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Deadman edited this page Jan 11, 2026 · 10 revisions

This page provides detailed documentation of the ModComponent SDK's 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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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 Openable 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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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

Note

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.

Important

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.

Caution

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.

Caution

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.

Caution

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.

Warning

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.

Caution

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 craftable recipes.

Important

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

Note

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.