In addition to quests, another big thing that is coming up in the next release is the true modding of items.
Properties of crafted items will be moddable so that truly new items can be created. This applies
to do-it-yourself items (diy_*.txt) and cookery recipes (cookery_*.txt).
Modding item properties will be simple. You just add item property tags and preferred values after the actual crafting code. If you are creating completely new items it's still advisable to use similar vanilla item
as a base item. Item property tags allow you to mod majority of item properties, but vanilla items may
have some fixed values which is why it's important to choose the base item carefully.
Let's take a look at few examples so that you get the idea how things are done:
Here's modding script to create a "Custom javelin" which is based on vanilla Javelin:
After the actual crafting code you simply add those new upcoming tags and their values to modify item properties. We'll set point attack to 8, blunt to 2 and disable edge. Weight and price are self-explanatory.
Then we also modify one-handed penalty for our custom javelin to 5%.
Another example, a leather miniskirt... if someone prefers to have
such an anachronistic summer clothing in UnReal World:
We base our miniskirt on vanilla Leather shirt and then modify the coverage so that our new cloth covers only hip & groin.
Vanilla item checks, corrections and additions
Item moddability improvements have also gotten me into checking and adjusting vanilla item properties.
Something new and something corrected is bound to happen for variety of items. Here are some of the recent item changes and additions:
- added: stone knife - a new craftable weapon
It's an awkward knife, but a knife nevertheless. Can be crafted with two rocks.
- adjusted: battleaxe properties
The earlier battleaxe type and its' description and properties were of an anachronistic fantasy weapon.
Several changes have been made and now battleaxe in the game represents a long-shafted viking battleaxe
which were single bladed, carefully balanced and relatively light weapons:
- battleaxes are now lighter than previously, weighing around around 3.5 lbs.
- battleaxes don't have point attack aspect anymore - the earlier fantasy battleaxe had a spike in the head
- long-shafted battleaxes are still two-handed weapons but penalty from one-handed use is now lesser than previously
- added: broad knife is now preferred tool in hideworking
Broad knife is the best and preferred tool in skinning carcasses and cleaning hides. Northern knife, hunting knife and kaumolais knife - in this order - are the second best tools for hideworking jobs.
Badger carcass is to be skinned, preferably with a broad knife. In the lack of the preferred knife, our trusty kaumolais knife is a good substitute:
Whole lotta property tags
Here's the preliminary list of item property tags you can use in modding items. This is not a complete list of all the tags we're going to have, but a hotlist of the probably most important values we'd like to be able to tweak:
[NAME:] - item name
Example:
[NAME:Weird knife] - the item is called Weird knife in the game. Alternatively, you can still use "Item name"
custom naming within crafted item header.
***
[TYPE:] - item type
Possible values: weapon / armour / tool / container / skin / food / timber / vehicle / plant / valuable
Example:
[TYPE:weapon] - the item is a weapon
***
[WEIGHT:] - weight in pounds (by default), or in grams if the value is followed by g abbreviation
Examples:
[WEIGHT:1.5] - the item weighs 1.5 pounds
[WEIGHT:100 g] - the item weighs 100 grams
***
[CONT_CAPACITY:] - capacity of container type item in pounds
Example:
[CONT_CAPACITY:3] - the container can hold 3 lbs of food, liquid etc.
***
[PRICE:] - price in squirrel hides per item (default) or per pound if the value is followed by 'per lb'
Examples:
[PRICE:4] - the item costs 4 squirrel hides
[PRICE:0.2] - the item costs 0.2 squirrel hides
[PRICE:1.5 per lb] - one pound of the item costs 1.5 squirrel hides
***
[EDGE_ATTACK:]
[POINT_ATTACK:]
[BLUNT_ATTACK:] - damage values for weapon attack aspects
possible values: 0-9 or -
numbers define the damage, - means the aspect is not available for the weapon
Example:
[EDGE_ATTACK:0]
[POINT_ATTACK:2]
[BLUNT_ATTACK:-] - thie weapon has 0 edge damage, 2 point damage and doesn't have blunt attack aspect
***
[MATERIAL:] - of what raw-material the item is made of
This property is not fully functional yet and we'll be featured better in the future. However, it's advisable
to use this tag in your mods already.
possible values: wood / iron / leather / fur / birch-bark / cloth / wool / rock / bone / antler
Examples:
[MATERIAL:wood] - the item is wooden
[MATERIAL:cloth] - the item is made of some cloth
[MATERIAL:iron] - the item is made of iron
***
[ARMOUR_MATERIAL:] - material of armour type items. This defines the protection values.
possible values: lamellar / iron / mail / leather / fur / cloth / birch-bark
Examples:
[ARMOUR_MATERIAL:iron] - the armour is made of iron
***
[ARMOUR_COVERAGE:] - bodyparts covered by the armour
possible values:
one of these predefined coverage categories:
hauberk / cuirass / overcoat / greaves / rerebraces / vambraces
or any combination of these bodyparts values:
skull / face / neck / shoulder / upper_arm / elbow / forearm / hand /
thorax / abdomen / hip / groin / thigh / knee / calf / foot
Examples:
[ARMOUR_COVERAGE:overcoat] - the armour has coverage of an overcoat
[ARMOUR_COVERAGE:skull neck shoulder] - the armour covers skull, neck and shoulders
***
[SKILL:] - skill associated with the item. Only for weapons.
possible value: one of the skills in the game eg. sword,club,bow,crossbow etc.
Example:
[SKILL:sword] - the weapon uses SWORD skill
***
[1H_PENALTY:] - skill penalty from using this weapon one-handed
possible value: 0-50, defaults to 0
Example:
[1H_PENALTY:15] - 15% penalty is added when this weapon is used one-handed
***
[AD_CLASS:] - attack and defense class of the weapon. A/D classification adds related skill bonus when the
weapon is used in attack or defense.
possible value: 0-6/0-6 (both values must be entered at once separated by /)
Default is 0/0. The higher the value the better the weapon performs in attack/defense.
Example:
[AD_CLASS:5/0] - the weapon has attack class 5 and no bonus when used in defense
[AD_CLASS:1/4] - the weapon has attack class 1 and defense class 4
***
[SPOILAGE_DAYS:] - in how many days the food item spoils
possible value: 0-253 (0 means that the item never spoils)
Example:
[SPOILAGE_DAYS:5] - the food item will spoil in 5 days
***
[CARB:]
[FAT:]
[PROTEIN:] - nutritional values for food items per 100 grams of the food
possible value: 0-99 representing grams of carbohydrates/fat/protein per 100 grams of the food
Example:
[CARB:0] - the item contains no carbohydrates
[FAT:4] - the item contains 4 g of fat (per 100 g)
[PROTEIN:12] - the item contains 12 g of protein (per 100 g)
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Thank you!
So, with these changes can I make a mod to turn njeprezit corpses into dog food? Or bodies can't be used in crafting?
Bodies can be used in crafting already, so turning them into dog is plausible. However, dogs will whole eat bodies too if they are starved enough.
Aww I don't want my poor dogs to starve when there is so many bandits and robbers running around, but THX for the info.
P.S. Can't wait for the Steam release so I can send your squirrel hides for all the good work. ;) (I hope its gonna use the overlay)
Dogs are man's best friend in UnReal World too, so it's indeed not nice to starve them on purpose.
We won't be having Steam overlay in the first release(s) there - but the story and development continues when we get to launch first.