Modding: Special tags

This is a list of known "special" tags, which have in-engine custom functionality attached to them. Usually most tags are simply for entity/component categorization.

For the basics of tag system, see here.

Entity tags

 * Prevents the game from trying to look up a translation string for the entity name and shows the name as is
 * Attracts any entities with
 * Affects the behaviour of
 * Makes Brimstone neutral in player's hands
 * Affects the behaviour of
 * Makes Thunder stone neutral in player's hands
 * Entity is attracted by
 * Also attracted by the Attract Items perk (on Lua side, )
 * returns true for this Entity
 * Gets more stains than other entities
 * "...and much more". You can assume this to have a lot of random stuff tied to it.
 * Makes the entity not polymorphable duh
 * Supposedly makes the entity not teleportable, but apparently the in-engine code is too messy to know right away.
 * Forces the Entity's name to "$item_wand" (a translation string)
 * If an entity with this tag also has a, allows wand editing in the area defined in said component.
 * When used together with the  tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
 * "...and much more". You can assume this to have a lot of random stuff tied to it.
 * Makes the entity not polymorphable duh
 * Supposedly makes the entity not teleportable, but apparently the in-engine code is too messy to know right away.
 * Forces the Entity's name to "$item_wand" (a translation string)
 * If an entity with this tag also has a, allows wand editing in the area defined in said component.
 * When used together with the  tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
 * Forces the Entity's name to "$item_wand" (a translation string)
 * If an entity with this tag also has a, allows wand editing in the area defined in said component.
 * When used together with the  tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
 * When used together with the  tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
 * When used together with the  tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.

Component _tags

 * These toggle the enabled / disabled status of the Component. Requires an  somewhere in the Entity to work.
 * Super handy for eg. defining different sprites as Wand's inventory icon, world model, etc.
 * Components with this tag are removed from the entity, when the entity is picked up
 * Components with this tag are removed from the entity, when the entity is picked up
 * Components with this tag are removed from the entity, when the entity is picked up