API
This page provides detailed documentation of the ModComponent SDKs API, designed to help developers understand and utilize the capabilities of the SDK effectively. The SDK is divided into three main sections: Components, Behaviours, and Blueprints. Each section serves a specific purpose in the mod creation process, allowing for extensive customization and functionality in Unity.
Components
Components form the foundation of items in the ModComponent SDK. Each component is tailored for a specific type of item.
ModAmmoComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Ammo For Gun Type | AmmoForGunType | Defines the specific type of firearm that the ammunition can be used with. This ensures compatibility between ammo and guns, allowing for a realistic and immersive gameplay experience where ammunition must match the firearm it's intended for. |
ModBedComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Condition Gain | float | Initial health points restored for the first hour of sleep, setting the base rate for condition recovery. |
Additional Condition Gain | float | Health points gained in addition to the base rate from the second hour of sleep onwards, allowing for increased recovery over longer sleep periods. |
Warmth Bonus | float | The temperature increase provided by the bed, offering additional protection against cold environments. |
Degrade | float | The rate at which the bed's condition deteriorates with each hour of use, reflecting wear and tear. |
Bear Attack Modifier | float | Adjusts the likelihood of bear encounters while sleeping, with positive values reducing risk. |
Wolf Attack Modifier | float | Adjusts the likelihood of wolf encounters while sleeping, with positive values reducing risk. |
Open Audio | DataSoundAsset | The audio played when the player starts sleeping, enhancing the immersive experience. |
Close Audio | DataSoundAsset | The audio played when the player wakes up, adding to the realism of the sleeping experience. |
Packed Mesh | GameObject | Visual representation for the bed when not in use, allowing for a realistic portrayal of the item being carried or stored. |
Usable Mesh | GameObject | Visual representation for the bed when set up for use, offering visual feedback on the bed's state. |
ModBodyHarvestComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Can Carry | bool | Indicates whether the carcass can be carried by the player, similar to smaller animal carcasses. |
Harvest Audio | DataSoundAsset | The sound effect played during the harvesting process, enhancing the audio feedback to the player. |
Gut Prefab | DataGearAsset | The prefab used to represent guts harvested from the carcass. |
Gut Quantity | int | Specifies the number of gut units obtained from each harvesting action. |
Gut Weight Unit | float | The weight of each individual gut unit before harvesting, measured in kilograms. |
Hide Prefab | DataGearAsset | The prefab used to represent hide harvested from the carcass. |
Hide Quantity | int | The number of hide units obtained from each harvest. |
Hide Weight Unit | float | The weight of each individual hide unit before harvesting, in kilograms. |
Meat Prefab | DataGearAsset | The prefab for raw meat obtained during the harvest. |
Meat Available Minimum | float | The minimum weight of meat available for harvesting from the carcass, in kilograms. |
Meat Available Maximum | float | The maximum weight of meat that can be harvested, providing a range of potential yields. |
Gut Override Label | string | The localization key that will override the label of the gut. |
Hide Override Label | string | The localization key that will override the label of the hide. |
Meat Override Label | string | The localization key that will override the label of the meat. |
ModCharcoalComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Survey Time | float | Duration required to complete a survey in-game, measured in minutes. |
Survey Real Time | float | Real-world time in seconds required to complete a survey, reflecting the actual waiting time for the player. |
Survey Skill Extended | float | Extra in-game hours added to the survey time based on the player's skill level, allowing for skill progression to impact efficiency. |
Survey Loop Audio | DataSoundAsset | The audio that plays continuously during the survey process, enhancing the player's immersive experience. |
ModClothingComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Region | ClothingRegion | Defines where the clothing item is worn on the body. |
Minimum Layer | ClothingLayer | The base layer the item can occupy, indicating its position closest to the body. |
Maximum Layer | ClothingLayer | The furthest layer from the body the item can occupy, showing its versatility in layering. |
Movement Sound | ClothingMovementSound | Sound produced by the clothing during movement, contributing to the game's audio realism. |
Footwear | FootwearType | Specifies if the item is footwear and its type, impacting movement and protection. |
Decay Worn Outside | float | Time it takes for the item to decay completely when worn outdoors, in days. |
Decay Worn Inside | float | Time it takes for the item to decay completely when worn indoors, in days. |
Warmth | float | Warmth provided by the item when dry, enhancing survival in cold conditions. |
Warmth When Wet | float | Warmth retained by the item when wet, crucial for survival mechanics. |
Windproof | float | Wind protection offered by the item, important for resisting cold winds. |
Waterproofness | float | Level of water resistance, affecting how the item performs in wet conditions. |
Toughness | float | Protection against damage, measured as a percentage reduction in received damage. |
Sprint Bar Reduction | float | Impact on the player's sprint stamina, indicating how the item affects mobility. |
Decrease Attack Chance | int | Reduces the likelihood of wolf attacks, enhancing player safety in wildlife encounters. |
Increase Flee Chance | int | Increases the chance wolves will flee on sight, offering strategic advantages in wildlife management. |
Dry Near Fire | float | Time required to dry the item next to a fire, in hours. |
Dry Without Fire | float | Time required to dry the item without a fire source, in hours. |
Freeze | float | Time it takes for the item to freeze when wet, in hours. |
Main Texture | Texture2D | Base texture name used in the UI for representing the clothing item. |
Blend Texture | Texture2D | Additional texture for visual effects in the UI representation. |
Draw Layer | int | Determines the item's order in the drawing stack, affecting visual layering in the UI. |
Implementation Type | string | Specifies the class name for custom behavior implementation, allowing for extended functionality. |
Prevent All Damage From Source | DamageSource | The type of DamageSource that will be prevented from damaging the clothing item. |
First Person Prefab Male | string | The name of the prefab used to load custom first-person clothing on the players male arms. |
First Person Prefab Female | string | The name of the prefab used to load custom first-person clothing on the players female arms. |
ModCollectibleComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
HUD Message Localization Key | string | Identifies the message displayed on the HUD after the item is collected, enhancing player feedback. |
Narrative Text Localization Key | string | The key for localized narrative text associated with the item, offering backstory or information upon collection. |
Text Alignment | TextAlignment | Specifies the alignment (Left, Center, Right) of the narrative text, affecting how the text is presented to the player. |
ModCookableComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Can Be Cooked | bool | Determines whether the item can be cooked or heated. |
Cooking Time | int | The required cooking or heating time, in in-game minutes. |
Amount Required | int | Number of units of the item needed for one cooking session. |
Water Amount Required | float | Liters of water needed for cooking, applicable only to potable water. |
Result | DataGearAsset | The item produced upon completing cooking. If empty, the item is only heated. |
Time Until Burnt | int | Duration after cooking completes before the item becomes burnt, in minutes. |
Type | CookableType | Specifies the cooking method and location appropriate for the item. |
Cooking Audio | DataSoundAsset | Audio clip played during cooking, with a default used if not specified. |
Start Cooking Audio | DataSoundAsset | Sound effect for beginning the cooking process, with a default used if not specified. |
ModCookingPotComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Can Cook Liquid | bool | Specifies if the cooking pot can be used to cook or boil liquids, enhancing gameplay variety. |
Can Cook Grub | bool | Indicates whether the pot can cook canned food and similar items, expanding culinary options. |
Can Cook Meat | bool | Determines if meat can be cooked using the pot, reflecting its versatility in preparing various dishes. |
Capacity | float | The pot's total capacity for holding water, measured in liters, affecting how much liquid can be cooked or boiled at once. |
Template | DataGearAsset | A reference item used for the cooking process, potentially guiding the cooking mechanics or visual representation. |
ModFirstAidComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Progress Bar Localization Key | string | The ID for localizing the message shown on the progress bar while the item is being used, enhancing user feedback. |
Remedy Localization Key | string | Localized text ID that describes the potential action or use of the item, providing clarity on its application. |
Restored Condition | int | The amount of health restored instantly by using the item, critical for gameplay balance and emergency healing. |
First Aid Type | FirstAidType | Categorizes the type of first aid provided, such as antiseptic or bandage, defining its role in the game's health system. |
Use Time | int | The duration required to apply or use the item, in seconds, adding realism and tactical decision-making in emergencies. |
Amount Per Use | int | Specifies how many of the item are consumed with each application, impacting inventory management and planning. |
Use Audio | DataSoundAsset | Audio clip played during item use, contributing to the immersive experience of administering first aid. |
ModFoodComponent
INFO
This component inherits all parameters from ModCookableComponent.
Property | Type | Description |
---|---|---|
Decay Outdoors | int | Decay time outdoors; '0' for indefinite preservation. |
Decay Indoors | int | Indoor decay time; '0' means it doesn't decay. |
Calories | int | Total caloric content, scaling with weight/servings. |
Servings | int | How many servings the item contains; '1' for complete consumption. |
Eating Time | int | Time to consume one serving, in real-time seconds. |
Eating Audio | DataSoundAsset | Audio for eating opened food. |
Eating Packaged Audio | DataSoundAsset | Sound for consuming packaged items. |
Thirst Effect | int | Impact on thirst, with negative values increasing thirst. |
Food Poisoning | int | Chance of food poisoning from items above 20% condition. |
Food Poisoning Low Condition | int | Food poisoning risk from items below 20% condition. |
Parasite Risk Increments | float[] | Incremental risk of parasites per unit consumed. |
Natural | bool | Indicates if the item is a natural food source. |
Raw | bool | Specifies if the food is raw. |
Drink | bool | Determines if the item is a liquid consumable. |
Meat | bool | Identifies the item as animal meat. |
Fish | bool | Designates the item as fish. |
Canned | bool | Indicates if the food comes in a can. |
Opening | bool | Required tool for opening. |
Opening With Can Opener | bool | Can be opened with a can opener. |
Opening With Knife | bool | Open able with a knife. |
Opening With Hatchet | bool | Hatchet can be used for opening. |
Opening With Smashing | bool | Can be opened by smashing. |
Affect Condition | bool | Influences condition recovery during sleep. |
Condition Rest Bonus | float | Condition points restored per sleep hour. |
Condition Rest | float | Effective duration for the condition rest bonus. |
Affect Rest | bool | Immediate rest change upon consumption. |
Instant Rest Change | float | Instantaneous rest adjustment post-consumption. |
Rest Factor | int | Active period for rest factor effect. |
Affect Cold | bool | Immediate cold impact upon consumption. |
Instant Cold Change | float | Immediate change in cold feeling after eating/drinking. |
Cold Factor | int | Duration for cold factor effect. |
Contains Alcohol | bool | Specifies if the item includes alcohol. |
Alcohol Percentage | float | Percentage of the item's weight attributed to alcohol. |
Alcohol Uptake | float | Time for alcohol to fully affect the player. |
Vitamin C | int | Amount of Vitamin C provided upon consumption. |
ModGenericComponent
Property | Type | Description |
---|---|---|
Display Name Localization Key | string | Key for the item's name in the game's localization system. |
Description Localizaton Key | string | Localization key for the item's description, providing details on its use or background. |
Inventory Action Localization Key | string | Text key for the action button in the inventory, customizable for various item interactions. |
Weight | float | The item's weight in kilograms, impacting inventory management. |
Decay | int | Specifies how many days the item takes to decay outdoors or indoors, with '0' indicating no decay. |
Max Health | float | Maximum durability or health points of the item, affecting its lifespan during use. |
Initial Condition | InitialCondition | Sets the condition of the item when it is first discovered or crafted by the player. |
Inventory Category | InventoryCategory | Determines the inventory section the item belongs to, aiding in organization. |
Pick Up Audio | DataSoundAsset | Sound effect played upon item pickup, enhancing the immersive experience. |
Put Back Audio | DataSoundAsset | Audio played when the item is dropped, adding to realism. |
Stow Audio | DataSoundAsset | Sound for holstering the item, if applicable. |
Worn Out Audio | DataSoundAsset | Audio cue for when the item breaks or wears out during use. |
Inspect On Pickup | bool | Whether the item is inspected in a detailed view upon pickup, contributing to player engagement. |
Inspect Distance | float | Camera distance from the item during inspection, affecting visibility. |
Inspect Angles | Vector3 | Rotation angles for the item in the inspect view, allowing for detailed examination. |
Inspect Offset | Vector3 | Positional offset for the item in the inspect view, for precise framing. |
Inspect Scale | Vector3 | Scale adjustments during item inspection, ensuring proper sizing. |
Normal Model | GameObject | The default 3D model of the item for general gameplay. |
Inspect Model | GameObject | An alternative model used during the inspection process for enhanced detail. |
ModGenericEquippableComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Equipped Model Prefab | DataGearAsset | Identifies the 3D model to display when the item is actively equipped by the player, ensuring visual consistency with the item's equipped state. |
Implementation Type | string | Specifies the class name of the custom logic that governs how the item functions when equipped, allowing for specialized behaviors beyond the standard component functionality. |
Equipping Audio | DataSoundAsset | The sound effect played upon equipping the item, enhancing the immersive experience of using the item in the game. |
ModLiquidComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Liquid Type | LiquidType | Specifies the type of liquid the container holds, such as water or fuel, impacting its use within the game. |
Liquid Capacity | float | The maximum amount of liquid, in liters, that the container can hold, defining its storage capacity. |
Randomized Quantity | bool | Determines whether the initial amount of liquid in the container should be randomized, adding variability to item discovery. |
Initial Amount | float | Sets the initial liquid amount in the container, used when RandomizedQuantity is false to provide a specific starting quantity. |
ModPowderComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Powder Type | PowderType | Specifies the type of powder the container is designed to hold, such as gunpowder, defining its use within the game. |
Capacity | float | The total weight capacity of the container in kilograms, determining how much powder it can store. |
Chance Full | float | The likelihood, expressed as a percentage, that the container will be discovered fully loaded, influencing item spawn variability. |
ModPurificationComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Purify | float | The volume of water, in liters, that can be purified with this item, determining its efficiency in making water safe to drink. |
Progress Bar Duration | float | The duration of the purification process, measured in seconds, indicating how long the player must wait for the process to complete. |
Progress Bar Localization Key | string | Localization key for the text displayed on the progress bar during purification, enhancing user feedback. |
Purify Audio | DataSoundAsset | Audio clip played during the water purification action, contributing to the immersive experience of using the item. |
ModRandomItemComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Item Names | DataGearAsset[] | Lists the possible gear items that can be generated by this component, enabling dynamic loot spawning and enhancing gameplay variability. |
ModRandomWeightedItemComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Item Names | DataGearAsset[] | Lists the gear items that can potentially be generated by this component, providing a variety of outcomes for item spawns. |
Item Weights | int[] | Corresponding weights for the listed gear items, where higher values increase the chance of the item being spawned, allowing for controlled randomness in loot distribution. |
ModResearchComponent
INFO
This component inherits all parameters from ModGenericComponent.
Property | Type | Description |
---|---|---|
Skill Type | SkillType | Identifies the skill that is improved through research, linking the activity directly to player development. |
Time Requirement | int | The total number of hours required to fully research or study the item, reflecting the commitment needed for skill improvement. |
Skill Points | int | Specifies the amount of skill points awarded upon successful completion of the research, quantifying the learning benefit. |
No Benefit At Skill Level | int | The skill level threshold beyond which studying the item no longer provides benefits, ensuring learning resources are appropriately challenging. |
Read Audio | DataSoundAsset | The audio clip that plays during the research activity, enhancing immersion and the sense of time passage. |
ModToolComponent
INFO
This component inherits all parameters from ModGenericEquippableComponent.
Property | Type | Description |
---|---|---|
Tool Type | ToolKind | Identifies the tool's general purpose, determining its applicability for various actions. |
Tool Kind | ToolKind | Specifies the tool's specific kind for detailed action compatibility. |
Degrade On Use | float | Amount of condition the tool loses with each use, affecting its durability. |
Usage | ToolUsage | The tool's application in crafting, repairing, or both, defining its utility. |
Skill Bonus | int | Bonus to skill level when using the tool, enhancing player efficiency. |
Crafting Time Multiplier | float | Adjusts the duration for crafting and repair tasks, influencing work speed. |
Degrade Crafting | float | Condition degradation rate per hour while crafting, determining maintenance needs. |
Break Down | bool | Indicates if the tool can be used to dismantle items, expanding its utility. |
Break Down Time Multiplier | float | Alters the time required to break down items, affecting speed of dismantlement. |
Force Locks | bool | Whether the tool can be used to force open locks, adding to its versatility. |
Force Lock Audio | DataSoundAsset | Audio played during lock forcing, enhancing the action's realism. |
Ice Fishing Hole | bool | Usability for clearing ice fishing holes, contributing to survival activities. |
Ice Fishing Hole Degrade On Use | float | Condition loss when clearing an ice fishing hole, impacting tool longevity. |
Ice Fishing Hole Time | int | Time required to clear an ice hole, measured in minutes. |
Ice Fishing Hole Audio | DataSoundAsset | Sound effect for ice hole clearing activity. |
Carcass Harvesting | bool | Applicability for carcass harvesting, essential for survival gameplay. |
Per Kilogram Meat | int | Harvest time for unfrozen meat, affecting resource gathering efficiency. |
Per Kilogram Frozen Meat | int | Time needed to harvest frozen meat, reflecting environmental challenges. |
Per Hide | int | Harvest time for hides, key for crafting and survival. |
Per Gut | int | Time to harvest guts, essential for crafting and traps. |
Degrade Harvesting | float | Tool wear rate during carcass harvesting. |
Struggle Bonus | bool | Utility in wildlife struggles, affecting survival outcomes. |
Damage Multiplier | float | Amplifies damage dealt in struggles, potentially turning the tide. |
Flee Chance Multiplier | float | Adjusts the likelihood of an animal fleeing during a struggle. |
Tap Multiplier | float | Influences the rate of struggle bar progress with each hit. |
Can Puncture | bool | Ability to cause bleed-out wounds in wildlife, adding tactical depth. |
Bleedout Multiplier | float | Modifies the duration an animal takes to bleed out, impacting hunting strategies. |
Behaviours
Behaviours are scripts that can be attached to items to provide additional functionality. They can be combined with most other behaviours and attached to any item.
WARNING
None of these behaviours can be used without a component.
ModAccelerantBehaviour
Property | Type | Description |
---|---|---|
Destroyed On Use | bool | This property determines whether the accelerant item is consumed and removed from the player's inventory after a single use. Setting this to true means the item will no longer be available once used. |
Duration Offset | float | This float value adjusts the time it takes to start a fire when using the accelerant. The value is specified in in-game seconds and is not affected by the player's fire-starting skill level. A positive value indicates an increase in the time required (making the process slower), while a negative value decreases the time required (speeding up the process). |
Success Modifier | float | This property influences the likelihood of successfully starting a fire with the accelerant. The value represents a modification to the base chance of success in percentage points. Positive values enhance the success rate, making it easier to start a fire, whereas negative values decrease the success rate, adding a challenge to fire-starting activities. |
DANGER
This behaviour isn't compatible with ModBurnableBehaviour, ModFireStarterBehaviour or ModTinderBehaviour. Do NOT attach these on the same GameObject.
ModBurnableBehaviour
Property | Type | Description |
---|---|---|
Burning | int | Specifies the amount of time, in minutes, that the item extends the burn duration of a fire once added. This allows modders to define how effective different burnable items are at sustaining a fire. |
Burning Before Allowed To Add | float | This property determines the minimum amount of time a fire must be burning before the item can be added to it. It is measured in minutes and allows for the creation of items that require a fire to be established before they can be used, adding a strategic layer to fire management. |
Success Modifier | float | Influences the probability of successfully starting a fire when this item is used as part of the process. The value is represented in percentage points, with positive values enhancing the chance of success and negative values reducing it. This allows modders to create items that are either more or less effective at igniting fires. |
Temperature Increase | float | Indicates the amount of temperature increase provided by the item when added to a fire. This property lets modders specify how much hotter a fire gets, impacting gameplay elements like how quickly objects thaw or how long players can stay warm near the fire. |
Duration Offset | float | Adjusts the duration required to start a fire, similar to the DurationOffset in ModAccelerantBehaviour . This value is not influenced by the player's skill level and can either make the fire-starting process quicker or slower, depending on whether the value is negative or positive, respectively. |
DANGER
This behaviour isn't compatible with ModAccelerantBehaviour, ModFireStarterBehaviour or ModTinderBehaviour. Do NOT attach these on the same GameObject.
ModCarryingCapacityBehaviour
Property | Type | Description |
---|---|---|
Max Carry Capacity Buff | float | Increases the maximum carrying capacity of the player by a specified amount in kilograms. This property allows modders to create items that enhance the player's ability to carry more weight, improving their capacity for exploration and resource gathering. |
ModEvolveBehaviour
Property | Type | Description |
---|---|---|
Target Item Name | DataGearAsset | Specifies the name of the item this current item will transform into after the evolution process is complete. This allows modders to create dynamic items that change properties or functions over time or under specific conditions. |
Evolve Hours | int | Defines the total number of in-game hours required for the item to evolve from its initial state to its target state. This property enables modders to set a specific duration for the evolution process, adding a layer of planning or anticipation for players. |
Indoors Only | bool | Indicates whether the item's evolution is restricted to indoor environments. Setting this to true means the item will only progress towards its evolved state when placed or stored inside a building, adding a strategic element to storing and managing items in-game. |
ModFireStarterBehaviour
Property | Type | Description |
---|---|---|
Destroyed On Use | bool | Determines if the item is consumed and destroyed after a single use. This property is useful for creating single-use fire starters. |
Number Of Uses | float | Specifies how many times the fire starter can be used before it's depleted. This allows for reusable fire starters with a finite lifespan. |
On Use Sound Event | DataSoundAsset | Defines the sound effect that plays when the item is used. This enhances the user experience by providing audio feedback during the fire-starting process. |
Requires Sun Light | bool | Indicates whether the item can only be used when sunlight is present, adding a realistic constraint to certain types of fire starters, like magnifying glasses. |
Ruined After Use | bool | If set to true, the item's condition drops to 0% after usage, regardless of whether the fire starting attempt was successful. This simulates wear and tear or a one-time use mechanism. |
Ignite Tinder | float | The duration, in in-game seconds, it takes for the item to ignite tinder. This value impacts the speed and efficiency of starting fires. |
Ignite Torch | float | The duration, in in-game seconds, required to ignite a torch with this item. Similar to tinder, it affects how quickly a torch can be lit. |
Success Modifier | float | Adjusts the chance of successfully starting a fire, with positive values increasing and negative values decreasing success rates. This property allows modders to balance the effectiveness of different fire starters. |
DANGER
This behaviour isn't compatible with ModAccelerantBehaviour, ModBurnableBehaviour or ModTinderBehaviour. Do NOT attach these on the same GameObject.
ModHarvestableBehaviour
Property | Type | Description |
---|---|---|
Audio | DataSoundAsset | The audio clip that plays during the harvesting process. This enhances the immersion by providing auditory feedback to the player. |
Duration | int | The time required to harvest the item, measured in in-game minutes. This defines how long the player must spend to complete the harvesting action. |
Yields | Yields[] | An array list containing two fields for simplicity. |
Required Tool Names | DataGearAsset[] | An array listing the names of tools required for harvesting. If left empty, it implies that the item can be harvested by hand, offering flexibility in how harvesting mechanics are implemented. |
Yields Properties:
Property | Type | Description |
---|---|---|
Yield Counts | int | An array specifying the quantity of each item produced through harvesting. This allows modders to define the exact amount of resources players receive. |
Yield Names | DataGearAsset | An array of the names of items that the player will receive upon harvesting. This directly ties the harvestable items to their in-game counterparts. |
DANGER
This behaviour won't work correctly if the Duration
field is set to a value of 1
or less.
ModMillableBehaviour
Property | Type | Description |
---|---|---|
Repair Duration | int | Specifies the time required to repair the item, in minutes. This helps define the investment needed to maintain or fix the item. |
Repair Required | Repair Required[] | An array list containing two fields for simplicity. |
Can Restore From Worn Out | bool | Indicates whether the item can be repaired from a completely damaged (ruined) state, offering flexibility in item durability and maintenance. |
Recovery Duration | int | The time required to fully restore the item from a worn-out state, in minutes. This parameter sets the duration for a complete restoration process. |
Restore Required_ | Restore Required[] | An array list containing two fields for simplicity. |
Skill | SkillType | The skill associated with repairing or restoring this item, linking the action to player abilities and progression within the game. |
Repair Required Properties:
Property | Type | Description |
---|---|---|
Repair Required Gear | DataGearAsset | Lists the specific items necessary for the repair process. This adds a layer of complexity and realism to the repair mechanics. |
Repair Required Gear Units | int | Details the quantity of each required item for repair, allowing modders to set precise requirements for the repair task. |
Restore Required Properties:
Property | Type | Description |
---|---|---|
Restore Required Gear | DataGearAsset | Identifies the gear needed for restoring the item. This property is crucial for defining the resources required for item restoration. |
Restore Required Gear Units | int | Specifies the amount of each gear item needed for restoration, providing clear guidelines for what players need to gather or prepare. |
ModRepairableBehaviour
Property | Type | Description |
---|---|---|
Audio | DataSoundAsset | Defines the audio clip that plays during the repair process, enhancing the player's sensory experience and immersion. |
Duration | int | The time required to repair the item, measured in in-game minutes. This sets the duration of effort needed to restore the item's condition. |
Condition | int | The amount of condition that is restored to the item through the repair process. This quantifies the effectiveness of repairs. |
Required Tools | DataGearAsset[] | Lists the tools that are suitable for the repair process. At least one of these tools will be needed to carry out repairs, adding a layer of strategy and resource management to maintenance activities. |
Materials | Materials[] | An array list containing two fields for simplicity. |
Materials Properties:
Property | Type | Description |
---|---|---|
Material Names | DataGearAsset | Specifies the materials that are required for repairing the item. This detail allows modders to tailor repair requirements to fit the game's resource economy and difficulty level. |
Material Counts | int | The quantity of each required material for the repair, providing clear guidelines on the resources players need to accumulate for maintenance tasks. |
ModScentBehaviour
Property | Type | Description |
---|---|---|
ScentCategory | ScentCategory | Specifies the type of scent emitted by the item, which influences how wildlife detects and reacts to the player. Different scent categories affect the detection radius and the strength of the smell, playing a crucial role in gameplay dynamics involving wildlife interaction. |
ModSharpenableBehaviour
Property | Type | Description |
---|---|---|
Audio | DataSoundAsset | Specifies the sound effect to be played during the sharpening process. If left empty, the game will use a default sound, providing auditory feedback to the player. |
Minutes Minimum | int | The amount of time it takes to sharpen the item with minimum skill, measured in in-game minutes. This value sets the baseline for the time investment required. |
Minutes Maximum | int | The sharpening duration with maximum skill, also in in-game minutes. This represents the reduced time required as the player's skill improves. |
Condition Minimum | float | The amount of condition that is restored to the item when sharpened by someone with minimum skill. It quantifies the effectiveness of sharpening at lower skill levels. |
Condition Maximum | float | The maximum condition restoration achieved when sharpening with maximum skill, indicating increased efficiency and effectiveness at higher skill levels. |
Tools | DataGearAsset[] | Lists the tools that can be used to sharpen the item. If left empty, the item can be sharpened without any specific tools, offering flexibility in gameplay mechanics. |
ModStackableBehaviour
Property | Type | Description |
---|---|---|
Single Unit Localization Key | string | The localization key used for displaying the name of a single item within a stack. This is useful for items that require specific naming when only one unit is present. |
Multiple Unit Localization Key | string | Similar to the Single Unit TextId , this is the localization key for multiple items in a stack, allowing for correct pluralization or different naming conventions. |
Stack Sprite | string | An optional sprite that represents the stack visually in the UI, enhancing the visual representation of stacked items. |
Full Stack | int | Defines the number of units that constitute a full stack, setting a standard for how items are grouped together in the inventory. |
Chance Full | float | The probability, in percentage, that a newly found or spawned item will have a full stack, adding an element of randomness to item distribution. |
Share Stack With Gear | DataGearAsset[] | Lists the items that can be stacked together with this item, facilitating inventory management by allowing similar items to be grouped. |
Instantiate Stack Item | DataGearAsset | The item to be created when a stack is divided, ensuring that splitting stacks results in logical and consistent outcomes. |
Stack Condition Difference | float | The maximum allowed difference in condition (wear and tear) between items within a stack, maintaining a semblance of uniformity in item quality. |
ModTinderBehaviour
Property | Type | Description |
---|---|---|
Duration Offset | float | This property modifies the duration it takes to start a fire with this tinder. A positive value increases the time required (slows down the process), whereas a negative value decreases it (speeds up the process). This allows modders to customize how different types of tinder affect the fire-starting process, independent of the player's skill level. |
Success Modifier | float | Represents the impact this tinder has on the overall chance of successfully starting a fire, measured in percentage points. Positive values enhance the success rate, making it easier to start a fire, while negative values make the task more challenging. This provides a way to differentiate the effectiveness of various tinder materials in game mods. |
DANGER
This behaviour isn't compatible with ModAccelerantBehaviour, ModBurnableBehaviour or ModFireStarterBehaviour. Do NOT attach these on the same GameObject.
Blueprints
Blueprints are scripts that can be attached to items to provide craft able recipes.
WARNING
None of these blueprints can be used without a component.
ModBlueprint
Property | Type | Description |
---|---|---|
Name (Optional) | string | An optional identifier for the blueprint, mainly used for error logging purposes. |
Required Gear | GearRequirement[] | Lists the items and their quantities necessary for crafting the specified item. |
Required Liquid | LiquidRequirement[] | Details the liquid ingredients necessary for the recipe, specifying the types and volumes needed. |
Required Powder | PowderRequirement[] | Lists the powdered ingredients needed, including their types and quantities required for the recipe. |
Required Tool | DataGearAsset | Identifies the essential tool for the crafting process. |
Optional Tools | DataGearAsset[] | Specifies additional tools that can either speed up the crafting process or be used as alternatives to the primary tool. |
Required Crafting Location | WorkbenchType | Defines the specific location type where the item must be crafted, such as a workbench or forge. |
Requires Lit Fire | bool | Indicates whether a lit fire is necessary for crafting, applicable to certain locations like an ammo workbench. |
Requires Light | bool | Determines if adequate lighting is required to undertake the crafting process. |
Crafted Result | DataGearAsset | The item that results from the crafting process. |
Crafted Result Count | int | The quantity of the crafted item produced. |
Duration Time | int | The time taken to craft the item, measured in in-game minutes. |
Crafting Audio | DataSoundAsset | The audio clip that plays during the crafting operation, enhancing the immersive experience. |
Applied Skill | SkillType | The skill associated with the crafting of this item, which may also benefit from skill level. |
Improved Skill | SkillType | The skill that receives improvement upon successful completion of the crafting process. |
Required Gear Properties:
Property | Type | Description |
---|---|---|
Gear Item | DataGearAsset | The specific item required for the crafting process. |
Count | int | The number of the specified item needed to complete the craft. |
Unit | UnitType | The type of unit in which this item should be measured in. |
Required Powder Properties:
Property | Type | Description |
---|---|---|
Powder Item | DataPowderAsset | Identifies the specific type of powder required for the recipe. |
Quantity In Kilograms | float | The amount of the powder ingredient needed, measured in kilograms. |
Required Liquid Properties:
Property | Type | Description |
---|---|---|
Liquid Item | DataLiquidAsset | Specifies the type of liquid required for the recipe. |
Volume In Litres | float | The volume of liquid needed for the recipe, in liters. |
ModRecipe
INFO
This blueprint inherits most parameters from ModBlueprint.
Property | Type | Description |
---|---|---|
Recipe Name | string | The unique identifier or title of the recipe, providing a clear name for users. |
Recipe Description | string | Detailed information about the recipe, including what it makes and any relevant details about its use. |
Recipe Icon | DataGearAsset | A visual icon representing the recipe, used for easy identification in the user interface. |
Required Skill Level | int | The minimum skill level necessary to successfully use the recipe, ensuring recipes are skill-gated appropriately. |
Allowed Cooking Pots | DataGearAsset[] | Specifies which cooking pots can be used with this recipe, adding an extra layer of requirements for crafting. |
Required Powder | PowderRequirement[] | Lists the powdered ingredients needed, including their types and quantities required for the recipe. |
Required Liquid | LiquidRequirement[] | Details the liquid ingredients necessary for the recipe, specifying the types and volumes needed. |