uint8 value (0–255) stored in HexMap cell data. Must be unique per map.
Stable string key — used in save files to identify this type.
Display name for editors and HUDs.
Hex color for vertex blending and flat-color rendering.
OptionalroadRoad color as linear RGB 0–1. If omitted, derived from color at resolve time.
OptionalliquidID of the LiquidTypeDescriptor this terrain belongs to (e.g. 'water', 'lava', 'acid').
When set, cells of this type receive liquid surface, shore foam, estuary, and river
geometry for that liquid type. Also tells generators and scatter to treat this as liquid.
Takes precedence over the legacy isWater flag.
OptionalisLegacy alias for liquidType: 'water'. Prefer liquidType for new descriptors.
Ignored when liquidType is also set.
How to build the texture atlas slice for this type.
OptionalroadPathfinding cost multiplier for crossing this terrain on a road. Defaults to 1.0 (neutral cost). Higher values make the tile more expensive to traverse.
Serializable description of one terrain type. Embed in map save files via MapSerializer. Does not hold Three.js objects.