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StructGuide Type Finder

Every StructGuide document on one page β€” data guides, structs and enums. Search covers property and enum-value names as well as titles, so you can find a type by a field you already know.

How to use this
  • Search looks at the name, the description and every property / enum value name β€” 4,190 of them. Typing Duration finds the structs that have a Duration field, and the row shows you which field matched.
  • Multiple words are combined with AND, so vehicle seat narrows to types that involve both.
  • Kind splits the three sorts of page: a Data Guide describes one data table, a Struct documents a FB1… type, an Enum documents an EB1… type.
  • Members is the number of properties (or enum values). Refs is how many other types the page links to β€” a high number usually means a hub type worth reading first.
  • Untick Search property names too if you only want title and description matches.

The three kinds of page​

KindCountWhat it isExample
Data Guide248One JSON data table, plus the row struct it usesAction Data Guide
Struct236A FB1… struct and its propertiesFB1ActionInfo
Enum108An EB1… enum and its valuesEB1ActingType

A guide row carries the name of its row struct as a tag, so you can jump from the table to the struct that defines it.

All documents​

2203 documents
Kind
#Description
1Action Data GuideFB1ActionTableRow3Defines a row in the action data table, containing one or more actions and associated tags.6
2AgeAffectRange Data GuideFB1AgeAffectRangeTableRow2Defines a table row that contains a list of effects applied at specific age growth steps.2
3Aging Data GuideFB1AgingTableRow11A table row struct that stores data for each aging stage.1
4AlertMessage Data GuideFB1AlertMessageTableRow3Defines a message that can be displayed to the user in the form of a title and description.1
5Ambition Data GuideFB1AmbitionTableRow11Defines a top-level ambition configuration, including display texts, visuals, and linked ambition items.β€”
6AmbitionItem Data GuideFB1AmbitionItemTableRow7Defines an ambition step entry, including age restrictions, descriptions, and mission steps.4
7AnimCharacter Data GuideFB1CharacterAnimTableRow4Defines an entry for character animation, including playback target, control flags, and animation list.4
8AnimGameObject Data GuideFB1GameObjectAnimTableRow3Defines an animation table row for game objects, including playback component and animation variations.4
9AppearanceBeard Data GuideFB1AppearanceBeardTableRow11Defines a beard mesh appearance entry with display settings, gender/age filters, and remapping for UI and customization.2
10AppearanceBodyShape Data GuideFB1AppearanceBodyShapeTableRow13Defines a body shape preset for character appearance, including visual modifiers, gender/age filters, and hair configuration.2
11AppearanceEyebrow Data GuideFB1AppearanceEyebrowTableRow12Defines an eyebrow appearance entry with mesh, texture mask, customization options, and age/gender-based remapping.2
12AppearanceEyelash Data GuideFB1AppearanceEyelashTableRow10Defines an eyelash appearance entry with mesh, customization metadata, and gender/age-based remapping support.2
13AppearanceFacePreset Data GuideFB1AppearanceFacePresetTableRow8Defines a preset face appearance entry, including mesh filters, gender/age targeting, and display configuration.2
14AppearanceFreckles Data GuideFB1AppearanceFrecklesTableRow6Data for freckles displayed in the character customization skin feature list.β€”
15AppearanceHair Data GuideFB1AppearanceHairTableRow11Data for hair displayed in the character customization hair list.3
16AppearanceHairMesh Data GuideFB1AppearanceHairMeshTableRow13Defines skeletal mesh and material configuration for a hair variant, including hat compatibility and matching rules.3
17AppearanceHead Data GuideFB1AppearanceHeadTableRow14Data for head mesh applied to the character.2
18AppearanceIrisPreset Data GuideFB1AppearanceIrisPresetTableRow5Data for iris displayed in the character customization iris list.β€”
19AppearanceMakeup Data GuideFB1AppearanceMakeupTableRow16Defines a makeup preset, including mask texture, default parameter values, and associated makeup parts.β€”
20AppearanceMakeupParts Data GuideFB1AppearanceMakeupPartsTableRow7Metadata for each makeup part, including the name of the texture parameter used for the makeup part, the number and names of color channels, and scalar parameters per channel.2
21AppearanceMole Data GuideFB1AppearanceMoleTableRow7Data for mole displayed in the character customization skin feature list.β€”
22AppearanceMustache Data GuideFB1AppearanceMustacheTableRow11Defines a mustache appearance entry for character customization, including mesh, filters, and dynamic remapping.2
23AppearanceOutfitPreset Data GuideFB1AppearancePlayerOutfitPresetTableRow12Outfit presets are split into two row types: one for player-facing presets and one for NPC/crowd generation.3
24AppearanceParts Data GuideFB1AppearancePartsTableRow2Defines a table row for appearance parts, including grouped customization data such as names, color, and scalar parameters.1
25AppearancePreset Data GuideFB1AppearancePresetTableRow34Defines a preset entry containing full appearance settings such as body, face, hair, and clothing used in both Zoi appearance and garment preset lists in the character customization UI.3
26AppearanceScar Data GuideFB1AppearanceScarTableRow14Data for the scar displayed in the character customization skin feature list.2
27AppearanceSkinColor Data GuideFB1AppearanceSkinColorTableRow4Skin color data used in character customization.β€”
28AppearanceSkinType Data GuideFB1AppearanceSkinTableRow13Data for skin displayed in the character customization garment list.2
29AppearanceTattoo Data GuideFB1AppearanceTattooTableRow14Data for the face art displayed in the character customization skin feature list.2
30AttachedAccessory Data GuideFB1AttachedAccessoryTableRow12Data for accessories attached to the character's bone, displayed in the character customization accessory list.6
31AttachedAccessoryMesh Data GuideFB1AttachedAccessoryMeshTableRow11Data for attached accessory mesh equipped on the character.2
32AttachMesh Data GuideFB1AttachMeshTableRow3Defines a table row for meshes that are attached to characters, including gender/growth-specific mesh entries.2
33AudioResources Data GuideFB1AudioResourcesTableRow2Defines a sound resource used for gameplay or UI feedback via MetaSound.β€”
34B1Material Data GuideFB1MaterialTableRow2Defines a material resource entry for use in appearance or environment customization.β€”
35B1Texture2D Data GuideFB1Texture2DTableRow2Defines a 2D texture resource entry used in the UI or customization systems.β€”
36Book Data GuideFB1BookTableRow10Defines properties and logic tied to books used in gameplay, including skill training and interaction.β€”
37Buff Data GuideFB1BuffTableRow8Defines a buff entry used to apply temporary effects, including visual and scripting logic.2
38BuildModePresetCategoryFilter Data GuideFB1BuildModePresetCategoryFilterTableRow3Defines a category filter used in build mode to organize presets by tag and category.β€”
39BuildPreset Data GuideFB1BuildPresetRow7Defines a complete build preset used in house or building placement, including metadata and resource counts.β€”
40CatShop Data GuideFB1CatShopTableRow7Defines a purchasable item entry in the cat shop system, including display info, icon, and logic trigger.β€”
41CatTalkMenuUI Data GuideFB1CatTalkMenuUITableRow4Defines a chatbot menu group in the UI, used to organize chatbot-based interactions.2
42CatTalkTutorial Data GuideFB1CatTalkTutorialTableRow2Defines a tutorial entry for a chatbot, including descriptive content and structured subtopics.2
43ChoiceCard Data GuideFB1ChoiceCardTableRow12Defines a choice card entry used in gameplay decisions, including conditions, answers, and display configuration.1
44ChoiceCardGroup Data GuideFB1ChoiceCardGroupTableRow2Defines a group of related choice cards that may be presented together or randomly selected.1
45CityAudioResources Data GuideFB1CityAudioResourcesTableRow2Defines background music resources associated with different city states or events.1
46CityEdit Data GuideFB1CityEditTableRow2Defines a list of city-editable assets used for customizing a city’s layout or decoration.6
47CityEditMenu Data GuideFB1CityEditMenuTableRow2Defines the editable city menu configuration for a given world or map.2
48CityEditReport Data GuideFB1CityEditReportTableRow4Defines a report entry that aggregates and displays city edit status with associated visuals.1
49CityEditStability Data GuideFB1CityEditStabilityTableRow9Defines stability values and visual/UI controls for city edit sliders.1
50CitySeasonWeather Data GuideFB1CitySeasonWeatherTableRow3Defines seasonal weather configuration per city, including initial temperature and season progression.5
51ColorMapping Data GuideFB1ColorTableRow3Defines a color entry used in the UI, palettes, or customization systems.β€”
52Company Data GuideFB1CompanyTableRow8Defines a company in the simulation, including display settings, currency, and organizational structure.6
53CompanyCondition Data GuideFB1CompanyConditionTableRow3Defines a list of conditions that must be satisfied to unlock or validate company progression logic.4
54Condition Data GuideFB1ConditionTableRow3Stores reusable condition groups that other data rows reference by ConditionId.4
55Coop Data GuideFB1CoopTableRow6Defines a cooperative interaction, including tasks, roles, and associated scripts for lifecycle events.7
56CoopTalk Data GuideFB1CoopTalkTableRow2Defines a cooperative talk entry, including animation, behavior, and script triggers.2
57Costume Data GuideFB1CostumeTableRow3Defines a complete costume set, including costume tags and per-gender/age configuration.3
58CostumeEditParts Data GuideFB1CostumeEditPartsTableRow2Title for each outfit part during outfit creation in character customization.β€”
59Crafting Data GuideFB1CraftingTableRow14Defines a crafting recipe or system entry, including categories, requirements, and UI display settings.1
60CrowdGrabObject Data GuideFB1CrowdGrabObjectTableRow5Defines the probability of crowd agents selecting certain objects based on age and gender.3
61Currency Data GuideFB1CurrencyTableRow3Defines an in-game currency type with UI display settings and color scheme.3
62CurrencyExchange Data GuideFB1CurrencyExchangeTableRow5Defines exchange rules for converting between currencies.1
63CustomMobileMessage Data GuideFB1CustomMobileMessageTableRow15Defines a mobile message used in gameplay, including content, answers, scripts, and cooldown behavior.3
64DataFilter Data GuideFB1DataFilterTableRow2Defines a list of data filters used to categorize or filter items in UI or logic.2
65DataSort Data GuideFB1DataSortTableRow2Defines a list of sort orders used to arrange data in UI or selection systems.1
66DoorMessage Data GuideFB1DoorMessageTableRow2Defines a message shown to the player when they lack permission to open a door.β€”
67Dream Data GuideFB1DreamTableRow3Defines dream behavior tied to age and dream selection logic.3
68DreamAnim Data GuideFB1DreamAnimTableRow2Defines dream animation entries for characters during dreams.1
69DreamPool Data GuideFB1DreamPoolTableRow3Defines a pool of dream sequences that can be selected during sleep simulation.β€”
70DreamSequence Data GuideFB1DreamSequenceTableRow7Defines a specific dream sequence, including animation, script logic, and UI media.β€”
71EB1AccessoryMaterialType5Specifies the type of material used in an accessory. This type determines visual characteristics and rendering logic for accessory components.β€”
72EB1ActingType3Defines the type of acting behavior applied in scenarios or interactions.β€”
73EB1ActionType76Defines various character or object actions used in simulation sequences.β€”
74EB1AlertType29Represents different types of alerts or notifications triggered by character events.β€”
75EB1Anim_Direction5Defines possible directional movement states for animations.β€”
76EB1Anim_OneStep6Represents discrete single-step animation directions for character movement.β€”
77EB1Anim_Slope3Specifies the character's movement slope condition, affecting locomotion animations.β€”
78EB1Anim_TurnStop7Represents different turn-stop animation types, used to determine how a character ends rotational movement.β€”
79EB1AnimGrowthStep6Represents the growth stage of a character for animation purposes.β€”
80EB1AppearanceParts13Defines individual parts of a character's appearance used for clothing, hair, and body configuration.β€”
81EB1BaseObject3Specifies the reference object used for context-based operations like condition checks or scripted behaviors.β€”
82EB1BodyAgeType5Defines the age stage of a character's body used in customization or animation selection.β€”
83EB1BodyRegion64Defines specific or grouped body regions using bitmask values for visual effects, customization, or clothing logic.β€”
84EB1BootsType4Defines different boot length types used in character customization or clothing logic.β€”
85EB1CalorieType5Represents the calorie level of food, used in dietary or metabolism-related systems.β€”
86EB1CarriableObjectType5Defines types of objects that a character can carry, influencing how they're handled or interacted with.β€”
87EB1CharacterNameFormatType2Specifies the formatting order of character names, based on cultural or regional preferences.β€”
88EB1ChatbotType4Specifies types of chatbot interactions used in various gameplay contexts.β€”
89EB1CityAudioResourceType3Defines different audio resource contexts used in city environments.β€”
90EB1CompareType7Defines comparison operators used for conditional evaluation in gameplay logic or scripting.β€”
91EB1ConditionType215Defines all condition types used throughout the game for scripting, interaction validation, logic evaluation, and more.β€”
92EB1CraftingFinalObjectType2Specifies the type of final product created from a crafting process.β€”
93EB1CraftingIngredientSearchType4Defines how ingredients are searched or selected during a crafting process.β€”
94EB1CraftObjectSpawnPoint4Specifies where a crafted object should appear once crafting is completed.β€”
95EB1DayOfWeek8Represents days of the week, used for scheduling, routines, or time-based conditions.β€”
96EB1DiversityCity5Represents culturally distinct fictional cities used for diversity simulation.β€”
97EB1DiversityCulture5Represents cultural backgrounds used for localization, naming, and visual diversity.β€”
98EB1DiversityRace5Represents racial classifications used in diversity simulations and character generation.β€”
99EB1EducationType6Represents the level of formal education attained by a character.β€”
100EB1EmotionTendency5Represents the general tendency or nature of an emotion.β€”
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