynamic/Misc/Heal Pad Heart 1 Interval 1.0 Dynamic/Misc/PvP Console world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 0.155 -0.165 -0.021 3 -1.0 0.338 -0.692 File ui/icon/gate/pvp.png Variant Tv 0 Dynamic/Misc/Respawn Pad Actor implementation.handlers[0].action.actor["Actor"], implementation.model["Preview"]["Actor"] Delay implementation.handlers[0].action.actor["Delay"] world/dynamic/respawnpad/model.dat Preview model/wrapper/actorwrapper.dat Actor 0.9 0.9 Dynamic/Misc/Respawn Pad Actor Damage Delay 5000 Warning 0 Dynamic/Misc/Respawn Pad (Damage) Actor implementation.handlers[0].action.actor["Actor"], implementation.model["Preview"]["Actor"] Delay implementation.handlers[0].action.actor["Delay"] Damage implementation.handlers[0].action.actor["Damage"] world/dynamic/respawnpad/model.dat Preview model/wrapper/actorwrapper.dat Actor 0.9 0.9 Dynamic/Misc/Damage Pad Actor Damage 50.0 Delay 3000 Dynamic/Misc/Respawn Pad (Table) Spawn Table implementation.handlers[0].action.actor["Spawn Table"], implementation.model["Preview"]["Spawn Table"] Delay implementation.handlers[0].action.actor["Delay"] world/dynamic/respawnpad/model.dat Preview model/wrapper/spawntablewrapper.dat Spawn Table 0.9 0.9 Dynamic/Misc/Respawn Pad (Table) Damage Delay 5000 Spawn Table Warning 0 Dynamic/Misc/Respawn Pad (Table, Damage) Spawn Table implementation.handlers[0].action.actor["Spawn Table"], implementation.model["Preview"]["Spawn Table"] Delay implementation.handlers[0].action.actor["Delay"] Damage implementation.handlers[0].action.actor["Damage"] world/dynamic/respawnpad/model.dat Preview model/wrapper/spawntablewrapper.dat Spawn Table 0.9 0.9 Dynamic/Misc/Damage Pad (Table) Damage 50.0 Delay 3000 Spawn Table Dynamic/Misc/Sprite Objects/Sprite Sanctuary Actor implementation.handlers[0].action.actor world/prop/castle_fire/model_sanctuary.dat 2.0 Dynamic/Misc/Sprite Objects/Sprite Sanctuary (Off Signal) (Off Signal) (On Signal) (On Signal) (Target Tag) (Target Tag) Activation Count 1 Tag (Button Tag) Dynamic/Misc/Sprite Objects/Sprite Sanctuary (Charred Court) Actor implementation.handlers[0].action.actor world/prop/castle_fire/model_sanctuary.dat 2.0 Dynamic/Misc/Sprite Objects/Sprite Sanctuary (Charred Court) (Off Signal) (Off Signal) (On Signal) (On Signal) (Target Tag) (Target Tag) Activation Count 1 Tag (Button Tag) Dynamic/Misc/Sprite Objects/Sprite Well Delay implementation.handlers[0].action.actor["Delay"] world/prop/castle_fire/spritewell/model.dat Mode Active Preview particle/ambient_waterball.dat 0.49 Dynamic/Misc/Sprite Objects/Sprite Well Delay 1000 Dynamic/Misc/Sprite Objects/Sprite Well (Inactive) Delay implementation.handlers[0].action.actor["Delay"] Tag implementation.handlers[0].action.actor["Tag"] Activation Tag implementation.handlers[0].action.actor["Activation Tag"] world/prop/castle_fire/spritewell/model.dat Mode Inactive Preview 0.49 Dynamic/Misc/Sprite Objects/Sprite Well (Inactive) Delay 1000 Tag (Tag) Dynamic/Misc/Suggestion Box world/prop/generic/misc/suggestionbox.dat Dynamic/Misc/WhiteSpace/Respawn Pad Actor implementation.handlers[0].action.actor["Actor"], implementation.model["Model"]["Preview"]["Actor"] Delay implementation.handlers[0].action.actor["Delay"] model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/dynamic/respawnpad/compound_whitespace.dat Preview model/wrapper/actorwrapper.dat Actor 0.9 0.9 Dynamic/Misc/WhiteSpace/Respawn Pad Actor Damage Delay 5000 Warning 0 Dynamic/Misc/WhiteSpace/Respawn Pad (Damage) Actor implementation.handlers[0].action.actor["Actor"], implementation.model["Model"]["Preview"]["Actor"] Delay implementation.handlers[0].action.actor["Delay"] Damage implementation.handlers[0].action.actor["Damage"] model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/dynamic/respawnpad/compound_whitespace.dat Preview model/wrapper/actorwrapper.dat Actor 0.9 0.9 Dynamic/Misc/WhiteSpace/Damage Pad Actor Damage 50.0 Delay 3000 Dynamic/Misc/WhiteSpace/Respawn Pad (Table) Spawn Table implementation.handlers[0].action.actor["Spawn Table"], implementation.model["Model"]["Preview"]["Spawn Table"] Delay implementation.handlers[0].action.actor["Delay"] model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/dynamic/respawnpad/compound_whitespace.dat Preview model/wrapper/spawntablewrapper.dat Spawn Table 0.9 0.9 Dynamic/Misc/WhiteSpace/Respawn Pad (Table) Damage Delay 5000 Spawn Table Warning 0 Dynamic/Monster Objects/Grim Totem model/compound/marked.dat Marker Model editor/marker/pointlight/parts/particle_ring.dat Color 1.0, 0.0, 0.8352941, 1.0 Scale 12.0 Model item/live/totem/grimtotem_01.dat 0.5 Dynamic/Monster Objects/Grim Totem Dynamic/Portal/Destination Tag implementation.tags.tags[0] Default Entrance implementation.default_entrance editor/billboardknight/model_compound.dat Attachment editor/marker/pointers/pointer01.dat Color 0.0, 1.0, 1.0, 1.0 (tag 1) Dynamic/Portal/Level Start Default Entrance implementation.default_entrance true editor/billboardknight/model_compound.dat Attachment editor/marker/pointers/pointer01.dat Color 0.0, 0.8, 0.2, 1.0 Dynamic/Portal/Test Tag implementation.tags.tags[0] Scene ID implementation.handlers[0].action.scene_id Portal implementation.handlers[0].action.portal world/dynamic/signmodule/model.dat Variant General 0 Dynamic/Recon Module/Danger Conversation implementation.placeable["Conversation"] Dynamic/Recon Module/Info Conversation Variant Danger Dynamic/Recon Module/Danger Bubble Message implementation.placeable["Message"] Title implementation.placeable["Title"] Title Color implementation.placeable["Title Color"] Visible Distance implementation.placeable["Visible Distance"] Dynamic/Recon Module/Info Bubble Message m.test Title Title Color 1.0, 1.0, 1.0, 1.0 Variant Danger Visible Distance 7.0 Dynamic/Recon Module/Info Variant implementation.model["Variant"] Conversation implementation.handlers[0].action.conversation world/dynamic/signmodule/model.dat Variant General 0.49 0 0 Dynamic/Recon Module/Info Bubble Variant implementation.model["Variant"] Message implementation.actor["Message"] Title implementation.actor["Title"] Title Color implementation.actor["Title Color"] Visible Distance implementation.actor["Visible Distance"] world/dynamic/signmodule/model.dat Variant General 0.49 Action 0 0 Dynamic/Help Bubble/Recon Icon Message m.test Tags Title Title Color 1.0, 1.0, 1.0, 1.0 Visible Distance 7.0 Dynamic/Recon Module/Shop Conversation implementation.placeable["Conversation"] Dynamic/Recon Module/Info Conversation Variant Shop Dynamic/Recon Module/Shop Bubble Message implementation.placeable["Message"] Title implementation.placeable["Title"] Title Color implementation.placeable["Title Color"] Visible Distance implementation.placeable["Visible Distance"] Dynamic/Recon Module/Info Bubble Message m.test Title Title Color 1.0, 1.0, 1.0, 1.0 Variant Shop Visible Distance 7.0 Dynamic/Recon Module/Story Conversation implementation.placeable["Conversation"] Dynamic/Recon Module/Info Conversation Variant Story Dynamic/Recon Module/Story Bubble Message implementation.placeable["Message"] Title implementation.placeable["Title"] Title Color implementation.placeable["Title Color"] Visible Distance implementation.placeable["Visible Distance"] Dynamic/Recon Module/Info Bubble Message m.test Title Title Color 1.0, 1.0, 1.0, 1.0 Variant Story Visible Distance 7.0 Dynamic/Switch/Button/One-Time Actor implementation.handlers[0].action.actor world/dynamic/switch/button/model.dat 0.4 Dynamic/Switch/Button/One-Time (On Signal) (On Signal) (On Tag) (On Tag) Tag (Button Tag) Dynamic/Switch/Button/One-Time (Multi) On Signal implementation.handlers[0].action.actor["On Signal"] On Tag implementation.handlers[0].action.actor["On Tag"] Action implementation.handlers[0].action.actor["Actions"] Tag implementation.handlers[0].action.actor["Tag"] world/dynamic/switch/button/model.dat 0.4 Dynamic/Switch/Button/One-Time (Multi) Actions On Signal (On Signal) On Tag (On Tag) Tag (Button Tag) Dynamic/Switch/Button/Pressure Plate Actor implementation.handlers[0].action.actor world/dynamic/switch/button/model_pressure.dat 0.4 Dynamic/Switch/Pressure Plate/Base (Off Signal) (Off Signal) (On Signal) (On Signal) (Target Tag) (Target Tag) Tag (Button Tag) Dynamic/Switch/Button/Timer Actor implementation.handlers[0].action.actor world/dynamic/switch/button/model.dat 0.4 Dynamic/Switch/Button/Timed (Off Signal) (Off Signal) (Off Tag) (Off Tag) (On Signal) (On Signal) (On Tag) (On Tag) Delay 0 Tag (Button Tag) Dynamic/Switch/Button/WhiteSpace/One-Time Actor implementation.handlers[0].action.actor model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/dynamic/switch/button/model_whitespace.dat 0.4 Dynamic/Switch/Button/WhiteSpace/One-Time (On Signal) (On Signal) (On Tag) (On Tag) Tag (Button Tag) Dynamic/Switch/Lever/3-Point Indicator Activation Action implementation.placeable["Actor"]["Activation Action"] Tags implementation.placeable["Actor"]["Tag"].derived Actor 1x1 Actor Dynamic/Switch/Lever/3-Point Indicator Activation Action Tag Dynamic/Switch/Lever/One-Time (Activate Signal) implementation.placeable["Actor"]["(Activate Signal)"] (Activate Tag) implementation.placeable["Actor"]["(Activate Tag)"] Tag implementation.placeable["Actor"]["Tag"] Dynamic/Switch/Lever/Toggle Actor Dynamic/Switch/Lever/One-Time (Activate Signal) (Activate Signal) (Activate Tag) (Activate Tag) Tag (tag 1) Dynamic/Switch/Lever/Timed Toggle Actor implementation.placeable["Actor"] Actor 1x1 Actor Dynamic/Switch/Lever/Damage Timed Toggle Start 1 Signal (State 1 Signal) State 0 Signal (State 0 Signal) State 0 Tag (State 0 Tag) State 1 Tag (State 1 Tag) Dynamic/Switch/Lever/Toggle Actor implementation.handlers[0].action.actor world/dynamic/switch/multistate/model.dat Variant Active 0.9 0.9 Dynamic/Switch/Lever/Damage Toggle (State 0 Signal) (State 0 Signal) (State 0 Tag) (State 0 Tag) (State 1 Signal) (State 1 Signal) (State 1 Tag) (State 1 Tag) Dynamic/Switch/Lever/WhiteSpace/3-Point Indicator Activation Action implementation.placeable["Actor"]["Activation Action"] Tags implementation.placeable["Actor"]["Tag"].derived Actor 1x1 Actor Dynamic/Switch/Lever/3-Point Indicator Activation Action Dynamic/Switch/Lever/WhiteSpace/One-Time (Activate Signal) implementation.placeable["Actor"]["(Activate Signal)"] (Activate Tag) implementation.placeable["Actor"]["(Activate Tag)"] Dynamic/Switch/Lever/Toggle Actor Dynamic/Switch/Lever/One-Time (Activate Signal) (Activate Signal) (Activate Tag) (Activate Tag) Dynamic/Switch/Lever/WhiteSpace/Timed Toggle Actor implementation.placeable["Actor"] Actor 1x1 Actor Dynamic/Switch/Lever/Damage Timed Toggle Start 1 Signal (State 1 Signal) State 0 Signal (State 0 Signal) State 0 Tag (State 0 Tag) State 1 Tag (State 1 Tag) Dynamic/Switch/Lever/WhiteSpace/Toggle Actor implementation.handlers[0].action.actor world/dynamic/switch/multistate/model.dat Variant Active 0.9 0.9 Dynamic/Switch/Lever/Damage Toggle (State 0 Signal) (State 0 Signal) (State 0 Tag) (State 0 Tag) (State 1 Signal) (State 1 Signal) (State 1 Tag) (State 1 Tag) Dynamic/Switch/Party Platform/Base Action implementation.handlers[0].action.actor["Action"] world/dynamic/switch/button_large/model.dat Dynamic/Switch/Party Platform/Base Action Dynamic/Switch/Party Platform/Close Door, Open Door Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/Base Action Dynamic/Switch/Party Platform/Close Door, Spawn Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/Base Action Dynamic/Switch/Party Platform/Spawn Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/Base Action Dynamic/Switch/Party Platform/WhiteSpace/Base Action implementation.handlers[0].action.actor["Action"] model/compound/marked.dat Marker Model editor/marker/vertex/model.dat Model world/dynamic/switch/button_large/model_whitespace.dat Dynamic/Switch/Party Platform/Party (WhiteSpace) Action Dynamic/Switch/Party Platform/WhiteSpace/Close Door, Open Door Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/WhiteSpace/Base Action Dynamic/Switch/Party Platform/WhiteSpace/Close Door, Spawn Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/WhiteSpace/Base Action Dynamic/Switch/Party Platform/WhiteSpace/Spawn Action implementation.placeable["Action"] Dynamic/Switch/Party Platform/WhiteSpace/Base Encounter/Parts/Formation Lead Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 268 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Spawn Tag) Encounter/Parts/Formation Sub Spawn Table implementation.placeable["Action"].spawn_table, implementation.placeable["Model"]["Preview"]["Spawn Table"] Trigger/One Time Action Action Model editor/marker/monster_wave/model.dat Colorization 266 Preview model/wrapper/spawntablewrapper.dat Spawn Table Wave Number Tag (Spawn Tag) Generic Marker Tag implementation.tags.tags[0] editor/marker/flag/model.dat Variant Pawn (tag 1) Item/Capsule/Health Capsule Item/Point Drop Actor Item/Pickups/Capsule/Health Capsule Item/Consumable/Heart Item/Point Drop Actor Item/Consumable/Hearts/Heart Item/Consumable/Omegapod Item/Item Drop (Table) Icon ui/icon/inventory/icon_vitapod.png Table Spawn Treasure/Health/Parts/Vitapod Tier 3 Item/Consumable/Super Vitapod Item/Item Drop (Table) Icon ui/icon/inventory/icon_vitapod.png Table Spawn Treasure/Health/Vitapod Depth Offset 0 Item/Consumable/Vitapod Item/Item Drop (Table) Icon ui/icon/inventory/icon_vitapod.png Table Spawn Treasure/Health/Vitapod Depth Offset 0 Item/Crowns/Copper Crown Item/Point Drop Actor Item/Consumable/Crowns/Copper Crown Item/Crowns/Gold Crown Item/Point Drop Actor Item/Consumable/Crowns/Gold Crown Item/Crowns/Scaled Crown Item/Point Drop (Table) Actor Item/Consumable/Crowns/Copper Crown Spawn Table Treasure/Crowns/Scaled Crown Item/Crowns/Silver Crown Item/Point Drop Actor Item/Consumable/Crowns/Silver Crown Item/Heat/Ember 1 Item/Point Drop Actor Item/Consumable/Heat/Ember 1 Item/Heat/Ember 2 Item/Point Drop Actor Item/Consumable/Heat/Ember 2 Item/Heat/Ember 3 Item/Point Drop Actor Item/Consumable/Heat/Ember 3 Item/Heat/Scaled Ember Item/Point Drop (Table) Actor Item/Consumable/Heat/Ember 1 Spawn Table Treasure/Heat/Scaled Ember Item/Item Drop Texture implementation.model["Texture"] Actor implementation.handlers[0].action.actor item/drop/model.dat Icon Halo item/drop/ambient_rim.dat Fixed Texture 2D/File/Colorized (Multiple)/Default Colorizations 513 769 1025 File ui/icon/inventory/icon_armor.png Variant item Item/Item Drop (Table) Table Spawn implementation.handlers[0].action.spawn_table Icon implementation.model["Texture"]["File"] item/drop/model.dat Icon Halo item/drop/ambient_rim.dat Fixed Texture 2D/File/Colorized (Multiple)/Default Colorizations 516 771 1026 File ui/icon/inventory/icon_misc.png Variant item Item/Key/Silver Key Item/Point Drop Actor Item/Key/Silver Key Item/Point Drop Actor implementation.handlers[0].action.actor, implementation.model["Actor"] model/wrapper/actorwrapper.dat Actor Item/Point Drop (Table) Actor implementation.model["Actor"] Spawn Table implementation.handlers[0].action.spawn_table model/wrapper/actorwrapper.dat Actor Item/Vial/Curse Vial Item/Point Drop Actor Item/Pickups/Vial/Curse Vial Item/Vial/Fire Vial Item/Point Drop Actor Item/Pickups/Vial/Fire Vial Item/Vial/Freeze Vial Item/Point Drop Actor Item/Pickups/Vial/Freeze Vial Item/Vial/Poison Vial Item/Point Drop Actor Item/Pickups/Vial/Poison Vial Item/Vial/Shock Vial Item/Point Drop Actor Item/Pickups/Vial/Shock Vial Item/Vial/Sleep Vial Item/Point Drop Actor Item/Pickups/Vial/Sleep Vial Item/Vial/Stun Vial Item/Point Drop Actor Item/Pickups/Vial/Stun Vial Lights/Border Decal/Arcade Texture implementation.model["Texture"] Width implementation.model["Width"], implementation.shape.width Height implementation.model["height"], implementation.shape.height world/prop/outershell/arcade/lighttransition/marker_model.dat Color 0.7294118, 0.4392157, 0.0, 1.0 Fog State Override 15.0 40.0 Texture 1x1 Width 1.0 height 1.0 0 0 Lights/Directional Light Diffuse implementation.model["Diffuse"] Width implementation.shape.width, implementation.model["Extent"].size_x Height implementation.shape.height, implementation.model["Extent"].size_y Direction implementation.model["Direction"] editor/marker/directionallight/model.dat Diffuse 1.0, 1.0, 1.0, 1.0 Direction 0.0, -4.371139E-8, 1.0 Extent 10.0 10.0 20.0 10.0 10.0 0 0 Lights/Point Light Diffuse implementation.model["Diffuse"] Attenuation implementation.model["Attenuation"] Extent implementation.model["Extent"] editor/marker/pointlight/model.dat Attenuation 0.7 0.7 Diffuse 1.0, 1.0, 1.0, 1.0 Extent 10.0 0.35 0 0 Lights/Point/Default Colors implementation.model["Colors"] Attenuation implementation.model["Attenuation"] Extent implementation.model["Extent"] lights/point/default_marker.dat Attenuation 0.6 0.6 Colors Extent 20.0 20.0 20.0 0 0 Lights/Prop/Sunbeam, short world/prop/outershell/sunbeam/compound_model.dat Model beam_small 1.5 0 0 Lights/Prop/Sunbeam, tall world/prop/outershell/sunbeam/compound_model.dat Model beam_tall 1.5 0 0 Lights/Spot/Default Color implementation.model["Color"] Attenuation implementation.model["Attenuation"] Direction implementation.model["Direction"] Falloff implementation.model["Falloff"] Extent implementation.model["Extent"] Shape implementation.shape lights/spot/default_marker.dat Attenuation 0.6 0.06 0.0060 Color 1.0, 1.0, 1.0, 1.0 Direction 0.0, -4.371139E-8, -1.0 Extent 12.0 12.0 24.0 Falloff 10.0 40.0 12.0 12.0 0 0 Model Tester Model implementation.model model/conditional/marker.dat Model editor/marker/vertex/model.dat 0.5 2.8725E-41 -2.8725E-41 0 0 Null barrier, no-walk editor/marker/tiles/null_nowalk.dat Transform -0.5, -0.5, 0.0 1.02 1.02 98 0 Null barrier, no-walk no-shoot editor/marker/tiles/null_noshoot.dat Transform -0.5, -0.5, 0.0 1.02 1.02 225 0 Orbit Trap/3 Trap Holes Speed implementation.handlers[0].action.actor["Speed"], implementation.handlers[1].action.actor["Speed"], implementation.handlers[2].action.actor["Speed"] Starting Rotation implementation.handlers[0].action.actor["Starting Rotation"], implementation.handlers[1].action.actor["Starting Rotation"], implementation.handlers[2].action.actor["Starting Rotation"] editor/marker/flag/model.dat Variant Queen Orbital/Fire Orbit Radius 1.5 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 4.5 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 7.5 Speed 0.33 Starting Rotation 0.0 Orbit Trap/4 Trap Speed implementation.handlers[0].action.actor["Speed"], implementation.handlers[1].action.actor["Speed"], implementation.handlers[2].action.actor["Speed"] Starting Rotation implementation.handlers[0].action.actor["Starting Rotation"], implementation.handlers[1].action.actor["Starting Rotation"], implementation.handlers[2].action.actor["Starting Rotation"] editor/marker/flag/model.dat Variant Queen Orbital/Fire Orbit Radius 1.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 2.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 3.0 Speed 0.33 Starting Rotation 0.0 Orbit Trap/4 Trap Core Speed implementation.handlers[0].action.actor["Speed"], implementation.handlers[1].action.actor["Speed"], implementation.handlers[2].action.actor["Speed"] Starting Rotation implementation.handlers[0].action.actor["Starting Rotation"], implementation.handlers[1].action.actor["Starting Rotation"], implementation.handlers[2].action.actor["Starting Rotation"] editor/marker/flag/model.dat Variant Queen Orbital/Core Orbit Radius 1.0 Speed 0.33 Starting Rotation 0.0 Orbital/Core Orbit Radius 2.0 Speed 0.33 Starting Rotation 0.0 Orbital/Core Orbit Radius 3.0 Speed 0.33 Starting Rotation 0.0 Orbit Trap/8 Trap Speed implementation.handlers[0].action.actor["Speed"], implementation.handlers[1].action.actor["Speed"], implementation.handlers[2].action.actor["Speed"], implementation.handlers[3].action.actor["Speed"], implementation.handlers[4].action.actor["Speed"], implementation.handlers[5].action.actor["Speed"], implementation.handlers[6].action.actor["Speed"], implementation.handlers[7].action.actor["Speed"] Starting Rotation implementation.handlers[0].action.actor["Starting Rotation"], implementation.handlers[1].action.actor["Starting Rotation"], implementation.handlers[2].action.actor["Starting Rotation"], implementation.handlers[3].action.actor["Starting Rotation"], implementation.handlers[4].action.actor["Starting Rotation"], implementation.handlers[5].action.actor["Starting Rotation"], implementation.handlers[6].action.actor["Starting Rotation"], implementation.handlers[7].action.actor["Starting Rotation"] editor/marker/flag/model.dat Variant Queen Orbital/Fire Orbit Radius 1.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 2.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 3.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 4.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 5.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 6.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 7.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 8.0 Speed 0.33 Starting Rotation 0.0 Orbit Trap/8 Trap Arc Speed implementation.handlers[0].action.actor["Speed"], implementation.handlers[1].action.actor["Speed"], implementation.handlers[2].action.actor["Speed"], implementation.handlers[3].action.actor["Speed"], implementation.handlers[4].action.actor["Speed"], implementation.handlers[5].action.actor["Speed"], implementation.handlers[6].action.actor["Speed"], implementation.handlers[7].action.actor["Speed"] editor/marker/flag/model.dat Variant Queen Orbital/Fire Orbit Radius 1.0 Speed 0.33 Starting Rotation 0.0 Orbital/Fire Orbit Radius 2.0 Speed 0.33 Starting Rotation 0.08726646 Orbital/Fire Orbit Radius 3.0 Speed 0.33 Starting Rotation 0.17453292 Orbital/Fire Orbit Radius 4.0 Speed 0.33 Starting Rotation 0.2617994 Orbital/Fire Orbit Radius 5.0 Speed 0.33 Starting Rotation 0.34906584 Orbital/Fire Orbit Radius 6.0 Speed 0.33 Starting Rotation 0.43633232 Orbital/Fire Orbit Radius 7.0 Speed 0.33 Starting Rotation 0.5235988 Orbital/Fire Orbit Radius 8.0 Speed 0.33 Starting Rotation 0.61086524 Prop/Castle, Firestorm/Brazier, float world/prop/structural/brazier_float/model.dat Texture world/prop/structural/brazier_ground/skin_firestorm.png 0.5 0 Prop/Castle, Firestorm/Burnt Structures/Watchtower - 5x5 world/prop/castle_fire/burnt_structures/watchtower.dat 0 0 Prop/Castle, Firestorm/Chains/Chain - rail 01 world/prop/castle_fire/chain_rail_01.dat Prop/Castle, Firestorm/Crenellation x1 world/prop/castle_fire/crenel_set.dat 0 0 Prop/Castle, Firestorm/Furniture/Table, 1-tile 01 world/prop/generic/interior/table_01.dat Texture world/prop/castle_fire/table_01_firestorm.png Prop/Castle, Firestorm/Furniture/Tapestry, high world/prop/structural/tapestry/model.dat Texture world/prop/structural/tapestry/skin_firestorm.png 0 Prop/Castle, Firestorm/Furniture/Tapestry, low model/compound/model.dat Influences false false Models world/prop/structural/tapestry/model_low.dat Texture world/prop/structural/tapestry/skin_firestorm.png 0.0, -0.14, -0.12 0 Prop/Castle, Firestorm/Nature/Boulder 01 world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/castle_fire/nature/boulder_01.png 0.5 0 Prop/Castle, Firestorm/Nature/Tree, scorched world/prop/castle_fire/nature/tree_01.dat 0.45 0 Prop/Castle/Brazier/Brazier, float world/prop/structural/brazier_float/model.dat Texture world/prop/structural/brazier_ground/skin_brass.png 0.5 0 Prop/Castle/Tapestry/Red, high world/prop/structural/tapestry/model.dat Texture world/prop/structural/tapestry/skin_castlered.png 0 Prop/Castle/Tapestry/Red, low world/prop/structural/tapestry/model_low.dat Texture world/prop/structural/tapestry/skin_castlered.png 0 Prop/Catacombs/Fungibulb/Fungibulb, small 1 world/prop/catacomb/Fungus bulbs/fungus_small01.dat 0.85 0.85 0 0 Prop/Catacombs/Fungibulb/Fungibulb, small 2 world/prop/catacomb/Fungus bulbs/small_half.dat 0.6 0.0, 0.25 0 0 Prop/Catacombs/Fungibulb/Fungibulb, small 3 world/prop/catacomb/Fungus bulbs/small_corner-out.dat 0.5 0.5 -0.25, 0.25 0 0 Prop/Catacombs/Natural/Stone, medium 01 world/prop/catacomb/stone_01.dat 0.5 0 Prop/Catacombs/Pipeworks/Edge pipe, down world/prop/catacomb/pipeworks/edge_vert_down.dat 0 Prop/Catacombs/Pipeworks/Edge pipe, up world/prop/catacomb/pipeworks/edge_vert_up.dat 0 Prop/Catacombs/Pipeworks/Flat pipe world/prop/catacomb/pipeworks/pipe_billboard01.dat 0 Prop/Catacombs/Pipeworks/Giant pipe 1 world/prop/catacomb/pipeworks/pipe_L_horiz_down.dat 0 Prop/Catacombs/Pipeworks/Giant pipe 2 world/prop/catacomb/pipeworks/pipe_L_horiz_up.dat 0 Prop/Catacombs/Pipeworks/Giant pipe 3 world/prop/catacomb/pipeworks/pipe_S_vert.dat 0 Prop/Catacombs/Rubble/Brick loose 01, catacombs world/prop/catacomb/rubble/brick_loose01.dat Variant Catacomb 0 0 Prop/Catacombs/Rubble/Brick loose 02, catacombs world/prop/catacomb/rubble/brick_loose02.dat Variant Catacomb 0 0 Prop/Catacombs/Rubble/Brick pile 01, catacombs world/prop/catacomb/rubble/brick_pile01.dat Variant Catacomb 0 Prop/Catacombs/Rubble/Brick pile 02, catacombs world/prop/catacomb/rubble/brick_pile02.dat Variant Catacomb 0 Prop/City Base/Awning/Awning, 1-unit piece, capped Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_x1_cap Variant Red 0 0 Prop/City Base/Awning/Awning, 1-unit, no caps Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_x1 Variant Red 0 0 Prop/City Base/Awning/Awning, 2-unit, no caps Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_x2 Variant Red 2.0 0.5, 0.0 0 0 Prop/City Base/Awning/Awning, 3-unit, no caps Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_x3 Variant Red 3.0 0 0 Prop/City Base/Awning/Awning, 4-unit, no caps Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_x4 Variant Red 4.0 0 0 Prop/City Base/Awning/Awning, cap Left Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_cap_L Variant Red 0 0 Prop/City Base/Awning/Awning, cap Right Variant implementation.model["Variant"] world/prop/city_base/awning.dat Model awning_cap_R Variant Red 0 0 Prop/City Base/Brazier, tall (2) world/prop/structural/brazier_tall/model.dat 0.4 Dynamic/Breakable Objects/Castle/Brazier, tall Prop/City Base/Fire Hydrant world/prop/city_base/firehydrant.dat 0.44 Dynamic/Breakable Objects/City, Base/Fire hydrant Prop/City Base/Girder props/Girder, no-walk, x4 world/prop/city_base/girders.dat Model gird_prop_x4 Receives Projections true Texture world/tileset/city_base/girder/girder.png 4.0 0.0, 1.5 Prop/City Base/Girder props/Girder, no-walk, x6 world/prop/city_base/girders.dat Model gird_prop_x6 6.0 0.0, 2.5 Prop/City Base/Girder props/Girder, no-walk, x8 world/prop/city_base/girders.dat Model gird_prop_x8 8.0 0.0, 3.5 Prop/City Base/Girder props/Girder, walkable, x4 world/prop/city_base/girders.dat Model gird_prop_x4 0 Prop/City Base/Girder props/Girder, walkable, x6 world/prop/city_base/girders.dat Model gird_prop_x6 0 Prop/City Base/Girder props/Girder, walkable, x8 world/prop/city_base/girders.dat Model gird_prop_x8 0 Prop/City Base/Litter, blowing paper Marker Color implementation.model["Marker Color"] world/prop/city_base/litter_paperblow.dat Marker Color 0.0, 0.72156864, 0.003921569, 0.75 8.0 8.0 0 0 Prop/City Base/Mailbox world/prop/city_base/mailbox.dat Dynamic/Breakable Objects/City, Base/Mailbox Prop/City Base/Scaffolding/Beam, back, horiz x2 world/prop/city_base/scaffold_beams.dat Model back_horiz_beam_x2 0 0 Prop/City Base/Scaffolding/Beam, back, horiz x3 world/prop/city_base/scaffold_beams.dat Model back_horiz_beam_x3 0 0 Prop/City Base/Scaffolding/Beam, back, horiz x4 world/prop/city_base/scaffold_beams.dat Model back_horiz_beam_x4 0 0 Prop/City Base/Scaffolding/Beam, back, horiz x6 world/prop/city_base/scaffold_beams.dat Model back_horiz_beam_x6 0 0 Prop/City Base/Scaffolding/Beam, front, horiz x2 world/prop/city_base/scaffold_beams.dat Model front_horiz_beam_x2 0 0 Prop/City Base/Scaffolding/Beam, front, horiz x3 world/prop/city_base/scaffold_beams.dat Model front_horiz_beam_x3 0 0 Prop/City Base/Scaffolding/Beam, front, horiz x4 world/prop/city_base/scaffold_beams.dat Model front_horiz_beam_x4 0 0 Prop/City Base/Scaffolding/Girder, vert 01 world/prop/city_base/scaffold_beams.dat Model gird_vert_01 0 0 Prop/City Base/Scaffolding/Post, back, vert 01 world/prop/city_base/scaffold_beams.dat Model backpost_01 0 0 Prop/City Base/Scaffolding/Post, back, vert 02 world/prop/city_base/scaffold_beams.dat Model backpost_02 0 0 Prop/City Base/Scaffolding/Post, back, vert 03 world/prop/city_base/scaffold_beams.dat Model backpost_03 0 0 Prop/City Base/Scaffolding/Post, back, vert 04 world/prop/city_base/scaffold_beams.dat Model backpost_04 0 0 Prop/City Base/Scaffolding/Post, front, vert 01 world/prop/city_base/scaffold_beams.dat Model frontpost_01 0 0 Prop/City Base/Scaffolding/Post, front, vert 02 world/prop/city_base/scaffold_beams.dat Model frontpost_02 0 0 Prop/City Base/Scaffolding/Post, front, vert 03 world/prop/city_base/scaffold_beams.dat Model frontpost_03 0 0 Prop/City Base/Scaffolding/Post, front, vert 04 world/prop/city_base/scaffold_beams.dat Model frontpost_04 0 0 Prop/City Base/Scaffolding/Post, side, vert 01 world/prop/city_base/scaffold_beams.dat Model sidepost_01 0 0 Prop/City Base/Scaffolding/Post, side, vert 02 world/prop/city_base/scaffold_beams.dat Model sidepost_02 0 0 Prop/City Base/Scaffolding/Post, side, vert 03 world/prop/city_base/scaffold_beams.dat Model sidepost_03 0 0 Prop/City Base/Scaffolding/Post, side, vert 04 world/prop/city_base/scaffold_beams.dat Model sidepost_04 0 0 Prop/City Base/Scaffolding/Sheet, corrugated 01 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model sheet_x1_01 0 Prop/City Base/Scaffolding/Sheet, corrugated 02 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model sheet_x1_02 0 Prop/City Base/Scaffolding/Sheet, corrugated x2 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model sheet_x2 0 Prop/City Base/Scaffolding/Tile-sized pieces/Plate 01 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_back_plate Prop/City Base/Scaffolding/Tile-sized pieces/Platform 01 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_platform01 Prop/City Base/Scaffolding/Tile-sized pieces/Platform 02 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_platform02 Prop/City Base/Scaffolding/Tile-sized pieces/Platform 03 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_platform03 Prop/City Base/Scaffolding/Tile-sized pieces/Platform 04 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_platform04 Prop/City Base/Scaffolding/Tile-sized pieces/Tile piece 01 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Model scaffold_box_01 Prop/City Base/Scaffolding/Tile-sized pieces/Tile piece x2 Color implementation.model["Color"] world/prop/city_base/scaffold_tiles.dat Color Red Model scaffold_box_x2 2.0 0.5, 0.0 Prop/City Base/Stairs (fire escape)/Platform 1 world/prop/city_base/fire_escape/fire_escape.dat Model platform_01 0 Prop/City Base/Stairs (fire escape)/Platform 2 world/prop/city_base/fire_escape/fire_escape.dat Model platform_02 0 Prop/City Base/Stairs (fire escape)/Platform 3 world/prop/city_base/fire_escape/fire_escape.dat Model platform_03 0 Prop/City Base/Stairs (fire escape)/Platform 4 world/prop/city_base/fire_escape/fire_escape.dat Model platform_04 0 Prop/City Base/Stairs (fire escape)/Platform x2 01 world/prop/city_base/fire_escape/fire_escape.dat Model platform_x2_01 0 Prop/City Base/Stairs (fire escape)/Platform x2 02 world/prop/city_base/fire_escape/fire_escape.dat Model platform_x2_02 0 Prop/City Base/Stairs (fire escape)/Platform x2 03 world/prop/city_base/fire_escape/fire_escape.dat Model platform_x2_03 0 Prop/City Base/Stairs (fire escape)/Platform x2 04 world/prop/city_base/fire_escape/fire_escape.dat Model platform_x2_04 0 Prop/City Base/Stairs (fire escape)/Rail L1 world/prop/city_base/fire_escape/fire_escape.dat Model rail_L01 0.5 1.04 0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail L2 world/prop/city_base/fire_escape/fire_escape.dat Model rail_L02 0.5 1.04 0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail R1 world/prop/city_base/fire_escape/fire_escape.dat Model rail_R01 0.5 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail R2 world/prop/city_base/fire_escape/fire_escape.dat Model rail_R02 0.5 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail straight x2, 01 world/prop/city_base/fire_escape/fire_escape.dat Model rail_x2_01 0.54 2.04 -0.25, 0.5 Prop/City Base/Stairs (fire escape)/Rail straight x3, 01 world/prop/city_base/fire_escape/fire_escape.dat Model rail_x3_01 0.54 3.04 -0.25, 1.0 Prop/City Base/Stairs (fire escape)/Rail straight, 01 world/prop/city_base/fire_escape/fire_escape.dat Model rail_01 0.54 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail straight, 02 world/prop/city_base/fire_escape/fire_escape.dat Model rail_02 0.54 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail straight, 03 world/prop/city_base/fire_escape/fire_escape.dat Model rail_03 0.54 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail straight, ladder world/prop/city_base/fire_escape/fire_escape.dat Model rail_ladder 0.54 1.04 -0.25, 0.0 Prop/City Base/Stairs (fire escape)/Rail, corner post world/prop/city_base/fire_escape/fire_escape.dat Model corner_post 0.45 -0.2, 0.2 Prop/City Base/Stairs (fire escape)/Stair beam x1 world/prop/city_base/fire_escape/fire_escape.dat Model stair_beam_x1 0 0 Prop/City Base/Stairs (fire escape)/Stair beam x2 world/prop/city_base/fire_escape/fire_escape.dat Model stair_beam_x2 0 0 Prop/City Base/Stairs (fire escape)/Stair beam x3 world/prop/city_base/fire_escape/fire_escape.dat Model stair_beam_x3 0 0 Prop/City Base/Stairs (fire escape)/Stair beam x4 world/prop/city_base/fire_escape/fire_escape.dat Model stair_beam_x4 0 0 Prop/City Base/Stairs (fire escape)/Stair beam x6 world/prop/city_base/fire_escape/fire_escape.dat Model stair_beam_x6 0 0 Prop/City Base/Stairs (fire escape)/Stairs 3 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_03 0 Prop/City Base/Stairs (fire escape)/Stairs 4 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_04 0 Prop/City Base/Stairs (fire escape)/Stairs x2 01 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_01 0 Prop/City Base/Stairs (fire escape)/Stairs x2 02 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_02 0 Prop/City Base/Stairs (fire escape)/Stairs x2 03 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_03 0 Prop/City Base/Stairs (fire escape)/Stairs x2 04 world/prop/city_base/fire_escape/fire_escape.dat Model stairs_04 0 Prop/City Base/Street light 01 world/prop/city_base/streetlamp_01.dat 0 Prop/City Base/Street markings/White fade world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x1_fade 0.4 0 0 Prop/City Base/Street markings/White x1 01 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x1_01 0.4 0 0 Prop/City Base/Street markings/White x1 02 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x1_02 0.4 0 0 Prop/City Base/Street markings/White x1 03 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x1_03 0.4 0 0 Prop/City Base/Street markings/White x1 04 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x1_04 0.4 0 0 Prop/City Base/Street markings/White x2 01 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x2_01 2.0 0.4 0.5, 0.0 0 0 Prop/City Base/Street markings/White x2 02 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x2_02 2.0 0.4 0.5, 0.0 0 0 Prop/City Base/Street markings/White x3 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x3_01 3.0 0.4 1.0, 0.0 0 0 Prop/City Base/Street markings/White x4 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_x4_01 4.0 0.4 1.5, 0.0 0 0 Prop/City Base/Street markings/White, X box x2 world/prop/city_base/street_markings/street_lines_01.dat Color White Model x_box_x2 2.2 2.2 0.5, 0.5 0 0 Prop/City Base/Street markings/White, corner curve x2 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_curve_2x2_01 2.0 2.0 -0.5, -0.5 0 0 Prop/City Base/Street markings/White, corner curve x3 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_curve_3x3_01 3.0 3.0 -1.0, -1.0 0 0 Prop/City Base/Street markings/White, corner dashed x5 world/prop/city_base/street_markings/street_lines_01.dat Color White Model dash_curve_5x5_01 5.0 5.0 -2.0, -2.0 0 0 Prop/City Base/Street markings/White, corner sharp x1 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_corner_x1 0.75 0.75 -0.125, -0.125 0 0 Prop/City Base/Street markings/White, hatchbox cap world/prop/city_base/street_markings/street_lines_01.dat Color White Model hash_box_cap 0.6 1.8 -0.2, 0.5 0 0 Prop/City Base/Street markings/White, hatchbox x1 world/prop/city_base/street_markings/street_lines_01.dat Color White Model hash_box_x1 1.8 0.0, 0.5 0 0 Prop/City Base/Street markings/White, hatchbox x2 world/prop/city_base/street_markings/street_lines_01.dat Color White Model hash_box_x2 2.0 1.8 0.5, 0.5 0 0 Prop/City Base/Street markings/White, hatchbox x4 world/prop/city_base/street_markings/street_lines_01.dat Color White Model hash_box_x4 4.0 1.8 1.5, 0.5 0 0 Prop/City Base/Street markings/White, thick x2 01 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_fat_x2_01 2.0 0.68 0.5, 0.0 0 0 Prop/City Base/Street markings/White, thick x2 02 world/prop/city_base/street_markings/street_lines_01.dat Color White Model line_fat_x2_02 2.0 0.68 0.5, 0.0 0 0 Prop/City Base/Street markings/Yellow fade world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x1_fade 0.4 0 0 Prop/City Base/Street markings/Yellow x1 01 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x1_01 0.4 0 0 Prop/City Base/Street markings/Yellow x1 02 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x1_02 0.4 0 0 Prop/City Base/Street markings/Yellow x1 03 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x1_03 0.4 0 0 Prop/City Base/Street markings/Yellow x1 04 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x1_04 0.4 0 0 Prop/City Base/Street markings/Yellow x2 01 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x2_01 2.0 0.4 0.5, 0.0 0 0 Prop/City Base/Street markings/Yellow x2 02 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x2_02 2.0 0.4 0.5, 0.0 0 0 Prop/City Base/Street markings/Yellow x3 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x3_01 3.0 0.4 1.0, 0.0 0 0 Prop/City Base/Street markings/Yellow x4 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_x4_01 4.0 0.4 1.5, 0.0 0 0 Prop/City Base/Street markings/Yellow, X box x2 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model x_box_x2 2.2 2.2 0.5, 0.5 0 0 Prop/City Base/Street markings/Yellow, corner curve x2 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_curve_2x2_01 2.0 2.0 -0.5, -0.5 0 0 Prop/City Base/Street markings/Yellow, corner curve x3 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_curve_3x3_01 3.0 3.0 -1.0, -1.0 0 0 Prop/City Base/Street markings/Yellow, corner dashed x5 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model dash_curve_5x5_01 5.0 5.0 -2.0, -2.0 0 0 Prop/City Base/Street markings/Yellow, corner sharp x1 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_corner_x1 0.4 0.4 -0.5, -0.5 0 0 Prop/City Base/Street markings/Yellow, hatchbox cap world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model hash_box_cap 0.6 1.8 -0.2, 0.5 0 0 Prop/City Base/Street markings/Yellow, hatchbox x1 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model hash_box_x1 1.8 0.0, 0.5 0 0 Prop/City Base/Street markings/Yellow, hatchbox x2 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model hash_box_x2 2.0 1.8 0.5, 0.5 0 0 Prop/City Base/Street markings/Yellow, hatchbox x4 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model hash_box_x4 4.0 1.8 1.5, 0.5 0 0 Prop/City Base/Street markings/Yellow, thick x2 01 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_fat_x2_01 2.0 0.68 0.5, 0.0 0 0 Prop/City Base/Street markings/Yellow, thick x2 02 world/prop/city_base/street_markings/street_lines_01.dat Color Yellow Model line_fat_x2_02 2.0 0.68 0.5, 0.0 0 0 Prop/Clockworks/Fan, x2 01 Variant implementation.model["Variant"] world/prop/clockworks/fan_x2_01.dat Variant Iron (default) 0 Prop/Clockworks/Girder props/Girder, Blue - no-walk, x4 world/prop/structural/girder/girder_set.dat Model gird_prop_x4 Receives Projections false Texture world/prop/structural/girder/clockwork_blue.png 4.0 0.0, 1.5 0 Prop/Clockworks/Girder props/Girder, Blue - no-walk, x6 world/prop/structural/girder/girder_set.dat Model gird_prop_x6 Receives Projections false Texture world/prop/structural/girder/clockwork_blue.png 6.0 0.0, 2.5 0 Prop/Clockworks/Girder props/Girder, Blue - no-walk, x8 world/prop/structural/girder/girder_set.dat Model gird_prop_x8 Receives Projections false Texture world/prop/structural/girder/clockwork_blue.png 8.0 0.0, 3.5 0 Prop/Clockworks/Girder props/Girder, Blue - walkable, x4 world/prop/structural/girder/girder_set.dat Model gird_prop_x4 Receives Projections true Texture world/prop/structural/girder/clockwork_blue.png 0 Prop/Clockworks/Girder props/Girder, Blue - walkable, x6 world/prop/structural/girder/girder_set.dat Model gird_prop_x6 Receives Projections true Texture world/prop/structural/girder/clockwork_blue.png 0 Prop/Clockworks/Girder props/Girder, Blue - walkable, x8 world/prop/structural/girder/girder_set.dat Model gird_prop_x8 Receives Projections true Texture world/prop/structural/girder/clockwork_blue.png 0 Prop/Clockworks/Girder props/Girder, Brass - no-walk, x4 world/prop/structural/girder/girder_set.dat Model gird_prop_x4 Receives Projections false Texture world/prop/structural/girder/clockwork_brass.png 4.0 0.0, 1.5 0 Prop/Clockworks/Girder props/Girder, Brass - no-walk, x6 world/prop/structural/girder/girder_set.dat Model gird_prop_x6 Receives Projections false Texture world/prop/structural/girder/clockwork_brass.png 6.0 0.0, 2.5 0 Prop/Clockworks/Girder props/Girder, Brass - no-walk, x8 world/prop/structural/girder/girder_set.dat Model gird_prop_x8 Receives Projections false Texture world/prop/structural/girder/clockwork_brass.png 8.0 0.0, 3.5 0 Prop/Clockworks/Girder props/Girder, Brass - walkable, x4 world/prop/structural/girder/girder_set.dat Model gird_prop_x4 Receives Projections true Texture world/prop/structural/girder/clockwork_brass.png 0 Prop/Clockworks/Girder props/Girder, Brass - walkable, x6 world/prop/structural/girder/girder_set.dat Model gird_prop_x6 Receives Projections true Texture world/prop/structural/girder/clockwork_brass.png 0 Prop/Clockworks/Girder props/Girder, Brass - walkable, x8 world/prop/structural/girder/girder_set.dat Model gird_prop_x8 Receives Projections true Texture world/prop/structural/girder/clockwork_brass.png 0 Prop/Clockworks/Lamp, short rail-mounted Light Color implementation.model["Light Color"] world/prop/clockworks/lamp_rail02.dat Light Color Default (incandescent) 0 0 Prop/Clockworks/Lamp, tall rail-mounted Light Color implementation.model["Light Color"] world/prop/clockworks/lamp_rail01.dat Light Color Default (incandescent) 0 Prop/Clockworks/Pipes, floor small/Blue, T joint world/prop/clockworks/pipes_small.dat Model pipe_floor_t Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Blue, Terminate world/prop/clockworks/pipes_small.dat Model pipe_floor_terminate Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, floor small/Blue, elbow L world/prop/clockworks/pipes_small.dat Model pipe_floor_l Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Blue, standing - Valve, 1.5unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 1.5unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_1halfunit Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 1.5unit true 96 0 Prop/Clockworks/Pipes, floor small/Blue, standing - Valve, 1unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 1unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_1unit Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 1unit true 96 0 Prop/Clockworks/Pipes, floor small/Blue, standing - Valve, 2.5unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 2.5unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_2halfunit Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 2.5unit true 96 0 Prop/Clockworks/Pipes, floor small/Blue, standing - Valve, 2unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 2unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_2unit Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 2unit true 96 0 Prop/Clockworks/Pipes, floor small/Blue, straight half world/prop/clockworks/pipes_small.dat Model pipe_floor_half Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Blue, straight x1 world/prop/clockworks/pipes_small.dat Model pipe_floor_x1 Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Blue, straight x2 world/prop/clockworks/pipes_small.dat Model pipe_floor_x2 Texture world/prop/clockworks/pipe_small_blue.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Iron, T joint world/prop/clockworks/pipes_small.dat Model pipe_floor_t Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Iron, Terminate world/prop/clockworks/pipes_small.dat Model pipe_floor_terminate Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, floor small/Iron, elbow L world/prop/clockworks/pipes_small.dat Model pipe_floor_l Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Iron, standing - Valve, 1.5unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 1.5unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_1halfunit Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 1.5unit true 96 0 Prop/Clockworks/Pipes, floor small/Iron, standing - Valve, 1unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 1unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_1unit Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 1unit true 96 0 Prop/Clockworks/Pipes, floor small/Iron, standing - Valve, 2.5unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 2.5unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_2halfunit Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 2.5unit true 96 0 Prop/Clockworks/Pipes, floor small/Iron, standing - Valve, 2unit Spawn with Valve? Handler implementation.handlers[0] Yes Handler Props/Clockworks/Valves - red wheel, 2unit true No Handler Yes world/prop/clockworks/pipes_small_standing_set.dat Model pipe_standing_2unit Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0.34 0.0, 0.08 Props/Clockworks/Valves - red wheel, 2unit true 96 0 Prop/Clockworks/Pipes, floor small/Iron, straight half world/prop/clockworks/pipes_small.dat Model pipe_floor_half Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Iron, straight x1 world/prop/clockworks/pipes_small.dat Model pipe_floor_x1 Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace 0 0 Prop/Clockworks/Pipes, floor small/Iron, straight x2 world/prop/clockworks/pipes_small.dat Model pipe_floor_x2 Texture world/prop/clockworks/pipe_small_iron.png Texture - Brace 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Horizontal 2unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_2x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Horizontal 2unit 02 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_2x_02 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Horizontal 4unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_4x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, L joint down world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_l_down Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, L joint up world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_l_up Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, T joint world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_t Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Vertical 2unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_2x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Vertical 2unit 02 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_2x_02 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Blue/Blue, Vertical 4unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_4x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_blue.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_blue_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Horizontal 2unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_2x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Horizontal 2unit 02 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_2x_02 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Horizontal 4unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_horiz_4x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, L joint down world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_l_down Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, L joint up world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_l_up Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, T joint world/prop/clockworks/pipes_small_free.dat Model pipe_free_elbow_t Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Vertical 2unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_2x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Vertical 2unit 02 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_2x_02 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, free small/Iron/Iron, Vertical 4unit 01 world/prop/clockworks/pipes_small_free.dat Model pipe_free_vert_4x_01 Texture - Pipe Tiling world/prop/clockworks/pipe_small_iron.png Texture - Riveted Fittings world/prop/clockworks/pipe_small_iron_fitting.png 0 0 Prop/Clockworks/Pipes, ground - Blue Large/Abyss pipe, vertical Prop/Haven/Ground pipes, brass/Abyss pipe, vertical Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Bracket Prop/Haven/Ground pipes, brass/Bracket Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Cliff pipe, vertical Prop/Haven/Ground pipes, brass/Cliff pipe, vertical Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Diagonal 1unit Prop/Haven/Ground pipes, brass/Diagonal 1unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Diagonal 2unit Prop/Haven/Ground pipes, brass/Diagonal 2unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Diagonal 3unit Prop/Haven/Ground pipes, brass/Diagonal 3unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Diagonal 4unit Prop/Haven/Ground pipes, brass/Diagonal 4unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Diagonal 5unit Prop/Haven/Ground pipes, brass/Diagonal 5unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Elbow 45, left Prop/Haven/Ground pipes, brass/Elbow 45, left Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Elbow 45, right Prop/Haven/Ground pipes, brass/Elbow 45, right Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Elbow 90 Prop/Haven/Ground pipes, brass/Elbow 90 Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Straight 1unit Prop/Haven/Ground pipes, brass/Straight 1unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Straight 2 unit Prop/Haven/Ground pipes, brass/Straight 2 unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Straight 3 unit Prop/Haven/Ground pipes, brass/Straight 3 unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Straight 5 unit Prop/Haven/Ground pipes, brass/Straight 5 unit Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Blue Large/Y Connector Prop/Haven/Ground pipes, brass/Y Connector Color variant Clockwork Blue Prop/Clockworks/Pipes, ground - Iron Large/Abyss pipe, vertical Prop/Haven/Ground pipes, brass/Abyss pipe, vertical Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Bracket Prop/Haven/Ground pipes, brass/Bracket Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Cliff pipe, vertical Prop/Haven/Ground pipes, brass/Cliff pipe, vertical Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Diagonal 1unit Prop/Haven/Ground pipes, brass/Diagonal 1unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Diagonal 2unit Prop/Haven/Ground pipes, brass/Diagonal 2unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Diagonal 3unit Prop/Haven/Ground pipes, brass/Diagonal 3unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Diagonal 4unit Prop/Haven/Ground pipes, brass/Diagonal 4unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Diagonal 5unit Prop/Haven/Ground pipes, brass/Diagonal 5unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Elbow 45, left Prop/Haven/Ground pipes, brass/Elbow 45, left Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Elbow 45, right Prop/Haven/Ground pipes, brass/Elbow 45, right Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Elbow 90 Prop/Haven/Ground pipes, brass/Elbow 90 Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Abyss pipe, vertical Prop/Haven/Ground pipes, brass/Abyss pipe, vertical Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Bracket Prop/Haven/Ground pipes, brass/Bracket Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Cliff pipe, vertical Prop/Haven/Ground pipes, brass/Cliff pipe, vertical Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Diagonal 1unit Prop/Haven/Ground pipes, brass/Diagonal 1unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Diagonal 2unit Prop/Haven/Ground pipes, brass/Diagonal 2unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Diagonal 3unit Prop/Haven/Ground pipes, brass/Diagonal 3unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Diagonal 4unit Prop/Haven/Ground pipes, brass/Diagonal 4unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Diagonal 5unit Prop/Haven/Ground pipes, brass/Diagonal 5unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Elbow 45, left Prop/Haven/Ground pipes, brass/Elbow 45, left Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Elbow 45, right Prop/Haven/Ground pipes, brass/Elbow 45, right Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Elbow 90 Prop/Haven/Ground pipes, brass/Elbow 90 Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Straight 1unit Prop/Haven/Ground pipes, brass/Straight 1unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Straight 2 unit Prop/Haven/Ground pipes, brass/Straight 2 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Straight 3 unit Prop/Haven/Ground pipes, brass/Straight 3 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Straight 5 unit Prop/Haven/Ground pipes, brass/Straight 5 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Ground pipes, Iron Large/Y Connector Prop/Haven/Ground pipes, brass/Y Connector Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Straight 1unit Prop/Haven/Ground pipes, brass/Straight 1unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Straight 2 unit Prop/Haven/Ground pipes, brass/Straight 2 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Straight 3 unit Prop/Haven/Ground pipes, brass/Straight 3 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Straight 5 unit Prop/Haven/Ground pipes, brass/Straight 5 unit Color variant Clockwork Iron Prop/Clockworks/Pipes, ground - Iron Large/Y Connector Prop/Haven/Ground pipes, brass/Y Connector Color variant Clockwork Iron Prop/Clockworks/Pipes, wall small/Height 1 - Iron, T-down Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_t-down 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, T-up Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_t-up 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, elbow-down L Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_floor_l 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, elbow-down R Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_elbowdown_R 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, straight half Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_half 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, straight x1 Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x1 0 0 Prop/Clockworks/Pipes, wall small/Height 1 - Iron, straight x2 Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x2 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, S Left Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall2_s_L 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, S Right Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall2_s_R 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, T-down Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_t-down 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, elbow-down L Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_elbowdown_L 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, elbow-down R Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_elbowdown_R 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, straight half-unit Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_half 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, straight x1 Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x1 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 2 - Iron, straight x2 Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x2 0.0, 0.34, 0.96 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, T-down Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_t-down 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, elbow-down L Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_elbowdown_L 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, elbow-down R Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_elbowdown_R 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, elbow-up L Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall3_elbow-up_L 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, elbow-up R Color variant implementation.model["Color variant"] world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall3_elbow-up_R 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, straight half-unit Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_half 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, straight x1 Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x1 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Pipes, wall small/Height 3 - Iron, straight x2 Color variant implementation.model["Models"][0].model["Color variant"] model/compound/model.dat Influences false Models world/prop/clockworks/pipes_small_wall.dat Color variant Clockwork iron Model pipe_wall1_x2 0.0, 0.34, 1.56 0 0 Prop/Clockworks/Platform Lift world/dynamic/elevator/univeral/model_start-static.dat 0 Prop/Clockworks/Platform Rail world/prop/clockworks/model_platformrail.dat 0.5 4.0 2.75, 1.5 0.5 4.0 -2.75, 1.5 5.0 0.5 0.0, 3.25 -1.0 3.0 -2.5 1.0 1.0 3.0 2.5 1.0 Prop/Clockworks/Tech/Screw - giant 01 world/prop/clockworks/screw_giant_01.dat 0 Prop/Clockworks/Understructure/Understructure 7x3 world/prop/clockworks/understructure_7x3.dat 7.0 3.0 0.5, 0.5 0 0 Prop/Clockworks/Understructure/Understructure x3 world/prop/clockworks/understructure_x3.dat 3.0 3.0 0.5, 0.5 0 0 Prop/Clockworks/Understructure/Understructure x5 world/prop/clockworks/understructure_x5.dat 5.0 5.0 0.5, 1.5 0 0 Prop/Clockworks/Understructure/Understructure x7 world/prop/clockworks/understructure_x7.dat 7.0 7.0 0.5, 2.5 0 0 Prop/Clockworks/Understructure/Understructure x9 world/prop/clockworks/understructure_x9.dat 9.0 9.0 0.5, 3.5 0 0 Prop/General/Altar, x3 world/prop/generic/altar_x3.dat 3.0 3.0 0 Prop/General/Fiend/Sigil - Circle, large quarter Model variant implementation.model["Model variant"] Sigil Color implementation.model["Color"] Shape implementation.shape world/prop/generic/fiend/sigil_circles_handles.dat Color 1.0, 0.0, 1.0, 1.0 Flag color 1.0, 0.52156866, 0.2, 1.0 Model variant Large, quarter 2.2 0 0 Prop/General/Fiend/Sigil - Circle, large sixth Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Large, sixth Shape 2.2 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Circle, medium full Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Medium, full Shape 1.2 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Circle, medium half Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Medium, half Shape 1.2 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Circle, medium sixth Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Medium, sixth Shape 1.2 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Circle, small full Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Small, full Shape 0.4 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Circle, small half Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Small, half Shape 0.4 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Line, curled Sigil Color implementation.model["Color"] world/prop/generic/fiend/sigil_circles_handles.dat Color 1.0, 0.0, 1.0, 1.0 Flag color 1.0, 0.88235295, 0.4, 1.0 Model variant Line, curled 2.4 0.4 0 0 Prop/General/Fiend/Sigil - Line, straight Sigil Color implementation.model["Color"] world/prop/generic/fiend/sigil_circles_handles.dat Color 1.0, 0.0, 1.0, 1.0 Flag color 1.0, 0.88235295, 0.4, 1.0 Model variant Line, straight 2.0 0.25 0 0 Prop/General/Fiend/Sigil - Rune 01 Model implementation.model["Model"] Sigil Color implementation.model["Color"] Marker color implementation.model["Flag color"] world/prop/generic/fiend/sigil_runes_handles.dat Color 1.0, 0.0, 1.0, 1.0 Flag color 1.0, 1.0, 0.6, 1.0 Marker flag_40tall Model sigil_rune_01 0.6 0.6 0 0 Prop/General/Fiend/Sigil - Rune 02 Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_02 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 03 Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_03 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 04 Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_04 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 05 Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_05 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 06 Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_06 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 07 Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_07 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Rune 08 Prop/General/Fiend/Sigil - Rune 01 Marker color 1.0, 1.0, 0.6, 1.0 Model sigil_rune_08 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Fiend/Sigil - Square Sigil Color implementation.placeable["Sigil Color"] Prop/General/Fiend/Sigil - Circle, large quarter Model variant Square Shape 2.25 2.25 Sigil Color 1.0, 0.0, 1.0, 1.0 Prop/General/Interior/Books/Large, violet world/prop/generic/interior/book_set_01.dat Color 1, offset -0.25 0.1 0.16 Color 2, offset -0.025 -0.5 0.05 Model book_large_01 Texture world/prop/generic/interior/book_border_01.png 0 0 Prop/General/Interior/Books/Medium, blue world/prop/generic/interior/book_set_01.dat Color 1, offset 0.532 -0.175 -0.06 Color 2, offset -0.387 -0.365 0.0060 Model book_med_01 Texture world/prop/generic/interior/book_leather_01.png 0 0 Prop/General/Interior/Books/Medium, red world/prop/generic/interior/book_set_01.dat Color 1, offset Color 2, offset Model book_med_01 Texture world/prop/generic/interior/book_border_01.png 0 0 Prop/General/Interior/Books/Medium, worn world/prop/generic/interior/book_set_01.dat Color 1, offset 0.114 -0.261 0.071 Color 2, offset -0.471 Model book_med_01 Texture world/prop/generic/interior/book_worn_01.png 0 0 Prop/General/Interior/Books/Small, gold world/prop/generic/interior/book_set_01.dat Color 1, offset 0.108 0.5 0.06 Color 2, offset -0.426 -0.365 0.0060 Model book_small_01 Texture world/prop/generic/interior/book_border_01.png 0 0 Prop/General/Interior/Books/Small, green world/prop/generic/interior/book_set_01.dat Color 1, offset 0.277 0.23200001 -0.133 Color 2, offset -0.426 -0.365 0.0060 Model book_small_01 Texture world/prop/generic/interior/book_leather_01.png 0 0 Prop/General/Interior/Books/Small, worn world/prop/generic/interior/book_set_01.dat Color 1, offset 0.149 -0.20099999 -0.146 Color 2, offset -0.426 -0.365 -0.094 Model book_small_01 Texture world/prop/generic/interior/book_worn_01.png 0 0 Prop/General/Interior/Table, 1-tile 01 world/prop/generic/interior/table_01.dat Texture world/prop/generic/interior/table_cafe01.png Prop/General/Jelly/Jelly glob, large Color implementation.model["Color"] world/prop/generic/jelly/chunks_mesh_set.dat Color Jelly Cube Pink Model mesh_chunk_lrg 1.5 0 0 Prop/General/Jelly/Jelly glob, medium Color implementation.model["Color"] world/prop/generic/jelly/chunks_mesh_set.dat Color Jelly Cube Pink Model mesh_chunk_med 0 0 Prop/General/Jelly/Jelly glob, small Color implementation.model["Color"] world/prop/generic/jelly/chunks_mesh_set.dat Color Jelly Cube Pink Model mesh_chunk_sml 0.5 0 0 Prop/General/Mechaknight/Mecha, Arm Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_arm variant mk1 1.25 0.5 0 0 Prop/General/Mechaknight/Mecha, Armless Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_body-armless variant mk1 1.25 world/environment/shadow/circle.dat Size 1.25 0.5 0 Prop/General/Mechaknight/Mecha, Head Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_head variant mk1 1.25 world/environment/shadow/circle.dat Size 0.8 0.3 0 0 Prop/General/Mechaknight/Mecha, Headless Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_body-headless variant mk1 1.25 world/environment/shadow/circle.dat Size 1.25 0.5 0 0 Prop/General/Mechaknight/Mecha, Leg Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_leg variant mk1 1.25 0.5 0 0 Prop/General/Mechaknight/Mecha, Legs Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_legs variant mk1 1.25 world/environment/shadow/circle.dat Size 1.0 0.5 0 Prop/General/Mechaknight/Mecha, Whole Variant implementation.model["Models"][0].model["variant"] model/compound/model.dat Influences false Models character/npc/monster/mechaknight/parts/modelset_dead.dat Model mesh_body-whole variant mk1 1.25 world/environment/shadow/circle.dat Size 1.25 0.5 0 Prop/General/Nature/FireFlies model/compound/model.dat Influences false false false false Models model/conditional/marker.dat Model editor/marker/vertex/model.dat particle/ambient_fireflies.dat 0.5 0 Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/City, desaturated/Grass tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1800 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Clockworks Base tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1797 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Dry tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1798 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Grass tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1793 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Graveyard tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1796 Tint Default Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.10471976, -0.10471976 0.0, 0.10471976, 0.10471976 world/prop/generic/plants/grass_billboard_large1.dat Colorization 1793 Tint Default 2.0 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.10471976, -0.10471976 0.0, 0.10471976, 0.10471976 world/prop/generic/plants/grass_billboard_large2.dat Colorization 1793 Tint Default 2.0 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.41887903, -0.41887903 0.0, 0.41887903, 0.41887903 world/prop/generic/plants/grass_billboard_single1.dat Colorization 1793 Tint Default 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.41887903, -0.41887903 0.0, 0.41887903, 0.41887903 world/prop/generic/plants/grass_billboard_single2.dat Colorization 1793 Tint Default 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.20943952, -0.10471976 0.0, 0.20943952, 0.10471976 world/prop/generic/plants/grass_billboard_small1.dat Colorization 1793 Tint Default 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] -0.13962634, -0.20943952, -0.10471976 0.0, 0.20943952, 0.10471976 world/prop/generic/plants/grass_billboard_small2.dat Colorization 1793 Tint Default 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization implementation.model["Colorization"] Tint implementation.model["Tint"] world/prop/generic/plants/grass_tuft_1.dat Colorization 1793 Tint Default 0.4 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Test Recolor billboard, large 1 Colorization implementation.model["Colorization"].offsets Tint implementation.model["Tint"] -0.13962634, -0.10471976, -0.10471976 0.0, 0.10471976, 0.10471976 world/prop/generic/plants/grass_billboard_large1_test.dat Colorization 7 Tint Default 2.0 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Parts/Test diffuse billboard, large 1 Tint implementation.model["Tint"] -0.13962634, -0.10471976, -0.10471976 0.0, 0.10471976, 0.10471976 world/prop/generic/plants/grass_billboard_large1_diffuse.dat Tint Default 2.0 0.4 0 0 Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Day tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1794 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, large 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 1 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, large 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, large 2 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, single 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 1 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, single 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, single 2 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, small 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 1 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night billboard, small 2 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor billboard, small 2 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Grass variants/Sky Islands Night tuft 1 Prop/General/Nature/Foliage/Grass variants/Parts/Recolor tuft 1 Colorization 1795 Tint Default Prop/General/Nature/Foliage/Ivy & Vines/Ivy, wall x3 01 world/prop/generic/plants/ivy_wall_x3_01.dat Color 1793 Color - Vine 1793 Vine - Color adjust Darker 5 3.0 0 0 Prop/General/Nature/Foliage/Ivy & Vines/Vine, hanging 01 Darkness adjust implementation.model["Models"][0].model["Darkness adjust"] model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging.dat Color 1795 Darkness adjust Default Model Loft01 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Ivy & Vines/Vine, hanging 02 model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging.dat Color 1793 Darkness adjust Default Model Loft02 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Ivy & Vines/Vine, hanging 03 model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging.dat Color 1793 Darkness adjust Default Model Loft03 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Ivy & Vines/Vine, hanging 04 model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging.dat Color 1793 Darkness adjust Default Model Loft04 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Leaf, plane 01 Model implementation.model["Model"] Color variant implementation.model["Color"] 0.0, 0.0, -3.1415927 0.0, 0.0, 3.1415927 world/prop/generic/plants/leaf_plane.dat Color 1793 Model grass_blades_01 0 0 Prop/General/Nature/Foliage/Leaf, plane 02 Color variant implementation.placeable["Color variant"] Prop/General/Nature/Foliage/Leaf, plane 01 Color variant 1793 Model leaf_plane_02 Prop/General/Nature/Foliage/Leaf, plane 03 Color variant implementation.placeable["Color variant"] Prop/General/Nature/Foliage/Leaf, plane 01 Color variant 1793 Model leaf_plane_03 Prop/General/Nature/Foliage/Leaf, plane 04 Color variant implementation.placeable["Color variant"] Prop/General/Nature/Foliage/Leaf, plane 01 Color variant 1793 Model leaf_plane_04 Prop/General/Nature/Foliage/Seam world/prop/generic/plants/grass_seam.dat 0.16 2.0 0.5, 0.5 0 0 Prop/General/Nature/Foliage/Variants - City desaturated/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1800 Color - Vine 1799 Color adjust - Vine Darker 2 Prop/General/Nature/Foliage/Variants - City desaturated/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1800 Color - Vine 1799 Color adjust - Vine Darker 2 Prop/General/Nature/Foliage/Variants - City desaturated/Ivy vine 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - City desaturated/Ivy vine 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - City desaturated/Leaves 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - City desaturated/Leaves 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - City desaturated/Leaves 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - City desaturated/Leaves 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1800 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - City desaturated/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1800 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - City desaturated/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1800 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - City desaturated/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1800 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - City desaturated/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1800 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Clockworks Base/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1797 Color - Vine 1800 Color adjust - Vine Darker 4 Prop/General/Nature/Foliage/Variants - Clockworks Base/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1797 Color - Vine 1800 Color adjust - Vine Darker 4 Prop/General/Nature/Foliage/Variants - Clockworks Base/Ivy vine, Clockworks 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Clockworks Base/Ivy vine, Clockworks 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Clockworks Base/Leaves, Clockworks 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Clockworks Base/Leaves, Clockworks 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Clockworks Base/Leaves, Clockworks 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Clockworks Base/Leaves, Clockworks 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1797 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Clockworks Base/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1797 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Clockworks Base/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1797 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Clockworks Base/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1797 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Clockworks Base/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1797 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Dry/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1798 Color - Vine 1799 Color adjust - Vine Darker 3 Prop/General/Nature/Foliage/Variants - Dry/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1798 Color - Vine 1799 Color adjust - Vine Darker 3 Prop/General/Nature/Foliage/Variants - Dry/Ivy vine, Dry 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Dry/Ivy vine, Dry 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Dry/Leaves, Dry 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Dry/Leaves, Dry 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Dry/Leaves, Dry 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Dry/Leaves, Dry 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1798 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Dry/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1798 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Dry/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1798 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Dry/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1798 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Dry/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1798 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Graveyard/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1796 Color - Vine 1798 Color adjust - Vine Darker 5 Prop/General/Nature/Foliage/Variants - Graveyard/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1796 Color - Vine 1798 Color adjust - Vine Darker 5 Prop/General/Nature/Foliage/Variants - Graveyard/Ivy vine, Graveyard 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Graveyard/Ivy vine, Graveyard 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Graveyard/Leaves, Graveyard 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Graveyard/Leaves, Graveyard 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Graveyard/Leaves, Graveyard 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Graveyard/Leaves, Graveyard 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1796 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Graveyard/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1796 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Graveyard/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1796 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Graveyard/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1796 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Graveyard/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1796 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Haven/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1793 Color - Vine 1799 Color adjust - Vine Darker 1 Prop/General/Nature/Foliage/Variants - Haven/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1793 Color - Vine 1799 Color adjust - Vine Darker 1 Prop/General/Nature/Foliage/Variants - Haven/Ivy vine, Haven 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Haven/Ivy vine, Haven 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Haven/Leaves, Haven 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Haven/Leaves, Haven 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Haven/Leaves, Haven 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Haven/Leaves, Haven 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1793 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage implementation.model["Color"] Color - Vine implementation.model["Color - Vine"] Color adjust - Vine implementation.model["Vine - Color adjust"] world/prop/generic/plants/ivy_wall_x1_01.dat Color 1793 Color - Vine 1793 Vine - Color adjust Darker 5 1.4 0.4 0 0 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage implementation.model["Color"] Color - Vine implementation.model["Color - Vine"] Color adjust - Vine implementation.model["Vine - Color adjust"] world/prop/generic/plants/ivy_wall_x3_01.dat Color 1793 Color - Vine 1793 Vine - Color adjust Darker 5 3.0 0.4 0 0 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Model implementation.model["Model"] Color implementation.model["Color"] Shape Shape implementation.shape Leaf plane Shape Ivy vine Shape 0.3 Leaf plane 0.0, 0.0, -3.1415927 0.0, 0.0, 3.1415927 world/prop/generic/plants/leaf_plane.dat Color 1793 Model leaf_plane_01 0 0 Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Model implementation.model["Models"][0].model["Model"] Color implementation.model["Models"][0].model["Color"] Darkness adjust implementation.model["Models"][0].model["Darkness adjust"] model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging.dat Color 1793 Darkness adjust Default Model Loft01 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - diffuse test Model implementation.model["Models"][0].model["Model"] model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging_diffusetest.dat Model Loft01 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - recolor test Model implementation.model["Models"][0].model["Model"] Colorization implementation.model["Models"][0].model["Colorization"] Darkness adjust implementation.model["Models"][0].model["Darkness adjust"] model/compound/model.dat Influences false false Models world/prop/generic/plants/vines_hanging_recolortest.dat Colorization 7 Darkness adjust Default Model Loft01 0.0, 0.4, 2.7 3.0 0.2 0 0 Prop/General/Nature/Foliage/Variants - Haven/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1793 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Haven/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1793 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Haven/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1793 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Haven/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1793 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Sky Islands Day/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1794 Color - Vine 1799 Color adjust - Vine Default Prop/General/Nature/Foliage/Variants - Sky Islands Day/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1794 Color - Vine 1799 Color adjust - Vine Default Prop/General/Nature/Foliage/Variants - Sky Islands Day/Ivy vine, Sky Islands Day 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model ivy_vine_01 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Sky Islands Day/Ivy vine, Sky Islands Day 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model ivy_vine_02 Shape Ivy vine Prop/General/Nature/Foliage/Variants - Sky Islands Day/Leaves, Sky Islands Day 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Day/Leaves, Sky Islands Day 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Day/Leaves, Sky Islands Day 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Day/Leaves, Sky Islands Day 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1794 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Day/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1794 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Sky Islands Day/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1794 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Sky Islands Day/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1794 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Sky Islands Day/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1794 Darkness adjust Default Model Loft04 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Ivy Wall, x1 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x1 base Color - Foliage 1795 Color - Vine 1797 Color adjust - Vine Darker 1 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Ivy Wall, x3 - 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Ivy, Wall x3 base Color - Foliage 1795 Color - Vine 1797 Color adjust - Vine Darker 1 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Ivy vine, Sky Islands Night 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model ivy_vine_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Ivy vine, Sky Islands Night 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model ivy_vine_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Leaves, Sky Islands Night 01 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model leaf_plane_01 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Leaves, Sky Islands Night 02 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model leaf_plane_02 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Leaves, Sky Islands Night 03 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model leaf_plane_03 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Leaves, Sky Islands Night 04 Prop/General/Nature/Foliage/Variants - Haven/Parts/Leaves - base Color 1795 Model leaf_plane_04 Shape Leaf plane Prop/General/Nature/Foliage/Variants - Sky Islands Night/Vine, hanging 01 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1795 Darkness adjust Default Model Loft01 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Vine, hanging 02 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1795 Darkness adjust Default Model Loft02 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Vine, hanging 03 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1795 Darkness adjust Default Model Loft03 Prop/General/Nature/Foliage/Variants - Sky Islands Night/Vine, hanging 04 Darkness adjust implementation.placeable["Darkness adjust"] Prop/General/Nature/Foliage/Variants - Haven/Parts/Vine, hanging - base Color 1795 Darkness adjust Default Model Loft04 Prop/General/Spiderweb, corner world/prop/generic/spiderweb_adjust.dat 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 01 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model rope_1unit 0.1 0.5, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 02 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 2 units 2.0 0.1 1.0, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 03 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 3 units 3.0 0.1 1.5, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 04 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 4 units 4.0 0.1 2.0, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 05 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 5 units 5.0 0.1 2.5, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 06 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 6 units 6.0 0.1 3.0, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 08 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 8 units 8.0 0.1 4.0, 0.0 0 0 Prop/General/Tech/Energy-pulsing Cables/Cable, 12 unit world/prop/outershell/metal parts/hanging_cables_pulse.dat Model 12 units 12.0 0.1 6.0, 0.0 0 0 Prop/General/Undead/Bone plane, chips Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model chips_plane_04 0.6 0.6 0 0 Prop/General/Undead/Bone plane, jaw Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model chips_plane_03 0.2 0.8 -7.2878485E-8 0 0 Prop/General/Undead/Bone plane, pieces Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model chips_plane_01 1.48 1.48 0 0 Prop/General/Undead/Bone plane, ribs Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model chips_plane_02 0.46 0 0 Prop/General/Undead/Bones, bone 01 Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model bone_bone01 0 0 Prop/General/Undead/Bones, bone 02 Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model bone_bone02 0 0 Prop/General/Undead/Bones, ribcage Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model bone_ribcage 0 0 Prop/General/Undead/Bones, skull Color variant implementation.model["Color variant"] world/prop/generic/bones.dat Color variant Default Model bone_skull 0 0 Prop/General/Undead/Ground Fog Color implementation.model["Color"] Radius implementation.model["Radius"] Density implementation.model["Density"] world/prop/generic/model_groundfog.dat Color 1.0, 1.0, 1.0, 1.0 Density 200 Radius 1.0 0.49 0 0 Prop/Graveyard/Burial Mound Prop world/prop/graveyard/gravepile.dat 0.5 0 0 Prop/Graveyard/Rubble/Brick loose 01, graveyard world/prop/catacomb/rubble/brick_loose01.dat Variant Graveyard 0 0 Prop/Graveyard/Rubble/Brick loose 02, graveyard world/prop/catacomb/rubble/brick_loose02.dat Variant Graveyard 0 0 Prop/Graveyard/Rubble/Brick pile 01, graveyard world/prop/catacomb/rubble/brick_pile01.dat Variant Graveyard 0 Prop/Graveyard/Rubble/Brick pile 02, graveyard world/prop/catacomb/rubble/brick_pile02.dat Variant Graveyard 0 Prop/Graveyard/Sarcophagus Lid implementation.model["Lid"] world/prop/graveyard/sarcophagus.dat Lid Sealed 1.8 3.6 0 Prop/Graveyard/Sarcophagus, opened lid world/prop/graveyard/sarcophagus.dat Lid Opened 1.8 3.6 1.4 3.2 0.9, -0.25 -0.08726646 0 Prop/Graveyard/Stone, medium 01 world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/graveyard/stone_01.png 0.5 0 Prop/Graveyard/Tombstones/Burial mound Spawn Marker editor/marker/prop_spawn/model.dat Colorization 257 Preview world/prop/graveyard/gravepile.dat Wave Number Props/Burial mound Prop/Graveyard/Tombstones/Tombstone Spawn Marker editor/marker/prop_spawn/model.dat Colorization 257 Preview world/prop/graveyard/gravestone_set_statics.dat Model gravestone_01 Wave Number Props/Gravestones Prop/Graveyard/Tombstones/Tombstone, busted world/prop/graveyard/gravestone_06.dat 0 Prop/Graveyard/Tombstones/Tombstone, creature head world/prop/graveyard/gravestone_07.dat 0 Prop/Graveyard/Tombstones/Tombstone, obelisk world/prop/graveyard/gravestone_04.dat 0 Prop/Graveyard/Tombstones/Tombstone, small block; Breakable world/prop/graveyard/gravestone_set_statics.dat Model gravestone_02_breakable Dynamic/Breakable Objects/Gravestones/Breakable, small block Prop/Graveyard/Tombstones/Tombstone, small block; Static world/prop/graveyard/gravestone_set_statics.dat Model gravestone_02 0.8 0.8 0 Prop/Graveyard/Tombstones/Tombstone, small planed; Breakable world/prop/graveyard/gravestone_set_statics.dat Model gravestone_01_breakable Dynamic/Breakable Objects/Gravestones/Breakable, small planed Model gravestone_01_breakable Prop/Graveyard/Tombstones/Tombstone, small planed; Static world/prop/graveyard/gravestone_set_statics.dat Model gravestone_01 0 Prop/Graveyard/Tombstones/Tombstone, small rounded; Breakable world/prop/graveyard/gravestone_set_statics.dat Model gravestone_03_breakable Dynamic/Breakable Objects/Gravestones/Breakable, small rounded Prop/Graveyard/Tombstones/Tombstone, small rounded; Static world/prop/graveyard/gravestone_set_statics.dat Model gravestone_03 0 Prop/Graveyard/Tombstones/Tombstone, two-unit world/prop/graveyard/gravestone_two01.dat 2.0 0 Prop/Graveyard/Tombstones/Tombstone, ziggurat world/prop/graveyard/gravestone_05.dat 1.5 1.5 0 Prop/Graveyard/Underbase/Underbase x10 world/prop/graveyard/underbase/x10.dat 10.0 10.0 0 0 Prop/Gremlin/Counter Props/Counter 4x4 - Curved Elbow Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x4_curved_elbow Texture world/prop/gremlin/countertop_01.png 0.8 -1.0, 2.0 0.8 1.1 -0.905, 1.022 0.19634955 0.8 1.1 -0.539, 0.138 0.5890486 0.8 1.1 0.138, -0.539 0.98174715 0.8 1.1 1.022, -0.905 1.3744463 0.8 2.0, -1.0 2 0 Prop/Gremlin/Counter Props/Counter x1 - Elbow Out 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_out_01 Texture world/prop/gremlin/countertop_01.png 0.8 -0.1, 0.0 0.8 0.0, 0.1 2 0 Prop/Gremlin/Counter Props/Counter x1 - End cap Left Prop/Gremlin/Counter Props/Counter x1 01 Model bar_x1_cap_L Prop/Gremlin/Counter Props/Counter x1 - End cap Right Prop/Gremlin/Counter Props/Counter x1 01 Model bar_x1_cap_R Prop/Gremlin/Counter Props/Counter x1 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_01 Texture world/prop/gremlin/countertop_01.png 0.8 2 0 Prop/Gremlin/Counter Props/Counter x1 02 Prop/Gremlin/Counter Props/Counter x1 01 Model bar_x1_02 Prop/Gremlin/Counter Props/Counter x1 03 Prop/Gremlin/Counter Props/Counter x1 01 Model bar_x1_03 Prop/Gremlin/Counter Props/Counter x1 04 Prop/Gremlin/Counter Props/Counter x1 01 Model bar_x1_04 Prop/Gremlin/Lockers - tall, 01 world/prop/gremlin/locker_1.dat 2.0 0.9 0 Prop/Gremlin/Lockers - tall, 02 world/prop/gremlin/locker_2.dat 2.0 0.9 0 Prop/Gremlin/Roadblock 01 world/prop/gremlin/roadblock_01.dat 1.1 0.9 0 Prop/Gremlin/Roadblock 02 world/prop/gremlin/roadblock_02.dat 1.92 0.6 0.5, -0.2 0 Prop/Gremlin/Sign, Gremlin emblem Variant implementation.model["Variant"] world/prop/gremlin/sign_emblem.dat Variant Gremlin 0 0 Prop/Gremlin/Stool world/prop/generic/interior/stool.dat Texture world/prop/gremlin/stool.png 0.4 2 0 Prop/Gremlin/Tool, drillgun world/prop/gremlin/tools_floor.dat Model tools_ground_drillgun 0 0 Prop/Gremlin/Tool, shovel Preset position Transform implementation.model["Models"][0].transform Floor (default) Transform Upright 1 Transform 0.0, 0.0, 0.82 0.43045896, -0.4304591, 0.5609856, 0.5609859 Upright 2 Transform 0.0, 0.0, 0.85 0.43045896, 0.4304591, -0.5609856, 0.5609859 Floor (default) model/compound/model.dat Influences Models world/prop/gremlin/tools_floor.dat Model tools_ground_shovel 0 0 Prop/Gremlin/Tool, wrench world/prop/gremlin/tools_floor.dat Model tools_ground_wrench 0 0 Prop/Gremlin/Toolbox world/prop/gremlin/toolbox_01.dat 0.6 2 0 Prop/Haven/Arcade/Ceiling - Curve, East world/prop/outershell/arcade/ceiling_curve_east.dat 0 0 Prop/Haven/Arcade/Ceiling - Curve, West world/prop/outershell/arcade/ceiling_curve_west.dat 0 0 Prop/Haven/Arcade/Ceiling - Ridge world/prop/outershell/arcade/ceiling_ridge.dat 0 0 Prop/Haven/Arcade/Entranceway, north wall world/prop/outershell/arcade/entrance_fromtown.dat 1.25 6.0 3.25, 0.0 1.25 6.0 -3.25, 0.0 0 Prop/Haven/Arcade/Entranceway, south wall world/prop/outershell/arcade/entranceway_southwall.dat Color - Light Override 0.11372549, 0.11372549, 0.14117648, 1.0 4.0 3.0, 0.5 4.0 -3.0, 0.5 0 Prop/Haven/Arcade/Faux Rail - East side world/prop/outershell/arcade/rail_faux_eastside.dat 0 0 Prop/Haven/Arcade/Static Gate Monitor Icon implementation.model["Texture"]["File"] Colorizations implementation.model["Texture"]["Colorizations"] world/dynamic/gates/monitordropbox/model.dat Texture 2D/File/Colorized (Multiple)/Default (NoMipmap) Colorizations 2 -0.238 -0.165 3 -0.383 0.338 -0.55 File ui/icon/map/knight.png Variant Tv 2.0 2.0 0.0, 1.0 Prop/Haven/Architecture/Fountain, side piece world/tileset/outershell/bathtiles_decoration.dat 1.0 -0.6 1.0 3.6 -0.5 3.6 -1.4 2.5 -1.4 0.5 -0.5 -0.6 2 0 Prop/Haven/Cables & Wires/Cable, 01 unit world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_1unit 0.1 0.5, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 02 unit world/prop/outershell/metal parts/hanging_cables.dat Model rope_2unit 2.0 0.1 1.0, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 03 unit world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_3unit 3.0 0.1 1.5, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 04 unit world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_4unit 4.0 0.1 2.0, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 05 unit world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_5unit 5.0 0.1 2.5, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 06 unit Color State Override implementation.model["Color State Override"] world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_6unit 6.0 0.1 3.0, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 08 unit world/prop/outershell/metal parts/hanging_cables.dat Model rope_8unit 8.0 0.1 4.0, 0.0 0 0 Prop/Haven/Cables & Wires/Cable, 12 unit Color State Override implementation.model["Color State Override"] world/prop/outershell/metal parts/hanging_cables.dat Color State Override 1.0, 1.0, 1.0, 1.0 Model rope_12unit 12.0 0.1 6.0, 0.0 0 0 Prop/Haven/Fake Tiles/Divider - Balcony world/prop/outershell/arcade/platform_divider.dat Model floor_divider_balcony 0 0 Prop/Haven/Fake Tiles/Divider - Dual Entrance-to-Balcony world/prop/outershell/arcade/platform_divider.dat Model floor_divider_both 0 0 Prop/Haven/Fake Tiles/Divider - Entranceway world/prop/outershell/arcade/platform_divider.dat Model floor_divider_entrance 0 0 Prop/Haven/Fake Tiles/Floor, dirt 4wide world/prop/outershell/arcade/arcade_dirtfloor.dat 0 Prop/Haven/Foliage Top/Top 1x1 01 world/tileset/outershell/nature.dat Model floor_foliage_01 Recieves Projections false 0 0 Prop/Haven/Foliage Top/Top 2x2 01 world/tileset/outershell/nature.dat Model floor_foliage_x2_01 Recieves Projections false 2.0 2.0 0 0 Prop/Haven/Foliage Top/Top 4x4 01 world/tileset/outershell/nature.dat Model floor_foliage_x4_01 Recieves Projections false 4.0 4.0 0 0 Prop/Haven/Ground pipes, brass/Abyss pipe, vertical Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model abyss_pipe 0 Prop/Haven/Ground pipes, brass/Bracket Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model bracket 0 Prop/Haven/Ground pipes, brass/Cliff pipe, vertical Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model cliff_pipe 0.5 0.0, 0.25 0 Prop/Haven/Ground pipes, brass/Diagonal 1unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model diag_1 0 Prop/Haven/Ground pipes, brass/Diagonal 2unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model diag_2 0 Prop/Haven/Ground pipes, brass/Diagonal 3unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model diag_3 0 Prop/Haven/Ground pipes, brass/Diagonal 4unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model diag_4 0 Prop/Haven/Ground pipes, brass/Diagonal 5unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model diag_5 0 Prop/Haven/Ground pipes, brass/Elbow 45, left Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model elbow_45_L 0 Prop/Haven/Ground pipes, brass/Elbow 45, right Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model elbow_45_R 0 Prop/Haven/Ground pipes, brass/Elbow 90 Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model elbow_90 0 Prop/Haven/Ground pipes, brass/Straight 1unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model straight_1unit 0 Prop/Haven/Ground pipes, brass/Straight 2 unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model straight_2unit 0 Prop/Haven/Ground pipes, brass/Straight 3 unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model straight_3unit 0 Prop/Haven/Ground pipes, brass/Straight 5 unit Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model straight_5unit 0 Prop/Haven/Ground pipes, brass/Y Connector Color variant implementation.model["Color variant"] world/prop/outershell/brass/groundpipes.dat Color variant Haven Brass (default) Model y_connector 0 Prop/Haven/Metal objects/Antennae/Antenna, T Attachment 1 implementation.model["Attachment 1"] Attachment 2 implementation.model["Attachment 2"] Attachment 3 implementation.model["Attachment 3"] Attachment 4 implementation.model["Attachment 4"] Attachment 5 implementation.model["Attachment 5"] Attachment 6 implementation.model["Attachment 6"] world/prop/outershell/metal parts/antenna01.dat Attachment 1 Attachment 2 Attachment 3 Attachment 4 Attachment 5 Attachment 6 0 0 Prop/Haven/Metal objects/Antennae/Antenna, grid Attachment 1 implementation.model["Attachment 1"] Attachment 2 implementation.model["Attachment 2"] Attachment 3 implementation.model["Attachment 3"] Attachment 4 implementation.model["Attachment 4"] Attachment 5 implementation.model["Attachment 5"] Attachment 6 implementation.model["Attachment 6"] Attachment 7 implementation.model["Attachment 7"] Attachment 8 implementation.model["Attachment 8"] Attachment 9 implementation.model["Attachment 9"] world/prop/outershell/metal parts/antenna02.dat Attachment 1 Attachment 2 Attachment 3 Attachment 4 Attachment 5 Attachment 6 Attachment 7 Attachment 8 Attachment 9 0 0 Prop/Haven/Metal objects/Antennae/Antenna, rectangle world/prop/outershell/metal parts/antenna03.dat Attachment 1 Attachment 2 Attachment 3 Attachment 4 Attachment 5 Attachment 6 Attachment 7 0 0 Prop/Haven/Metal objects/Chimney pipe, pointed world/prop/outershell/metal parts/chimney_pipe_01.dat 0 Prop/Haven/Metal objects/Chimney pipe, spout world/prop/outershell/metal parts/chimney_pipe_02.dat 0 Prop/Haven/Metal objects/Floor pipes/Elbow L world/prop/outershell/metal parts/floor_pipes.dat Model pipe_floor_L01 0 0 Prop/Haven/Metal objects/Floor pipes/Straight half world/prop/outershell/metal parts/floor_pipes.dat Model pipe_floor_half 0 0 Prop/Haven/Metal objects/Floor pipes/Straight x1 world/prop/outershell/metal parts/floor_pipes.dat Model pipe_floor_x1 0 0 Prop/Haven/Metal objects/Floor pipes/Straight x2 world/prop/outershell/metal parts/floor_pipes.dat Model pipe_floor_x2 0 0 Prop/Haven/Metal objects/Floor pipes/T joint world/prop/outershell/metal parts/floor_pipes.dat Model pipe_floor_T 0 0 Prop/Haven/Metal objects/Roof fan, x2 01 world/prop/outershell/metal parts/roof_fan_01.dat 0 Prop/Haven/Metal objects/Strut world/prop/outershell/arcade/strut.dat 0.4 0.0, 0.1 0.5 -0.2, 0.1 0.5 0.2, 0.1 0 Prop/Haven/Metal objects/Strut, South Wall world/prop/outershell/arcade/strut_south.dat 0.5 0.2, -0.06 0.5 -0.2, -0.06 0.4 0.0, -0.06 0 Prop/Haven/Metal objects/Track, Turntable world/prop/outershell/arcade/track_turntable.dat Model turntable Prop/Haven/Metal objects/Track, Turntable connector world/prop/outershell/arcade/track_turntable.dat Model turntable_connector Prop/Haven/Metal objects/Water drum, cylindrical world/prop/outershell/metal parts/waterdrum_01.dat 0.88 0 Prop/Haven/Metal objects/Water drum, round world/prop/outershell/metal parts/waterdrum_02.dat 1.92 1.6 0 Prop/Haven/Nature/Boulder (Arcade) world/prop/catacomb/stone_01.dat Receives Projections true Texture world/prop/outershell/nature/bounder_haven.png 0.5 0 Prop/Haven/Nature/Boulder 01 world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/outershell/nature/bounder_haven.png 0.5 0 Prop/Haven/Nature/Litter, blowing leaves Marker Color implementation.model["Marker Color"] world/prop/outershell/nature/litter_leavesblow.dat Marker Color 0.0, 0.72156864, 0.003921569, 0.75 8.0 8.0 0 0 Prop/Haven/Snipe, Static/Snipe, Low Res Color 1 implementation.model["Color 1"] character/npc/snipe/parts/model_lowres.dat Color 1 1281 0.33 0 0 Prop/Haven/Store Banners/Armor Banner Prop/Haven/Store Banners/Banner Base Variant Armor Prop/Haven/Store Banners/Banner Base Variant implementation.model["Color"] world/prop/outershell/storebanners/model.dat Color Weapon 2.0 0 Prop/Haven/Store Banners/Item Banner Prop/Haven/Store Banners/Banner Base Variant Item Prop/Haven/Store Banners/Weapon Banner Prop/Haven/Store Banners/Banner Base Variant Weapon Prop/Haven/Tarp/Posts/Post, 2.5 units world/prop/outershell/hangingcloth/post.dat Model post_01 0 0 Prop/Haven/Tarp/Posts/Post, 3 units world/prop/outershell/hangingcloth/post.dat Model post_02 0 0 Prop/Haven/Tarp/Posts/Post, 3.5 units world/prop/outershell/hangingcloth/post.dat Model post_03 0 0 Prop/Haven/Tarp/Rope/Rope Length 1 world/prop/outershell/hangingcloth/model.dat Color 1 1283 Color 2 1537 Model rope_length1 -0.125 1.125 0 0 Prop/Haven/Tarp/Rope/Rope Length 2 world/prop/outershell/hangingcloth/model_animated.dat Color 1 1283 Color 2 1537 Model rope_length2 Shadow Shadow Transform -0.125 2.125 0 0 Prop/Haven/Tarp/Rope/Rope Length 3 world/prop/outershell/hangingcloth/model_animated.dat Color 1 1283 Color 2 1537 Model rope_length3 Shadow Shadow Transform -0.125 3.125 0 0 Prop/Haven/Tarp/Rope/Rope Length 4 world/prop/outershell/hangingcloth/model_animated.dat Color 1 1283 Color 2 1537 Model rope_length4 Shadow Shadow Transform -0.125 4.125 0 0 Prop/Haven/Tarp/Rope/Rope Stitch world/prop/outershell/hangingcloth/model.dat Color 1 1283 Color 2 1537 Model rope_stitch -0.125 0.125 0 0 Prop/Haven/Tarp/Shadow Verticle/Shadow 2x2 world/prop/outershell/hangingcloth/model_vershadow.dat Color State Override 0.039215688, 0.07450981, 0.10980392, 0.333 Model shadowplanex2 2.0 0.5, 0.45 0 0 Prop/Haven/Tarp/Shadow Verticle/Shadow 3x3 world/prop/outershell/hangingcloth/model_vershadow.dat Color State Override 0.039215688, 0.07450981, 0.10980392, 0.333 Model shadowplanex3 3.0 0.0, 0.45 0 0 Prop/Haven/Tarp/Tarp 2x2 01 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1285 Color 2 1543 Model tarp_2x2_01 Shadow world/environment/shadow/square.dat Size Height 2.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -0.5 1.5 -0.5 1.5 1.5 -0.5 1.5 0 0 Prop/Haven/Tarp/Tarp 2x2 02 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1283 Color 2 1537 Model tarp_2x2_02 Shadow world/environment/shadow/square.dat Size Height 2.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -0.5 1.5 -0.5 1.5 1.5 -0.5 1.5 0 0 Prop/Haven/Tarp/Tarp 2x2 03 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1287 Color 2 1545 Model tarp_2x2_03 Shadow world/environment/shadow/square.dat Size Height 2.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -0.5 1.5 -0.5 1.5 1.5 -0.5 1.5 0 0 Prop/Haven/Tarp/Tarp 2x3 01 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1284 Color 2 1539 Model tarp_2x3_01 Shadow world/environment/shadow/square.dat Size Height 3.17 Size Width 2.17 Shadow Transform 0.5, 0.0, 0.0 -0.5 -1.5 1.5 -1.5 1.5 1.5 -0.5 1.5 0 0 Prop/Haven/Tarp/Tarp 2x3 02 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1281 Color 2 1547 Model tarp_2x3_02 Shadow world/environment/shadow/square.dat Size Height 3.17 Size Width 2.17 Shadow Transform 0.5, 0.0, 0.0 -0.5 -1.5 1.5 -1.5 1.5 1.5 -0.5 1.5 0 0 Prop/Haven/Tarp/Tarp 2x4 01 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1285 Color 2 1542 Model tarp_2x4_01 Shadow world/environment/shadow/square.dat Size Height 4.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -1.5 1.5 -1.5 1.5 2.5 -0.5 2.5 0 0 Prop/Haven/Tarp/Tarp 2x4 02 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1290 Color 2 1545 Model tarp_2x4_02 Shadow world/environment/shadow/square.dat Size Height 4.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -1.5 1.5 -1.5 1.5 2.5 -0.5 2.5 0 0 Prop/Haven/Tarp/Tarp 2x4 03 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1291 Color 2 1548 Model tarp_2x4_03 Shadow world/environment/shadow/square.dat Size Height 4.17 Size Width 2.17 Shadow Transform 0.5, 0.5, 0.0 -0.5 -1.5 1.5 -1.5 1.5 2.5 -0.5 2.5 0 0 Prop/Haven/Tarp/Tarp 3x3 01 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1292 Color 2 1538 Model tarp_3x3_01 Shadow world/environment/shadow/square.dat Size Height 3.17 Size Width 3.17 Shadow Transform 3.0 3.0 0 0 Prop/Haven/Tarp/Tarp 3x3 02 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1283 Color 2 1537 Model tarp_3x3_02 Shadow world/environment/shadow/square.dat Size Height 3.17 Size Width 3.17 Shadow Transform 3.0 3.0 0 0 Prop/Haven/Tarp/Tarp 3x5 01 Color 1 implementation.model["Color 1"] Color 2 implementation.model["Color 2"] world/prop/outershell/hangingcloth/model_animated.dat Color 1 1293 Color 2 1550 Model tarp_3x5_01 Shadow world/environment/shadow/square.dat Size Height 5.17 Size Width 3.17 Shadow Transform -1.5 -2.5 1.5 -2.5 1.5 2.5 -1.5 2.5 0 0 Prop/Knights/Block - Toughbox world/prop/knights/toughbox_shut.dat 0.88 0.88 0 Prop/Knights/Block - Toughbox, Empty world/prop/knights/toughbox_empty.dat 0.88 0.88 0 Prop/Knights/Camp Bonfire model/compound/model.dat Influences false false Models character/npc/monster/baron/parts/modelset_wooddebri-fx.dat Model mesh_ladder 0.8800001 0.0, -0.14999999, 0.21000004 0.0, 0.0, -0.25881904, 0.9659258 character/npc/monster/baron/parts/modelset_wooddebri-fx.dat Model mesh_tripod 0.0, 0.10999997, 0.4299999 0.0, 0.08715563, 0.0, 0.9961947 character/npc/monster/baron/parts/modelset_wooddebri.dat Model mesh_shard1_s 1.2499998 0.49999982, -0.4199999, 0.24000005 0.0, 0.0, -0.93969256, 0.34202027 character/npc/monster/baron/parts/modelset_wooddebri.dat Model mesh_shard2_m 1.4999995 0.12999997, 0.31, 0.49999982 -0.25653282, -0.010330677, -0.83480287, 0.48702002 character/npc/monster/baron/parts/modelset_wooddebri.dat Model mesh_shard3_l 1.2499998 0.4099999, -0.3, 0.27000004 -0.15227348, -0.73442566, 0.16427332, 0.64066064 character/npc/monster/baron/parts/modelset_wooddebri.dat Model mesh_shard3_l 1.1999998 0.0, -0.5799998, 0.5899998 -0.9282731, -0.08857797, -0.18975574, 0.30733663 character/npc/monster/baron/parts/modelset_wooddebri.dat Model mesh_shard1_s 1.4899995 0.6499997, 0.16999999, 0.36 0.0, 0.0, 0.46174848, 0.88701093 particle/debuff_immolate.dat 1.5 -0.03476668, 0.08710254, 0.003041687, 0.9955879 world/environment/shadow/circle.dat Size 3.0 world/environment/shadow/circle.dat Size 3.0 1.4 Prop/Knights/Computer 1, toughbox world/prop/knights/toughbox_computer.dat 0.88 0.88 0 Prop/Knights/Crash site world/prop/knights/crashsite.dat 1.6 0.25, 0.75 1.6 2.0 1.25, -0.75 1.1802831E-16 Basic Lifespan 1000 Model particle/fx_gethit_block.dat 0 Prop/Knights/Escape Pod - Static, Closed world/prop/knights/escapepod_static_closed.dat 1.4 0 Prop/Knights/Escape Pod - Static, No Door-hatch world/prop/knights/escapepod_static_nodoor.dat 1.4 0 Prop/Knights/Flare world/prop/knights/flare/model.dat 0.25 0 Prop/Knights/Floor Mats/Floor Mat - 2x1 world/prop/knights/floormats/floormat_2x1.dat 0 Prop/Knights/Floor Mats/Floor Mat - 6x4 world/prop/knights/floormats/floormat_6x4.dat 0 Prop/Knights/Static NPC Model implementation.model character/npc/crew/model.dat Animation character/pc/idle.dat Gear Empty Helmet Pig Nose Pack None 0.333 0 Prop/Knights/Test Core Pod world/prop/knights/escapepod_static_closed.dat 1.4 0 0 Prop/Knights/Text Float NPC Model implementation.model Fire Action implementation.handlers[0].action.fire_action character/npc/crew/model.dat Animation character/pc/idle.dat Gear Empty Helmet Pig Nose Pack None 0.333 Character/NPC/Talk, word balloon/Random (3) Character Name Lifespan 2000 Text 1 Text 2 Text 3 Transform 0 Prop/Sky Islands, Day/Natural/Boulder 01 world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/sky_islands_day/rock01.png 0.5 0 Prop/Sky Islands, Day/Natural/Boulder 01, non-walk world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/sky_islands_day/rock_blue.png 0.5 0 Prop/Sky Islands, Day/Natural/Log (Lrg) model/compound/model.dat Influences false false Models world/prop/sky_islands_day/tree_chopped.dat Model mesh_log1 0.0, 0.0, 0.70710665, 0.70710695 1.2 0.45 0 Prop/Sky Islands, Day/Natural/Log (med) model/compound/model.dat Influences false false Models world/prop/sky_islands_day/tree_chopped.dat Model mesh_log2 0.0, 0.0, 0.70710665, 0.70710695 0.25 0 Prop/Sky Islands, Day/Natural/Log (sml) model/compound/model.dat Influences false false Models world/prop/sky_islands_day/tree_chopped.dat Model mesh_log3 0.0, 0.0, 0.70710665, 0.70710695 0.2 0 Prop/Sky Islands, Day/Natural/Spiral Tree world/prop/sky_islands_day/tree.dat 0.45 0 Prop/Sky Islands, Day/Natural/Stump world/prop/sky_islands_day/tree_chopped.dat Model mesh_stump 0.45 0 Prop/Sky Islands, Day/Natural/Stump (Axe) world/prop/sky_islands_day/tree_chopped.dat Model mesh_stump_axe 0.45 0 Prop/Sky Islands, Day/Puppy Statue world/prop/sky_islands_day/gunpuppy.dat Variant Sky Islands, Day 0 Prop/Sky Islands, Night/Boulder 01 world/prop/catacomb/stone_01.dat Receives Projections false Texture world/prop/sky_islands_night/stone_01.png 0.5 0 Prop/Sky Islands, Night/Lantern, blue world/prop/sky_islands_night/stone_lantern_01.dat Glow color Blue-green 0.49 0 Prop/Sky Islands, Night/Lantern, orange world/prop/sky_islands_night/stone_lantern_01.dat Glow color Orange 0.49 0 Prop/Sky Islands, Night/Lantern, violet world/prop/sky_islands_night/stone_lantern_01.dat Glow color Violet 0.49 0 Prop/Sky Islands, Night/Puppy Statue world/prop/sky_islands_day/gunpuppy.dat Variant Sky Islands, Night 0 Prop/Town/Commerce/Market stall - Fruit 01 1.8 1.8 0 Prop/Town/Furniture/Counter, Haven 4x4 - Curved Elbow Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x4_curved_elbow Texture world/prop/generic/interior/counter_haven01.png 0.8 -1.0, 2.0 0.8 1.1 -0.905, 1.022 0.19634955 0.8 1.1 -0.539, 0.138 0.5890486 0.8 1.1 0.138, -0.539 0.98174715 0.8 1.1 1.022, -0.905 1.3744463 0.8 2.0, -1.0 2 0 Prop/Town/Furniture/Counter, Haven x1 - Elbow Out 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_out_01 Texture world/prop/generic/interior/counter_haven01.png 0.8 -0.1, 0.0 0.8 0.0, 0.1 2 0 Prop/Town/Furniture/Counter, Haven x1 - End cap Left Prop/Town/Furniture/Counter, Haven x1 01 Model bar_x1_cap_L Prop/Town/Furniture/Counter, Haven x1 - End cap Right Prop/Town/Furniture/Counter, Haven x1 01 Model bar_x1_cap_R Prop/Town/Furniture/Counter, Haven x1 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_01 Texture world/prop/generic/interior/counter_haven01.png 0.8 2 0 Prop/Town/Furniture/Counter, Haven x1 02 Prop/Town/Furniture/Counter, Haven x1 01 Model bar_x1_02 Prop/Town/Furniture/Counter, Haven x1 03 Prop/Town/Furniture/Counter, Haven x1 01 Model bar_x1_03 Prop/Town/Furniture/Counter, Haven x1 04 Prop/Town/Furniture/Counter, Haven x1 01 Model bar_x1_04 Prop/Town/Furniture/Table, small world/prop/generic/interior/table_01.dat Texture world/prop/generic/interior/table_cafe01.png 0.8 2 0 Prop/Town/Moorcroft/Bench, antique 1 world/prop/manor/bench_01.dat 1.8 0.8 2 0 Prop/Town/Moorcroft/Bookcase 01 world/prop/manor/bookcase_01.dat 3.0 2 0 Prop/Town/Moorcroft/Brazier, ground world/prop/manor/brazier_ground.dat 0.4 Prop/Town/Moorcroft/Brazier, tall world/prop/manor/brazier_tall.dat 0.4 Prop/Town/Moorcroft/Chair, antique 1 world/prop/manor/chair_01.dat 0.4 2 0 Prop/Town/Moorcroft/Counter Props/Counter 4x4 - Curved Elbow Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x4_curved_elbow Texture world/prop/manor/countertop_01.png 0.8 -1.0, 2.0 0.8 1.1 -0.905, 1.022 0.19634955 0.8 1.1 -0.539, 0.138 0.5890486 0.8 1.1 0.138, -0.539 0.9817468 0.8 1.1 1.022, -0.905 1.3744463 0.8 2.0, -1.0 2 0 Prop/Town/Moorcroft/Counter Props/Counter x1 - Elbow Out 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_out_01 Texture world/prop/manor/countertop_01.png 0.8 -0.1, 0.0 0.8 0.0, 0.1 2 0 Prop/Town/Moorcroft/Counter Props/Counter x1 - End cap Left Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model bar_x1_cap_L Prop/Town/Moorcroft/Counter Props/Counter x1 - End cap Right Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model bar_x1_cap_R Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model implementation.model["Model"] world/prop/generic/interior/counter_set_01.dat Model bar_x1_01 Texture world/prop/manor/countertop_01.png 0.8 2 0 Prop/Town/Moorcroft/Counter Props/Counter x1 02 Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model bar_x1_01 Prop/Town/Moorcroft/Counter Props/Counter x1 03 Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model bar_x1_01 Prop/Town/Moorcroft/Counter Props/Counter x1 04 Prop/Town/Moorcroft/Counter Props/Counter x1 01 Model bar_x1_01 Prop/Town/Moorcroft/Luggage/Briefcase, black world/prop/manor/luggage_briefcase_01.dat Color 1, offset -0.15 -0.3 -0.52 Color 2, offset 0.2 -0.476 -0.3 Color 3, offset -0.55 0.25 -0.2 0.9 0.28 2 0 Prop/Town/Moorcroft/Luggage/Briefcase, deep brown world/prop/manor/luggage_briefcase_01.dat Color 1, offset 0.06 0.24 -0.26 Color 2, offset -0.2 0.2 -0.05 Color 3, offset -0.12 -0.25 -0.24 0.9 0.28 2 0 Prop/Town/Moorcroft/Luggage/Hatbox, gray world/prop/manor/luggage_hatbox_01.dat Color - Base, offsets 0.06 -0.34 -0.14 Color - Handle, offsets 0.88 -0.28 -0.12 Color - Stripes, offsets -0.283 -0.2 -0.14 0.26 2 0 Prop/Town/Moorcroft/Luggage/Hatbox, greenstripe world/prop/manor/luggage_hatbox_01.dat Color - Base, offsets -0.55 Color - Handle, offsets 0.4 -0.12 -0.08 Color - Stripes, offsets 0.1 0.26 2 0 Prop/Town/Moorcroft/Luggage/Suitcase, brown world/prop/manor/luggage_suitcase_01.dat Color 1, offset 0.051 Color 2, offset -0.285 Color 3, offset -0.032 -0.287 -0.227 0.95 0.45 2 0 Prop/Town/Moorcroft/Luggage/Suitcase, gray world/prop/manor/luggage_suitcase_01.dat Color 1, offset 0.36 -0.45 -0.2 Color 2, offset -0.24 -0.05 0.05 Color 3, offset 0.38 0.18 -0.12 0.95 0.45 2 0 Prop/Town/Moorcroft/Train tracks, huge world/prop/manor/train_tracks.dat 0 Prop/Town/Storage/Bags and Sacks/Sack, open 0.4 Prop/Whitespace/Blocks & Cubes/Cube, 2 units Collision Collision Flags implementation.collision_flags Block movement and projectiles Collision Flags 1 Block movement only Collision Flags 2 No collision Collision Flags 0 Block movement and projectiles world/prop/whitespace/blocks_floating_set.dat Model block_x2 2.0 2.0 Prop/Whitespace/Blocks & Cubes/Cube, 4 units Collision Collision Flags implementation.collision_flags Block movement and projectiles Collision Flag 1 Collision Flags 1 Block movement only Collision Flag 2 Collision Flags 2 No collision Collision Flag 0 Collision Flags 0 Block everything world/prop/whitespace/blocks_floating_set.dat Model block_x4 4.0 4.0 Prop/Whitespace/Blocks & Cubes/Cube, single unit Collision Collision Flags implementation.collision_flags Block movement and projectiles Collision Flags 1 Block movement only Collision Flags 2 No collision Collision Flags 0 Block movement and projectiles world/prop/whitespace/blocks_floating_set.dat Model block_x1 Prop/Whitespace/Swarm Void world/skybox/consumed/model.dat 22.5 8.25, 0.0 22.5 -8.25, 0.0 22.5 0.0, 8.25 22.5 0.0, -8.25 22.5 6.0, 6.0 0.7853982 22.5 -6.0, 6.0 2.3561945 22.5 6.0, -6.0 -0.7853982 22.5 -6.0, -6.0 -2.3561945 32 Shop/Haven/Alchemy world/dynamic/energy/vendingmachine_01.dat Colorization Yellow Cost Alchemy Variant Vial Shop/Haven/Alchemy Cost m.alchemy Shop/Haven/Exchange Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Yellow-Purple Hat character/npc/stranger/hat_mining/model.dat Variant Brown Pack character/npc/stranger/pack_boxroll/model.dat Variant Green Robes hexagons Snipes Both Shoulders (01) Shop/Haven/Exchange Shop/Haven/Guild 1 Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Yellow-Purple Hat character/npc/stranger/hat_mining/model.dat Variant Brown Pack character/npc/stranger/pack_boxroll/model.dat Variant Green Robes hexagons Snipes Both Shoulders (01) Shop/Haven/Guild 1 Shop/Haven/Upgrades Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Yellow-Purple Hat character/npc/stranger/mask/model.dat Variant Simple Pack Robes Merchant Tabard Snipes Both Shoulders (03) Shop/Haven/Upgrades Shop/Moorcroft Manor/Armor 1 Actor implementation.handlers[0].action.actor character/npc/monster/reaper/model.dat variant grey Shop/Moorcroft Manor/Armor 1 Shop/Moorcroft Manor/Armor 2 Actor implementation.handlers[0].action.actor character/npc/monster/reaper/model.dat variant grey Shop/Moorcroft Manor/Armor 2 Shop/Rescue Camp/General Goods Actor implementation.handlers[0].action.actor character/npc/stranger/model.dat Colors Blue-Brown Hat character/npc/stranger/hat_mining/model.dat Variant Brown Pack character/npc/stranger/pack_boxroll/model.dat Robes Merchant Tabard Snipes Both Shoulders (01) Shop/Rescue Camp/General Goods Shop/Test/Free Items character/pc/model.dat Armor item/gear/armor/doublebelt/model.dat Colorization 272 Variant tan-teal-navy Helmet item/gear/helm/nose/model.dat Colorization 272 Variant green-tan Label Material Shield item/gear/shield/aegis/model.dat variant defender Shield Away True Weapon Shop/Test/Free Items Shop/Test/Free Items (2) Actor 1x1 Actor Shop/Test/Terminal Shop/Test/Terminal Actor 1x1 Actor Shop/Test/Terminal Shop/Test/Upgrader character/pc/model.dat Armor item/gear/armor/doublebelt/model.dat Colorization 272 Variant tan-teal-navy Helmet item/gear/helm/nose/model.dat Colorization 272 Variant green-tan Label Material Shield item/gear/shield/aegis/model.dat variant defender Shield Away True Weapon Shop/Test/Upgrader Sounds/Positional/Constant Looping Sound implementation.model["Sound"] Gain implementation.model["Gain"] Pitch implementation.model["Pitch"] Range implementation.model["Range"] Label implementation.model["Label"] editor/marker/sound/model.dat Gain 1.0 Label Pitch 1.0 Range Medium Sound sound/effect/world/environmental_rumble_01.ogg 0.35 0 0 Sounds/Positional/Haven/Fountain, Town Square Label implementation.model["Label"] editor/marker/sound/custom_sounder.dat Label Fountain, Town Square Range Long Sounder Custom/Environment/Haven/Fountain, Town Square Gain 0.2 Viewer Extents 40 6.0 0 0 Sounds/Positional/Nature/Fire crackle, heavy Size Gain implementation.model["Sounder"]["Gain"] Size implementation.model["Sounder"]["Size"] Viewer Extents implementation.model["Viewer Extents"] Small 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.2 Size Small Viewer Extents 16 Medium 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.25 Size Medium Viewer Extents 24 Large 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.3 Size Large Viewer Extents 32 Medium Range implementation.model["Range"] Label implementation.model["Label"] editor/marker/sound/custom_sounder.dat Label Fire crackle, heavy Range Medium Sounder Custom/Environment/Nature/Fire crackle, heavy Gain 0.4 Size Medium Viewer Extents 32 0.35 0 0 Sounds/Positional/Sounder Sound File implementation.model["Sounder"]["File"] Size Gain implementation.model["Sounder"]["Gain"] Size implementation.model["Range"] Viewer Extents implementation.model["Viewer Extents"] Range implementation.model["Sounder"]["Range"] Small 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.2 Range Short Size Small Viewer Extents 16 Medium 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.25 Range Medium Size Medium Viewer Extents 24 Large 0.2 G 0.2 Ga 0.2 Gai 0.2 Gain 0.3 Range Long Size Long Viewer Extents 32 Medium Label implementation.model["Label"] Gain implementation.model["Sounder"]["Gain"] Pitch implementation.model["Sounder"]["Pitch"] editor/marker/sound/custom_sounder.dat Label Sounder Range Medium Sounder Clip/Looping (Gain) File sound/effect/world/block_explosive.ogg Gain 1.0 Pitch 1.0 Range Medium Viewer Extents 32 0.35 0 0 Sounds/Positional/Test Label implementation.model["Label"] Sounder implementation.model["Sounder"] editor/marker/sound/custom_sounder.dat Label Test Sounder Range Long Sounder Custom/Test Viewer Extents 32 16.0 0 0 Sounds/Positional/Tutorial/Clockworks Reveal Label implementation.model["Label"] editor/marker/sound/custom_sounder.dat Label Clockworks Reveal Range Long Sounder Custom/Clockworks/Clockwork Machinery File sound/effect/world/environmental_clockworks_01.ogg Gain 1.0 Pitch 1.0 Range Long Viewer Extents 40 6.0 0 0 Sounds/Positional/Tutorial/Crash site, electric zaps Label implementation.model["Label"] editor/marker/sound/custom_sounder.dat Label Electrical Zaps Range Medium Sounder Viewer Extents 24 0.35 Basic Lifespan 1000 Model model/scripted/transient_sound.dat Loop Duration 0.0 Sounder Custom/Environment/Technology/Crash site, electric zaps Transform Transient Basic Lifespan 1000 Model model/scripted/transient_sound.dat Loop Duration 0.0 Sounder Custom/Environment/Technology/Crash site, electric zaps Transform Transient 0 0 Special Encounter/Device 1 world/prop/structural/temp_stairs/model.dat Special Encounter/Terminal Traveler Special Encounter/Terminal Traveler character/npc/stranger/model.dat Colors Drab-Tan Hat character/npc/stranger/hat_mining/model.dat Variant Brown Pack character/npc/stranger/pack_boxroll/model.dat Robes Merchant Tabard Snipes None Special Encounter/Terminal Traveler Special Encounter/Traveler 1 character/npc/stranger/model.dat Colors Drab-Tan Hat character/npc/stranger/hat_mining/model.dat Variant Brown Pack character/npc/stranger/pack_boxroll/model.dat Robes Merchant Tabard Snipes None Special Encounter/Terminal Traveler Trigger/Actor Removed Actor Tag implementation.handlers[0].target.tag Action implementation.handlers[0].action editor/marker/flag/model.dat Variant Actor Removed Trigger/Actor Removed (2 Tags) Actor Tag implementation.handlers[0].target.tag Actor Tag 2 implementation.handlers[1].target.tag Action implementation.handlers[2].action.action editor/marker/flag/model.dat Variant Actor Removed Trigger/Actor Removed (3 Tags) Actor Tag implementation.handlers[0].target.tag Actor Tag 2 implementation.handlers[1].target.tag Actor Tag 3 implementation.handlers[3].target.tag Action implementation.handlers[2].action.action editor/marker/flag/model.dat Variant Actor Removed Trigger/Actor Removed (Multi) Actor Tag implementation.handlers[0].target.targets Action implementation.handlers[0].action editor/marker/flag/model.dat Variant Actor Removed Trigger/Master Signal Trigger Spawn Tag implementation.tags.tags[0] Spawn Table implementation.handlers[0].action.action.spawn_table Number implementation.handlers[0].action.action.location.size Tag implementation.handlers[0].action.action.location.target.tag Wave Number implementation.model["Models"][1].model["Text"] model/compound/model.dat Influences false false false false Models editor/marker/flag/model.dat Variant King editor/marker/monster_wave/text.dat Text 0.0, -0.23000005, 0.44000006 (tag 1) true activate Trigger/One Time Action Tag implementation.tags.tags[0] Action implementation.handlers[0].action.action Model implementation.model editor/marker/flag/model.dat Variant One Time Action (Tag) activate Trigger/Repeat Action Tag implementation.tags.tags[0] Action implementation.handlers[0].action editor/marker/flag/model.dat Variant Repeat Action Trigger/Start Up Trigger Actor implementation.placeable["Action"].actor Number implementation.placeable["Action"].location.size Marker Tag implementation.placeable["Action"].location.target.tag Trigger/Start Up Trigger (Generic) Action 0 Trigger/Start Up Trigger (Generic) Action implementation.handlers[0].action editor/marker/flag/model.dat Variant Queen Trigger/Start Up Trigger (Table) Spawn Table implementation.placeable["Action"].spawn_table Number implementation.placeable["Action"].location.size Marker Tag implementation.placeable["Action"].location.target.tag Trigger/Start Up Trigger (Generic) Action