v0.1.4
0.1.4 | 23 August 2026
Items can now tell you what they are for. Press O on any item and the mod says what it is,
what you can make with it, and where it is made.
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New key: O — details about the focused item. It works on every item the game shows you: in
your inventory, in a chest, in a vendor's list, on a station's recipe row. You hear the item's
name and quality, whatever the game itself has to say about it, and then the part the game never
tells anyone — what the item is used for. "Wooden plank. Used to make Box of vegetables, Box
of goods, Carved wood … Used for building Beehive, Workbench …"Graveyard Keeper only ever wrote descriptions for about 80 of its 770 items, so for nearly
everything the mod works this out from the recipes themselves. Only recipes you have already
unlocked are counted, so O never gives away something you have not researched yet. -
Press O twice for the whole list. Staple materials go into a lot of recipes, so the list stops
after six and says "and 12 more". Press O again on the same item to hear all of them. Moving to
another row starts over at the short version. -
Enter on an item that cannot be used now explains the item instead of just repeating its name.
Pressing Enter on a plank or a quest item did nothing and said nothing useful, which gave no clue
why nothing happened. It now reads the same details as O. -
Values that the game draws as little icons are finally spoken. Food, potions and tools show
their effect as an icon with a number next to it — a heart, a lightning bolt — and the mod used to
read the raw code around it, or nothing at all. Health, energy, sanity, faith and the coloured
research points now come out as words: "gives 3 health", "drains 5 energy". This is fixed
everywhere the mod reads game text, not only for the new key. -
Removed a wrong "used to make Story" from 281 items. The research table sometimes
produces a story, and that lucky roll is written into the data as if every studied item made one.
Studying is not crafting, so studying no longer counts as a use at all — what studying gives you
is still spoken by the "not studied yet" line. Clean paper still says it, because the zombie at the
pulpit really does turn it into stories. -
"Loading" is back when you pick a save. Choosing a save slot (or "new game") went
silent in 0.1.2, so there was nothing to tell you the game had accepted the press and was
loading. The mod now says it the moment the slot is pressed, whether you press Enter on it or
click it.
The keyboard reference that ships next to the mod (KEYBINDINGS.md) lists the new key.