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Features

WulfMarius edited this page Oct 12, 2018 · 15 revisions

Supported Item Types

Beds

All types of item that can be used to sleep on/in.

Clothing

Any and all types of clothing, including accessories.

Clothing items can bring their own implementation, allowing for completely new game mechanics, e.g. the Ski Goggles from Clothing-Pack reduce the brightness while worn.

First Aid

Items that treat afflications or restore condition.

Food / Drink

Consumable food and drink items, including things that can / need to be cooked.
These items may contain alcohol that can affect the player character.
These items may be configured to contain multiple servings.

Generic Items

Items that don't have a primary function, but can still be carried around in the players inventory.
These items can be configured to be harvestable, required for crafting or suitable for making fires.

Liquid Items

Items that can hold liquids.

Tools

Either items that can be equipped to perform a specific function (like the rifle) or items that simply sit in the inventory and are required for a certain task (like the sewing kit).

Tool items can bring their own implementation, allowing for completely new game mechanics, e.g. the Binoculars actually allow you to see far away things.

Supported Item Behaviours

All behaviours can be attached to all items.

Accelerant

Configure which items can be used as accelerants to increase the chance to successfully start a fire.

Burnable

Configure which items can be burnt in a fire and how much temperature and time they provide.

Fire Starter

Configure which items can be used to start fires and how effective they are.

Harvestable

Configure which items can be broken down and which resources they yield.

Repairable

Configure which items can be repaired and which tools and items are required for this.

Scent

Configure which items emit a smell and increase animal detection.

Sharpenable

Configure which items can be sharpened to restore their condition.

Stackable

Configure which items can be stacked in the inventory.

Blueprints

New blueprints can be defined for crafting existing or modded items.

Radial

Items can be configured to appear in certain submenus of the radial control when they are present in the user's inventory.

Loot Tables and Item Spawns

New items can be added to the existing loot tables and then spawn randomly while the player searches containers.
It is also possible to change the spawn chance for existing items.

New items can be made to spawn in locations with a configurable probability ("fixed" / "chance-based").

Everything is configured by creating gear-spawn configurations

Alternative Item Actions

A right click action can be bound to all interactive things, either providing additional interactions or overriding existing ones.