Breakable furniture is Furniture that can be Broken and then repaired. An object of this class is automatically returned in Construct<T>(int, Map, Vector2, float, Guid?) if no ConstructedType is set.
A corner furniture is a piece of furniture that has an additional set of corner textures that it can display in various conditions. The default CornerFurniture class can be used for things like hedges, which only have a single vertical and horizontal rotation each. For objects like counters which have four distinct rotations, the subclass CornerFurniture.Counter can be used. For objects with custom connection logic, you can override ShouldConnectTo(Furniture) and GetCornerStatus(Dictionary<Direction2, Direction2>).
A counter is a CornerFurniture that can have four distinct rotations. A corner is only created for a counter if the two neighboring furnitures both face toward the same tile.
A fence wall is a type of WallLike that works similar to a Wall in placement, but is type-based and doesn't support wallpapering. Fence walls are an official replacement for the deprecated Fence furniture type.
A fireplace is a LightFurniture that additionally displays a fire animation and plays a crackling fire sound.
A furniture type is basically a blueprint for Furniture objects. Each furniture type can create a furniture instance and the type's data will be transferred to the instance. Furniture types are automatically listed in the FurnitureTool if registered using Register(TypeSettings).
Light furniture is a furniture that additionally spawns and handles a set of Light instances. To use this class effectively, set LightSettings to determine the lights that should be spawned from the furniture.
An object category is a way to tell the Action and AbstractSpot system what type an object is. An object can have any number of categories attached to it, since DynamicEnums.DynamicEnum provides FlagsAttribute-like behavior. Custom modded categories can be added and retrieved using GetModCategory(string).
An object spot is a AbstractSpot extension that is used by Furniture to declare a location that another Furniture object can be slotted into. This behavior is used for things like plates on counters, flower pots on bedside tables etc.
A class for a wall-hung object like LgbtFlags and WorkoutPosters. Objects that use this class have a default "border" texture that requires all rotations to be present as usual, and an overlay texture that automatically gets rotated and mirrored. To set a default border texture that is different from the overlay, TextureName should be set explicitly.
A particle is a MLEM.Animations.SpriteAnimation that can be moved and displayed in world space. A particle is simply a MapObject that does not collide or interact directly with the world, but has all of the same properties. A new particle can be added for display using Spawn(Map, Vector2, Func<Vector2, Particle>).
An unfinished woodwork is the item that is placed and worked on when using a WoodworkingTable
An upgrade is a modification that can be applied to Furniture to change the way it behaves. New upgrades can be registered using Register(Upgrade), and upgrades can be queried for a Furniture object using HasFullUpgrade(Upgrade) and GetAppliedUpgrade(Upgrade).
A parent info is a set of information used by DrawColumns(Map, Vector2, float, object, Vector2, TextureRegion, Color, float, Point, List<Item>, bool, ParentInfo, float, SpriteEffects, bool) that allows for objects to be made to look like they're attached to another object. Currently, ParentInfo supports Furniture, Wall and Roof parents.
A set of enumeration flags that can be used to determine the behavior that a BreakableFurniture has when it is broken
A clothes intention is a way that a clothing item can be used. Since this enumeration uses the FlagsAttribute, a clothing item can have multiple intentions.
A flag enumeration that defines a set of layers that a Person's Clothes are rendered with. The ordering is based on the order that these should be drawn in by default, but it can be changed per clothes item using DepthFunction.
An enumeration that represents the object types a ParentInfo can be attached to.
A speak style is a category that speaking sounds can apply to. Each speak style contains a variety of sound effects that can be received using GetRandomSpeakSound(VoiceStyle, SpeakStyle, List<SoundEffect>, TimeSpan?) or played for a person using Speak(SpeakStyle, float, float). Note that these categories are rather vague, and that speech, in general, is not supposed to be immediately decypherable based on the speaking style used. As such, speak styles are just a very rough guidance for the sounds played.
A set of values that represent a style preference that a Clothes item is meant to fit most, or is intended for. Tiny Life uses the style preference system as a rough guide when randomly generating outfits and other properties for Tinies, always taking it into account with a chance of 50% and lower. Clothing items like t-shirts, pants and hats should generally use the Neutral style preference, which will make every Tiny consider the item equally.