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)),Fields
Section titled “Fields”| 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 going off
Section titled “Food going off”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.
Clothing
Section titled “Clothing”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.
Medical items by tag
Section titled “Medical items by tag”| 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. |
See also
Section titled “See also”- Recipes to make items from other items.
- Loot and containers to put them in the world.
- The MCP
itemstool prints the whole table, with an optional category filter.