# Floor tiles: IDs are used for texture lookup. # Weight: higher = slower to traverse (rock=50 is fastest, bedrock=150 is slowest). # Stand flags: can_stand_in (air pocket), can_stand_on (solid surface), transparent (see-through). [floor_tiles.air] id = 0 can_stand_in = true can_stand_on = false transparent = true astar_weight = 0 [floor_tiles.grass] id = 1 can_stand_in = false can_stand_on = true transparent = false astar_weight = 50 [floor_tiles.dirt] id = 2 can_stand_in = false can_stand_on = true transparent = false astar_weight = 50 [floor_tiles.rock] id = 3 can_stand_in = false can_stand_on = true transparent = false astar_weight = 50 [floor_tiles.bedrock] id = 4 can_stand_in = false can_stand_on = true transparent = false astar_weight = 150 # Fixture tiles: walls and objects above floors. # IDs are relative to FIXTURE_ID_OFFSET (500000). [fixture_tiles.dirt_wall] id = 1 solid = true [fixture_tiles.rock_wall] id = 2 solid = true [fixture_tiles.bedrock_wall] id = 3 solid = true [fixture_tiles.log] id = 4 solid = false [fixture_tiles.leaves] id = 5 solid = false