| AddDesign(int index, FurnitureDesign design) | Game.SubsystemFurnitureBlockBehavior | |
| AddParticleSystems(int value, int x, int y, int z) | Game.SubsystemFurnitureBlockBehavior | |
| AddTerrainFurniture(int value) | Game.SubsystemFurnitureBlockBehavior | |
| AddToFurnitureSet(FurnitureDesign design, FurnitureSet furnitureSet) | Game.SubsystemFurnitureBlockBehavior | |
| DeleteFurnitureSet(FurnitureSet furnitureSet) | Game.SubsystemFurnitureBlockBehavior | |
| FindMatchingDesign(FurnitureDesign design) | Game.SubsystemFurnitureBlockBehavior | |
| FindMatchingDesignChain(FurnitureDesign design) | Game.SubsystemFurnitureBlockBehavior | |
| fName | Game.SubsystemFurnitureBlockBehavior | static |
| FurnitureSets | Game.SubsystemFurnitureBlockBehavior | |
| GarbageCollectDesigns() | Game.SubsystemFurnitureBlockBehavior | |
| GarbageCollectDesigns(ReadOnlyList< ScannedItemData > allExistingItems) | Game.SubsystemFurnitureBlockBehavior | |
| GetDesign(int index) | Game.SubsystemFurnitureBlockBehavior | |
| GetFurnitureSetDesigns(FurnitureSet furnitureSet) | Game.SubsystemFurnitureBlockBehavior | |
| GetProcessInventoryItemCapacity(IInventory inventory, int slotIndex, int value) | Game.SubsystemBlockBehavior | virtual |
| HandledBlocks | Game.SubsystemFurnitureBlockBehavior | |
| IsValueAllowed(int value) | Game.SubsystemFurnitureBlockBehavior | static |
| IsValueDisallowed(int value) | Game.SubsystemFurnitureBlockBehavior | static |
| Load(ValuesDictionary valuesDictionary) | Game.SubsystemFurnitureBlockBehavior | |
| LoadFurnitureDesigns(SubsystemTerrain subsystemTerrain, ValuesDictionary valuesDictionary) | Game.SubsystemFurnitureBlockBehavior | static |
| m_furnitureDesigns | Game.SubsystemFurnitureBlockBehavior | |
| m_furnitureSets | Game.SubsystemFurnitureBlockBehavior | |
| m_particleSystemsByCell | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemAudio | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemGameInfo | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemItemsScanner | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemParticles | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemPickables | Game.SubsystemFurnitureBlockBehavior | |
| m_subsystemSoundMaterials | Game.SubsystemFurnitureBlockBehavior | |
| MaxFurnitureSetNameLength | Game.SubsystemFurnitureBlockBehavior | static |
| MoveFurnitureSet(FurnitureSet furnitureSet, int move) | Game.SubsystemFurnitureBlockBehavior | |
| NewFurnitureSet(string name, string importedFrom) | Game.SubsystemFurnitureBlockBehavior | |
| OnAim(Ray3 aim, ComponentMiner componentMiner, AimState state) | Game.SubsystemBlockBehavior | virtual |
| OnBlockAdded(int value, int oldValue, int x, int y, int z) | Game.SubsystemFurnitureBlockBehavior | virtual |
| OnBlockGenerated(int value, int x, int y, int z, bool isLoaded) | Game.SubsystemFurnitureBlockBehavior | virtual |
| OnBlockModified(int value, int oldValue, int x, int y, int z) | Game.SubsystemFurnitureBlockBehavior | virtual |
| OnBlockRemoved(int value, int newValue, int x, int y, int z) | Game.SubsystemFurnitureBlockBehavior | virtual |
| OnBlockStartMoving(int value, int newValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnBlockStopMoving(int value, int oldValue, int x, int y, int z, MovingBlock movingBlock) | Game.SubsystemBlockBehavior | virtual |
| OnChunkDiscarding(TerrainChunk chunk) | Game.SubsystemFurnitureBlockBehavior | virtual |
| OnChunkInitialized(TerrainChunk chunk) | Game.SubsystemBlockBehavior | virtual |
| OnCollide(CellFace cellFace, float velocity, ComponentBody componentBody) | Game.SubsystemBlockBehavior | virtual |
| OnEditBlock(int x, int y, int z, int value, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnEditInventoryItem(IInventory inventory, int slotIndex, ComponentPlayer componentPlayer) | Game.SubsystemBlockBehavior | virtual |
| OnExplosion(int value, int x, int y, int z, float damage) | Game.SubsystemBlockBehavior | virtual |
| OnFiredAsProjectile(Projectile projectile) | Game.SubsystemBlockBehavior | virtual |
| OnHitAsProjectile(CellFace? cellFace, ComponentBody componentBody, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(CellFace cellFace, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnHitByProjectile(MovingBlock movingBlock, WorldItem worldItem) | Game.SubsystemBlockBehavior | virtual |
| OnInteract(TerrainRaycastResult raycastResult, ComponentMiner componentMiner) | Game.SubsystemFurnitureBlockBehavior | virtual |
| Game::SubsystemBlockBehavior.OnInteract(MovingBlocksRaycastResult movingBlocksRaycastResult, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| OnItemHarvested(int x, int y, int z, int blockValue, ref BlockDropValue dropValue, ref int newBlockValue) | Game.SubsystemBlockBehavior | virtual |
| OnItemPlaced(int x, int y, int z, ref BlockPlacementData placementData, int itemValue) | Game.SubsystemBlockBehavior | virtual |
| OnNeighborBlockChanged(int x, int y, int z, int neighborX, int neighborY, int neighborZ) | Game.SubsystemBlockBehavior | virtual |
| OnPickableGathered(Pickable pickable, ComponentPickableGatherer target, Vector3 distanceToTarget) | Game.SubsystemBlockBehavior | virtual |
| OnUse(Ray3 ray, ComponentMiner componentMiner) | Game.SubsystemBlockBehavior | virtual |
| ProcessInventoryItem(IInventory inventory, int slotIndex, int value, int count, int processCount, out int processedValue, out int processedCount) | Game.SubsystemBlockBehavior | virtual |
| RemoveParticleSystems(int x, int y, int z) | Game.SubsystemFurnitureBlockBehavior | |
| RemoveTerrainFurniture(int value) | Game.SubsystemFurnitureBlockBehavior | |
| Save(ValuesDictionary valuesDictionary) | Game.SubsystemFurnitureBlockBehavior | |
| SaveFurnitureDesigns(ValuesDictionary valuesDictionary, ICollection< FurnitureDesign > designs) | Game.SubsystemFurnitureBlockBehavior | static |
| ScanDesign(CellFace start, Vector3 direction, ComponentMiner componentMiner) | Game.SubsystemFurnitureBlockBehavior | |
| SubsystemTerrain | Game.SubsystemBlockBehavior | |
| SwitchToNextState(int x, int y, int z, bool playSound) | Game.SubsystemFurnitureBlockBehavior | |
| TryAddDesign(FurnitureDesign design) | Game.SubsystemFurnitureBlockBehavior | |
| TryAddDesignChain(FurnitureDesign design, bool garbageCollectIfNeeded) | Game.SubsystemFurnitureBlockBehavior | |