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
| Name | Type | Meaning |
|---|---|---|
checkpoint_mode | CheckpointMode | Policy that selects persistent checkpoint times. |
drop_lifetime_ticks | PositiveTicks | Lifetime of an uncollected ground item in simulation ticks. Range: 1…2147483647; Unit: tick |
dug_sand | ItemId | Item 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}$; Reference: item |
encounters | Encounters | Encounters of the raids, the generator's sites and the wilds. |
fishing | FishingRules | Fishing skill levels; absent keeps every angler at level 1. |
hearth | StructureId | Structure of the village hearth. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: structure |
hotbar_slots | PositiveCount | Accessible hotbar slots; cannot exceed inventory capacity. Range: 1…2147483647; Unit: count |
house_destroyed_notice | TextKey | Notice 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}$; Reference: text |
hunger_per_day | Count | Whole hunger units consumed over one simulated day. Range: 0…2147483647; Unit: count |
id | ContentId | Package-qualified identity; unique within its declaring namespace. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$ |
inventory_slots | PositiveCount | Positive maximum number of inventory slots. Range: 1…2147483647; Unit: count |
max_actors | PositiveCount | Maximum actor population admitted by this ruleset. Range: 1…2147483647; Unit: count |
pickup_radius_mm | PositiveDistance | Maximum distance for collecting ground items. Range: 1…2147483647; Unit: mm |
progression | Progression | Levels, 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_ticks | PositiveTicks | Positive delay before a dead player may respawn. Range: 1…2147483647; Unit: tick |
respawn_health | PositiveHitPoints | Positive 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 |
stash | StructureId | Structure 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}$; Reference: structure |
village_animals | {AnimalPlacement} | Village animals of a new world. Items: 0…256 |
village_building | StructureId | Structure of a village building of the world base without a structure of its own model. Length: 1…129; Pattern: ^[a-z][a-z0-9_]{0,31}:[a-z][a-z0-9_]{0,95}$; Reference: structure |
village_chests | {ChestPlacement} | Filled chests placed once in every world, relative to the hearth. Items: 1…16 |
villager_character | CharacterId | Character 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_loadout | Loadout | Inventory 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 |