Namespace Eco.World.Blocks
Classes
BiomeBlock
BiomeDestructible
This block type may be destructed by Biome block. If no DestructedBy blocks specified then may be destructed by any biome block.
Block
Base type for all block world blocks.
BlockAttribute
BlockType
BuildRoomMaterialOption
Attribute used to mark blocks that are marked as Room Walls will show up in the list of ' things you can build a house from in contracts. It's different from 'Wall' which is used for room checkers.
CharredEarthBlock
Cliff
ColdForestSoilBlock
Constructed
Crushed
DesertSandBlock
Diggable
DirtBlock
DoesntEncase
Attribute used to signify a block that doesn't encase chunks.
Empty
Attribute used to mark a special case for empty (null) block type.
EmptyBlock
EncasedWaterBlock
Water that is under other water or solid blocks, at maximum level. Does no processing of it's own.
Fertile
Can support plant-life.
ForestSoilBlock
FrozenSoilBlock
FulfillsRoomRequirementAttribute
GrassBlock
IceBlock
Impenetrable
Attribute used to mark a block that cannot be removed by players.
ImpenetrableStoneBlock
IsFormAttribute
LookAtTooltip
Look at tooltip for a block (in case if you need to override or don't have creating item).
Minable
Attribute used to mark a block as capable of being mined with a pickaxe.
MoveEfficiency
MudBlock
NextRamp
Add this attribute to ramps, so when it's placed in line, it will auto choose next block form. Sample -> Asphalt ramp 1 -> Asphalt ramp 2 -> Asphalt ramp 3 -> Asphalt ramp 4 -> Asphalt ramp 1. Usually you want to add 1 offset at the end of loop: Asphalt ramp 4->1 YOffset = 1
Occupied
Attribute used to mark a block that is occupied by an object.
OceanSandBlock
Paint
Attribute used to mark a block that allows the block to accept paint.
PetrolBlock
PolluteGround
RailTrackBlock
RainforestSoilBlock
Ramp
RiverbedBlock
RiverSandBlock
Road
RockySoilBlock
RotatedVariants
SandBlock
SewageBlock
SnowBlock
Solid
Attribute used to mark a block that has collision and blocks the flow of water.
TaigaSoilBlock
TailingsBlock
Tillable
Tilled
TilledDirtBlock
Transient
Attribute used to mark a block that is nulled out on load, to handle desync issues with other saved data (such as plants or world objects).
TreeBlock
TreeDebris
TundraSoilBlock
UnderWater
Attribute used to mark water and blocks that can only exist under water.
Wall
Attribute used by the room checker to find walls.
WarmForestSoilBlock
WaterBlock
Water block that is that top level of a body of water, usually exposed to air and can flow sideways and down.
Watertight
Attribute used to mark a block that, if water is surrounded by a lower aqueduct material and two side aqueducts, it will flow without loss.
WetlandsSoilBlock
WetTailingsBlock
Interfaces
IDestroyAwareBlock
IPlaceAwareBlock
ITickableBlock
Wakes up when a nearby block changes, and ticked while not asleep.