Hierarchy

Properties

actionTier?: OptionalDescriptions<ActionType, number>

The level at which the items performs a certain action. The higher the number, the better. This impacts things like stamina usage, success rate, resource amount, etc.

attack?: number
burnsLike?: ItemType[]

Array of items that the item is "made from" in cases where we can't use the disassembly items to burn into. All items in array are required to have onBurn set in their description to function properly. This should eventually be removed since we want to be able to break down items into proper sub-ingredients/items.

canCureStatus?: StatusType[]

Array of status effects that using this item (via ConsumeItem) will cure.

civilizationContainerScore?: number

The amount of civilization score to give when placing item in a bookcase.

containedItemsInsulation?: IInsulationDescription

A decimal number from 0 to 1.

  • An insulation of 0 means that the temperature inside this object is equivalent to the temperature outside.
  • An insulation of 1 means that no temperature inside this object is emitted to the outside tiles — it is a completely separate temperature "biome".
  • Values in between change how much of the temperatures are produced/used on either side.
craftable?: boolean
createOnBreak?: ICreateOnBreak

Creates creatures or tile events when it breaks.

createTileEventOnCraft?: TileEventType

Creates this tile event when using this item in a craft. The tileEventByProduct boolean must be set to true on the recipe calling this item.

damageModifier?: number
damageOnUse?: Record<number, any>
damageType?: DamageType
decayMax?: number

number of game ticks until decay

decayTemperatureRange?: IDecayTemperatureRange
decaysInto?: ItemType[]
defense?: Defense
disassemble?: boolean
disassemblyTransform?: OptionalDescriptions<ItemType, ItemType>

Set items that are part of the item's disassembly that are converted into another item when disassembled.

displayItem?: SupplierOr<undefined | DisplayableItemType, [default]>

The item type to display instead of the described item type

doodadContainer?: DoodadType
durability?: number
durabilityDistribution?: number

An amount of durability that the item can start with lost. Defaults to 3

durabilityModifierAtStart?: number

A decimal number between 0 and 1 representing how much of the item's durability can already be gone when the item is created

equip?: EquipType
equipEffect?: EquipEffects
equippedInsulation?: IInsulationDescription

A decimal number from 0 to 1.

  • An insulation of 0 means that the temperature inside this object is equivalent to the temperature outside.
  • An insulation of 1 means that no temperature inside this object is emitted to the outside tiles — it is a completely separate temperature "biome".
  • Values in between change how much of the temperatures are produced/used on either side.
firedWith?: ItemTypeGroup

Specifies with item group (weapon) this ammunition can be fired with.

flammable?: boolean

If set to true, the item will count as something you can start on fire or where fire can spread to. By default, after it burns, it will burn into its disassembly items unless the onBurn property is set.

getName?: ((item: default, article?: Article, count?: number, showCount?: boolean, showQuality?: boolean, showRenamedQuotes?: boolean, showMagicalType?: boolean) => undefined | default | {
    noReference?: boolean;
    translation: default;
})

Type declaration

    • (item: default, article?: Article, count?: number, showCount?: boolean, showQuality?: boolean, showRenamedQuotes?: boolean, showMagicalType?: boolean): undefined | default | {
          noReference?: boolean;
          translation: default;
      }
    • The item name to display instead of the item's default translation

      Parameters

      • item: default
      • Optional article: Article
      • Optional count: number
      • Optional showCount: boolean
      • Optional showQuality: boolean
      • Optional showRenamedQuotes: boolean
      • Optional showMagicalType: boolean

      Returns undefined | default | {
          noReference?: boolean;
          translation: default;
      }

getNameArgs?: ((item: default) => undefined | default[])

Type declaration

    • (item: default): undefined | default[]
    • Extra arguments to pass to the item's name translation

      Parameters

      Returns undefined | default[]

group?: ItemTypeGroup[]

A list of groups the item should belong too. Do not use this during runtime - use itemManager.getGroups instead!

hasSleepImage?: boolean
hideHelmet?: boolean
imageCount?: number

The number of alternate textures that this image has. Not supported for most things.

imagePath?: string

A replacement image to use. Used in modding.

inheritWeight?: ItemType
keepDurabilityOnCraft?: boolean
lightColor?: IRGB
lightSource?: boolean
liquidGather?: ILiquidGather

Set on the base item for a type of water container Mapping of the specific item types per liquid type

lit?: ItemType
magicInert?: true

Whether magical properties have no effect on this item.

meltsInto?: TileEventType[]

Array of tile events that are spawned when the item melts.

messages?: {
    destroyed?: default;
    nearDestroyed?: default;
}

Custom messages for specific items

Type declaration

minimumWeight?: number
modIndex?: number

Do not provide or modify this value, only reference it. This is set by the modding system during the process of registration.

noCraftingQualityBonus?: boolean

If set to true, this item will not grant quality bonuses (durability/quality bonuses) when used in a craft. Aptitude and tiers will still apply.

onBurn?: ItemType[]

Do not use this property if you do not want the item to burn at all (unless flammable is set, in which case, it burns into its diassembly items). Set it to [ItemType.None] if you want it to burn but not produce anything. Otherwise, set it to an array of items you want it to burn into.

onUse?: IItemOnUse
placeDownType?: DoodadType
plural?: string
prefix?: string
preservationChance?: number

Chance that things will decay inside it

ranged?: IRanged
recipe?: IRecipe
recipeCache?: ItemType[]
recipes?: ((recipe: default) => default)[]

A list of recipes that have this item as an output.

This helper is intended for simple recipes that don't need to change how many of the item are created, and from what. If you intend to output a number of this item greater than one, or you intend to produce this item by changing another item into it, consider instead registering a recipe directly.

reducedStoredItemsWeight?: number

A float that items inside the container will be reduced by when in a player's inventory.

reducedWeight?: number
refiningReduction?: number

A decimal number between 0 and 1 that will reduce the weightFraction of a "raw" item when it's refined.

reinforcable?: boolean

Set to false if you do not want the item to be reinforcable. Items with a durability property will be reinforcable by default.

repairAndDisassemblyRequiresFire?: boolean
repairable?: boolean
requiredForDisassembly?: (ItemType | ItemTypeGroup)[]
returnOnUseAndDecay?: IItemReturn
revert?: ItemType
showOnTopOfHair?: boolean

If set to true, still render the hair under this equipment.

showOverHair?: boolean
skillUse?: SkillType
spawnOnDecay?: CreatureType
spawnOnMerchant?: BiomeType[]

Array of biome types that the item can spawn in merchant's inventory for trade. Leave empty or unset if item spawns on merchants in any biome type.

spawnOnWorldGen?: OptionalDescriptions<BiomeType, OptionalDescriptions<WorldZ, OptionalDescriptions<TerrainType, number>>>
spawnableTiles?: TileGroup
storeDecay?: boolean

Set to true if we want to store decay, but not have it active (in the case of torches)

subTypes?: ItemTypeExtra[]
suffix?: string
temperature?: number

The produced temperature of this object — objects whose temperature affects surrounding objects. A number between Temperature.Coldest and Temperature.Hottest. When not provided, Temperature.Neutral is used.

tier?: OptionalDescriptions<ItemTypeGroup, number>

How good this item is at being an item of an ItemTypeGroup.

For instance, ItemType.StoneSpear has a ItemTypeGroup.CookingEquipment tier of 2.

use?: ActionType[]
vehicle?: IItemVehicle
weight?: number
weightCapacity?: number

container maximum weight

weightRange?: [number, number]
worth?: number

Methods

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    Returns void

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