Modding:Collectible Behaviors

From Vintage Story Wiki

Using Collectible Behaviors

Collectible behaviors can be added to items and blocks through the behaviors array in the block json file at the top level (same level as code). Note that for blocks, this array also lists block behaviors. The properties dictionary is optional if the behavior does not have any properties. Example:

{
  code: "wrench",
  ...
  behaviors: [{
      name: "GroundStorable",
      properties: {
        layout: 'WallHalves',
        wallOffY: 1,
        sprintKey: true,
        selectionBox: { x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.1, z2: 1 },
        collisionBox: { x1: 0, y1: 0, z1: 0, x2: 0, y2: 0, z2: 0 },
      }
  }],
  ...
}

All Behaviors

Here is a table containing all the collectible behaviors of the base game as of 1.19.8. Block behaviors are listed separately, even though they are technically collectible behaviors too.

Behavior Name Properties Used by Blocks & Items
GroundStorable
  • Layout
  • WallOffY
  • PlaceRemoveSound
  • RandomizeSoundPitch
  • StackingModel
  • TessQuantityElements
  • ModelItemsToStackSizeRatio
  • StackingTextures
  • MaxStackingHeight
  • StackingCapacity
  • TransferQuantity
  • BulkTransferQuantity
  • SprintKey
  • UpSolid
  • CollisionBox
  • SelectionBox
  • CbScaleYByLayer
  • MaxFireable
Most tools and ingots
ArtPigment
  • paintableOnBlockMaterials
  • decorBlockCodes
  • consumeChance
  • charcoal
  • limonite nugget
  • hematite nugget
  • chalk
AnimationAuthoritative
  • strikeSound
  • onlyOnEntity
  • axe
  • blade
  • cleaver
  • club
  • hammer
  • knife
  • spear
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