EverambleGAME API / 1

CONTENT CONTRACT · VERSION 1

RulesetDefinition

Session-wide inventory, survival, respawn and actor limits.

Signature

{ checkpoint_mode: CheckpointMode, drop_lifetime_ticks: PositiveTicks, dug_sand: (ItemId)?, encounters: Encounters, fishing: (FishingRules)?, hearth: StructureId, hotbar_slots: PositiveCount, house_destroyed_notice: TextKey, hunger_per_day: Count, id: ContentId, inventory_slots: PositiveCount, max_actors: PositiveCount, pickup_radius_mm: PositiveDistance, progression: (Progression)?, quick_use: {TagId}, respawn_delay_ticks: PositiveTicks, respawn_health: PositiveHitPoints, sign_inputs: {ItemStack}, stash: StructureId, village_animals: {AnimalPlacement}, village_building: StructureId, village_chests: ({ChestPlacement})?, villager_character: CharacterId, villager_loadout: Loadout, villagers: {NpcId} }

Fields

NameTypeMeaning
checkpoint_modeCheckpointModePolicy that selects persistent checkpoint times.
drop_lifetime_ticksPositiveTicksLifetime of an uncollected ground item in simulation ticks.
Range: 1…2147483647; Unit: tick
dug_sandItemIdItem a pickaxe digs out of sand terrain; without it sand digs as stone.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: item
encountersEncountersEncounters of the raids, the generator's sites and the wilds.
fishingFishingRulesFishing skill levels; absent keeps every angler at level 1.
hearthStructureIdStructure of the village hearth.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: structure
hotbar_slotsPositiveCountAccessible hotbar slots; cannot exceed inventory capacity.
Range: 1…2147483647; Unit: count
house_destroyed_noticeTextKeyNotice to a player put out at the door of a house that fell, was taken down or vanished.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: text
hunger_per_dayCountWhole hunger units consumed over one simulated day.
Range: 0…2147483647; Unit: count
idContentIdPackage-qualified identity; unique within its declaring namespace.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$
inventory_slotsPositiveCountPositive maximum number of inventory slots.
Range: 1…2147483647; Unit: count
max_actorsPositiveCountMaximum actor population admitted by this ruleset.
Range: 1…2147483647; Unit: count
pickup_radius_mmPositiveDistanceMaximum distance for collecting ground items.
Range: 1…2147483647; Unit: mm
progressionProgressionLevels, skill points and mana of the players; absent keeps every player at level 1 without mana.
quick_use{TagId}Tags of the quick-use keys in key order; a key uses the first owned item carrying its tag.
Items: 0…8; Unique entries
respawn_delay_ticksPositiveTicksPositive delay before a dead player may respawn.
Range: 1…2147483647; Unit: tick
respawn_healthPositiveHitPointsPositive health assigned when a player respawns.
Range: 1…2147483647; Unit: hp
sign_inputs{ItemStack}Items a building's sign costs.
Items: 0…16; Unique entries
stashStructureIdStructure that keeps the stock of a fallen or dismantled house.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: structure
village_animals{AnimalPlacement}Village animals of a new world.
Items: 0…256
village_buildingStructureIdStructure of a village building of the world base without a structure of its own model.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: structure
village_chests{ChestPlacement}Filled chests placed once in every world, relative to the hearth.
Items: 1…16
villager_characterCharacterIdCharacter of the villagers the world generator places.
Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: character
villager_loadoutLoadoutInventory and quick slots of a new villager.
villagers{NpcId}The village's residents, spawned in the start map's settlement.
Items: 0…64; Unique entries