Material Sheet โ
When making source sheets, always copy the first 3 rows from official rows and start your data at the 4th row. Do not alter the column order.
Sheet Columns โ
| Column | Type | Description |
|---|---|---|
| id | int | Unique numeric identifier for the material. If matching a vanilla entry or another mod's entry ID, the last sheet to load will override the others. Make this very unique and big enough so it doesn't overlap. |
| alias | string | Material alias, used for referencing in other sheets (e.g. Thing's defMat column). |
| name_JP | string | Display name in Japanese. |
| name | string | Display name in English. Other languages use SourceLocalization. |
| category | string | Material category (e.g. metal, wood, stone, leather, cloth). |
| tag | string[] | Tags for special behaviors. Use addColorMain(RRGGBBAA) and addColorAlt(RRGGBBAA) to define custom material colors. See Custom Material below. |
| thing | string | Associated Thing ID for this material when dismantled. |
| goods | string[] | Consider this unused. |
| minerals | string[] | Consider this unused. |
| decal | int | Decal/blood overlay id. See Decal |
| decay | int | Decay rate when item is made of this material. |
| grass | int | Consider this unused. |
| defFloor | int | Default SourceFloor tile ID. |
| defBlock | int | Default SourceBlock tile ID. |
| edge | int | Consider this unused. |
| ramp | int | Ramp block tile ID. |
| idSound | string | Impact sound ID. Custom sounds are placed in Sound/Material/ folder. |
| soundFoot | string | Footstep sound ID. Custom sounds are placed in Sound/Footstep/ folder. |
| hardness | int | Material hardness; affects the tools needed to mine or process this material. |
| groups | string[] | Material tier group (e.g. metal, leather). |
| tier | int | Material tier in the tier group. |
| chance | int | Random chance weight within the tier group. |
| weight | int | Material self weight. |
| value | int | Material value. |
| quality | int | Material quality modifier. |
| atk | int | Attack bonus provided when used as equipment material. |
| dmg | int | Damage bonus provided when used as equipment material. |
| dv | int | DV bonus provided when used as equipment material. |
| pv | int | PV bonus provided when used as equipment material. |
| dice | int | Dice dimension modifier for damage calculations. |
| bits | string[] | Proof against fire or acid. |
| elements | elements | SourceElement bonuses when used as equipment material. |
| altName | string[] | Unique equipment name prefixes. |
| altName_JP | string[] | Unique equipment name prefixes in Japanese. |
Custom Material โ
By default, the game cannot load custom materials because there is no color mapping for them. To make your custom material display properly, you must define its colors in the tag column.
Color Tags โ
Use addColorMain(color_hex) and addColorAlt(color_hex) in the tag column of your material row to define the main and alternate colors of your material.
The color format is RRGGBBAA (8 hex digits):
- RR: Red (
00โff) - GG: Green (
00โff) - BB: Blue (
00โff) - AA: Alpha/opacity (
00โff)
Migrating From CWL
CWL specs used AddCol_Main and addCol_Alt, which will still function the same as before. We recommend switching to the new format.
For example:
addColorMain(ffff00ff),addColorAlt(ff0000ff)This sets the main color to yellow (fully opaque) and the alternate color to red (fully opaque).
Color Format
The color hex string is case insensitive and does not begin with # or 0x.
Decal โ

Index starts at 2 (top-left). Each row contains 2 groups of decals with separate number indices, e.g. the 1st row is 2 and 3, 2nd row is 4 and 5.