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Connor Smith edited this page Feb 26, 2023 · 7 revisions

File Formats

Transition files

The file name is the obj id + obj id and the first two numbers in the file are the resulting obj ids from those two items. From twotech processing, its found that each value from left to right corrosponds to:

  • New Actor ID
  • New Target ID
  • Auto Decay Seconds
  • Actor Min Use Fraction
  • Target Min Use Fraction
  • Reverse Use Actor
  • Reverse Use Target
  • Move (Move number, for moving transitions like animals? Need more info)
  • Desired Move Distance
  • No Use Actor
  • No Use Target

For example, as seen here 'Ostrich - head' turns into 'Ostrich' after 10 seconds. (Ostrich with head in the ground, takes head out of the ground)

The transition file for that transition is named -1_8866.txt and contains: 0 8863 10 0.000000 0.000000 0 0 0 1 0 1

Incomplete transition nuances

  • A + -1 = C + 0 Eating Transition if A has food value > 0
  • A + -1 = C + 0 Generic Use Transition if A has food value = 0
  • A + -1 = C + D Use on Bare Ground
  • -2 + B = 0 + D Default Transition if A is a person
  • A + 0 = C + D Generic on-person Transition if B is a person, used to inflict wounds, which is D
  • -1 + B = 0 + D decay. If autoDecaySeconds < 0, then it means decay time in epochs, 1 epoch = 1 hour in server settings
  • -1 + B = 0 + D move if move type is not None
  • 0 + B = 0 + D if B has &writable tag and D has &written tag, this is triggered when you hold B and speak
  • 0 + B = C + D if both B have &written tag and is written (has metadata), the written content is transferred to C if C has &written tag (it mayHaveMetadata), otherwise the game tries D.
  • A + B = 0 + D tapout transition if A has +tapoutTrigger tag
  • A + B = C + D if C is a floor, the floor is placed underneath B
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