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Items

items/items.ron is a list of every thing in the world a survivor can pick up. Weights and sizes are real-world ones, so a new item’s numbers can be guessed without a table.

(id: "bread", name: "Loaf of bread", category: Food, weight_kg: 0.5, volume_l: 2.0, stack: 2,
food: Some((hunger: 0.30, uses: 3, spoils_hours: Some(48.0))), color: (0.78, 0.6, 0.38)),
Field What it is
id Lowercase letters, digits and _. Saves, loot tables and recipes name the item by it.
name What players see.
category Food, Drink, Medical, Tool, Material, Clothing, Bag, Weapon, Light or Junk.
weight_kg Counts in full wherever it’s carried: hands, pockets, bags or worn.
volume_l Room it takes in pockets, bags and furniture. Held and worn items take none.
stack How many share one slot (default 1).
tags Words rules check for: needs_tin_opener, opens_tins, cuts, rippable, fire, bandage, clean, disinfects, plaster, stitches, painkiller, antibiotic, refillable, … Recipes can ask for a tool by tag.
two_handed Held in both hands (default false).
weapon Some("id") of a weapon in weapons.ron: the item swings like it.
food, drink Some((hunger: 0..1, thirst: 0..1, uses: n, spoils_hours: Some(hours))). How much hunger and thirst it takes away (negative makes it worse), how many goes it lasts, and when it starts to go off (None keeps forever).
medical Some((uses: n)). What it treats comes from its tags.
bag Some((capacity_l: litres, carried: Back | Shoulder | Hand, slow: 0..1)): room it adds, where it’s carried, and speed lost while carried.
clothing Some((covers: [Head, Torso, Arms, Hands, Legs, Feet], takes: [Face, HeadTop, Neck], protection: 0..1, layer: Base | Mid | Outer, hood: false)).
light Some((radius_m, hours)): a light source, like the flashlight.
model Some("name"): the wearable drawn on a survivor (assets/models/wearables/<name>.glb). Without one it’s a grey box.
color Grey-box colour, RGB from 0 to 1.

Food with spoils_hours is fresh until then, stale up to twice that (it gives 70% and may make you sick), then mouldy (40%, and it usually does). Food found in a cupboard was made some time before the world began, so not everything in a fridge is fresh.

Two worn items can’t cover the same body part on the same layer, or take the same place (the face, the top of the head, the neck). protection is how much of a strike it stops on the parts it covers: layers multiply, and a scratch is stopped more easily than a bite. A hood covers the head while nothing else is on top of it.

Tag What it does
plaster Dresses a bruise or scratch, clean.
bandage Dresses any wound. With clean it goes on clean; without, dirty (a plain rag).
disinfects Cleans an undressed wound, halving the chance it festers.
stitches Stitches a gash.
painkiller Eases pain for four hours.
antibiotic A course of two cures festering. Never the zombie infection.
  • Recipes to make items from other items.
  • Loot and containers to put them in the world.
  • The MCP items tool prints the whole table, with an optional category filter.