Datablocks
A list of every datablock in the game, their fields and if you're lucky, what they do!
Datablocks are groups of fields that form all the customizable parts of rundowns, weapons, enemies, levels, waves, and more. Everything needed to create a custom rundown can be created utilizing datablocks. This reference will explain all of the fields within each datablock. Check out the guides for more information about how to use them.
Datablocks Storage
Datablocks and their change history is kept on GitHub.
Common Fields
All datablocks share 3 main fields, each of them has special meaning.
persistentID - UInt32
The ID of the block, used to reference by all other blocks. If you see any other field with type UInt32, chances are it's a reference to some other block (but that type is also used to reference wwise audio IDs).
Must be unique.
Although persistentID type is UInt32, the actual value range is often much smaller because it is changed to other types in networking for example. Sticking to a safe range of 1-65535 is recommended, but datablocks with even smaller ranges do exist (SurvivalWaveSettings for example). If we notice any blocks with a range smaller than that, we will make a note about it in the relevant reference page.
internalEnabled - Boolean
Whether this block is enabled. Disabled blocks are ignored by the game.
name - String
The name of the block. This seems to be only for readability and is not used by the game, but it may be used by mods.
Must be unique.
Additional Fields
Headers
This field is only used by devs in their editor.
LastPersistentID - UInt32
The last persistentID found in datablocks. Serves no purpose but can clutter the logs if not set correctly.
Types
in all datablocks documentation, you see a specific format of fields:
name - type
or name - type (special meaning)
The name is just that, the name of the field. The type is what data should be specified there.
These are the most basic types:
UInt32 - whole number from 0 to 4,294,967,295
Int32 - integer from -2,147,483,648 to 2,147,483,647
Single (aka float) - approximate real number of varying precision with values ranging from negative 3.402823e38 to positive 3.402823e38.
Boolean - data type with 2 values - "true" and "false".
String - plain text.
Enumerator/Enum
Enums are a special type, representing named values. Here's an example (eEnemyZoneDistribution):
None - 0
Force_One - 1
Rel_Value - 2
The underlying enum type here is Int32, and it has 3 named values. Enums usually have this underlying type, start from 0, and move up in sequence, but there are exceptions. You can check out the enum types page to see all enums.
In JSON, enums can be specified both as underlying type and as plain text.
There are special cases where the enum values are combined, e.g. EnemyMovementDataBlock AnimationControllers, type AnimatorControllerHandleName.
An example value you could see here is "EnemyRunner, EnemyLow, EnemyCrawl", or 84. This combines 3 values and the game processes it in a way that understands the value set as all 3.
Nested type/Class/Object
In datablocks reference, nested type refers to a class that's defined by the game. Each nested type has its own page to reduce clutter when the same type is referenced several times.
In JSON, these are all objects, starting and ending with curly braces { }
.
Every datablock file defines one object containing several fields, including a list of objects - Blocks.
List/Array and Dictionary
All 3 of these never go by themselves, they contain other types (and sometimes can be nested).
Lists and Arrays always start and end with [ ]
symbols. For example, a "List Int32" looks like this: [ 1, 2, 3 ]
instead of a plain Int32 value 1
. a "List List Int32" follows the same principle: [ [ 1, 2, 3 ], [ 1, 2, 3 ] ]
. Arrays look exactly the same as Lists in JSON.
Dictionaries are a more complex type and are rarely found in datablocks. A dictionary is an object that maps 2 types, the first as key, the 2nd as value. In JSON, dictionaries look the same as nested objects.
Here you can see a dictionary with 2 keys "Glue" and "Explosive" mapped to objects. In JSON, an object with 2 fields "Glue" and "Explosive" could look exactly the same.
Empty values
Sometimes you see fields set to seemingly invalid values such as an empty string or -1, or just not there at all. In these cases you can think of the fields as unset, which means the game provides some default value or behaviour for it.
Additional notes
Vector
In datablocks, Vectors are messed up right now and generate with some fields that don't actually do anything:
You can ignore or delete these.
Time fields
Fields related to time/length/duration are specified in seconds unless stated otherwise.
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