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  • On this page, we go over the Frame Animated Tile Component, signified by the following; Frame Animated Tile Components are used to defined how often a Frame Animated Tile will change it's look.
    2 KB (245 words) - 05:56, 14 December 2017
  • On this page, we go over the Tile Placement component, signified by the following; Tile Placement components are used to adjust how the tile sits in the hand of the player. This is especially useful for objects like
    3 KB (441 words) - 07:12, 14 December 2017
  • These are needed for every non-tile entity in the game, from Chickens to [[Villager Designs|Villagers]] ...g_Key_Terms#String|String]]): <code>A unique string which personality this object is.</code>'''
    5 KB (852 words) - 02:45, 16 November 2017
  • ...the game will use as the icon for the game. Act like this is kinda like [[Tile#"voxels"]]. "requirement" is the next property. This specifies what achieve ..._Terms#String|String]]): <code>A unique string which achievement what this object is.</code>'''
    9 KB (1,527 words) - 07:03, 18 March 2018
  • "tile" : "staxel.tileObject.serverVillage.DoorFrame" ...the game will use as the icon for the game. Act like this is kinda like [[Tile#"voxels"]]. "inHandRotation" which specifies how the item will be rotated i
    12 KB (1,886 words) - 11:58, 3 November 2020
  • ...to specify any crafting step in the game. That is when interacting with an object, reactions are what cause that item to turn into another. Reactions have In ...ou to easily add your own reactions into staxel, which can be used for any tile that supports that specific craft.
    16 KB (2,536 words) - 11:34, 3 November 2020
  • == Making the plant .tile == [[File:Cabbage Tile.png|800px]]
    28 KB (4,422 words) - 05:41, 16 November 2018
  • [code of the object here].name=Name of Object [code of the object here].description=This is the long form description of the item that is use
    20 KB (3,515 words) - 07:45, 31 January 2018
  • "tile" : "staxel.merchants.carts.BuildingMerchant", "tile" : "staxel.merchants.SellBox",
    33 KB (5,267 words) - 09:40, 31 January 2018
  • ...the file it will take. (If you want to see this in action look at the Bee Tile, in the Tiles section). Copy this path and adjust the values until you got ...s. For example this is like "staxel.item.crafting.BakingPowder" or "staxel.tile.grass". You will most commonly want to use you use the path to the one of t
    8 KB (1,336 words) - 08:49, 6 February 2018
  • | Interacting with object in world. || '''Right Mouse Button''' or '''F''' || '''Right Trigger''' | Breaking the Tile || Equip a hammer, then '''Left Mouse Button''' or '''C''' and aim at a pos
    6 KB (887 words) - 21:05, 2 February 2018
  • ...and Validate Assets</code>. If this succeeds, then HURRAY! you have a new tile in the game. If it fails, try and read the error to see what you have done ...s. For example this is like "staxel.item.crafting.BakingPowder" or "staxel.tile.grass". You will most commonly want to use you use the path to the Accessor
    6 KB (1,026 words) - 08:21, 2 February 2018

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