<text>The component DefCore.txt defines the basic characteristics of an object. This includes the object category (whether it is a building or a living being), graphics, entrance and collection areas, value, mass, and so on. Here also the object id is defined which is used to identify the object type in script calls or other components. Every object definition must have a unique object id.</text>
<col>Solid areas of the object. Target rectangle from the <emlinkhref="definition/index.html#SolidMask">SolidMask.png</emlink> graphics onto the object.</col>
<col>0 or 1. If 1, the object is added to the player's crew upon purchase. Objects created using CreateObject have to be added to a player's crew manually using <emlinkhref="script/fn/MakeCrewMember">MakeCrewMember</emlink>.</col>
<col>0 or 1. Determines whether the object can be built.</col>
</row>
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<literal_col>GrabPutGet</literal_col>
<col>Integer</col>
<col>Bit mask: bit 0 (value 1) putting possible, bit 1 (value 2) getting possible.</col>
</row>
<row>
<literal_col>Rotate</literal_col>
<col>Integer</col>
<col>0 no rotation, 1 full rotation, 2-360 limited rotation.</col>
</row>
<row>
<literal_col>Float</literal_col>
<col>Integer</col>
<col>Floatation in liquids: 0 no floatation, otherwise floatation height above the object center.</col>
</row>
<row>
<literal_col>ColorByOwner</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the specified sections of the object's graphcis are colored by the player color.</col>
</row>
<row>
<literal_col>HorizontalFix</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the object can only move vertically.</col>
</row>
<row>
<literal_col>BorderBound</literal_col>
<col>Integer</col>
<col>Bit mask: bit 0 (value 1) stop at the sides, bit 1 (value 2) stop at the top, bit 2 (value 4) stop at the bottom.</col>
</row>
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<literal_col>UprightAttach</literal_col>
<col>Integer</col>
<col>If not 0, the unrotated object attaches to solid areas (attachment directions 8-10).</col>
</row>
<row>
<literal_col>StretchGrowth</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the uncomplete object (see <emlinkhref="script/fn/GetCon.html">GetCon</emlink>) is scaled, not sliced from the bottom like a construction site.</col>
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<row>
<literal_col>IncompleteActivity</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the object can have activities set even if it's not complete.</col>
</row>
<row>
<literal_col>Oversize</literal_col>
<col>Integer</col>
<col>0 or 1. The object can be scaled over 100% using DoCon.</col>
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<row>
<literal_col>AttractLightning</literal_col>
<col>Integer</col>
<col>0 or 1. The object attracts lightning.</col>
</row>
<row>
<literal_col>Fragile</literal_col>
<col>Integer</col>
<col>0 or 1. The object should not be thrown.</col>
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<row>
<literal_col>NoPushEnter</literal_col>
<col>Integer</col>
<col>0 or 1. The object can not be pushed into another object's entrance (e.g. elevator case).</col>
</row>
<row>
<literal_col>VehicleControl</literal_col>
<col>Integer</col>
<col>Bit mask: bit 0 (value 1) object can be controlled by grabbing from the outside and/or bit 1 (value 2) from the inside. With active VehicleControl, clonk orders (commands) are also passed to the grabbed object as ControlCommand calls and can be processed and/or overloaded by the controlled object's script. See <emlinkhref="definition/script.html#ControlFunktionen">Control-Funktionen</emlink>.</col>
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<row>
<literal_col>Pathfinder</literal_col>
<col>Integer</col>
<col>1 - 10. Determines search depth of the pathfinder algorithm (default 1). Warning: higher values may slow down the game. By setting this value you can also enable non-CrewMember objects to use pathfinding when executing commands.</col>
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<row>
<literal_col>NoComponentMass</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the object's contents is not added to the object's total mass. This can be used to prevent small container objects from turning into killer throwing items.</col>
</row>
<row>
<literal_col>NoStabilize</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the object will not straighten itself to 0° if within a certain upright range.</col>
</row>
<row>
<literal_col>ClosedContainer</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, clonks inside this object can not lighten the Fog of War outside.</col>
</row>
<row>
<literal_col>SilentCommands</literal_col>
<col>Integer</col>
<col>0 or 1. Can be used to prevent failure messages caused by failed commands.</col>
</row>
<row>
<literal_col>TemporaryCrew</literal_col>
<col>Integer</col>
<col>0 or 1. If 1, the object is not stored in the permanent crew of a player.</col>
<col>0 or 1. If 1, the object does not need oxygen, even if it's a living being.</col>
</row>
<row>
<literal_col>ConSizeOff</literal_col>
<col>Integer</col>
<col>Values grater than 0 are deducted from the top of necessary construction space.</col>
</row>
<row>
<literal_col>NoGet</literal_col>
<col>Integer</col>
<col>0 or 1. If 1 the object can not be taken from containers by a clonk.</col>
</row>
<row>
<literal_col>LiftTop</literal_col>
<col>Integer</col>
<col>If an object with Action procedure "<emlinkhref="definition/procedures.html">LIFT</emlink>" lifts its target to this value above object center the function LiftTop is called in the object script.</col>
<col>0 entrance is open if the object is upright only; 1 entrance is always open; 2-360 entrance is open within the specified object rotation in degrees.</col>