Items and crafting
How to make items, switch on item extras, and set up recipes, crafting stations, gathering nodes, containers and vendors, then give items out and check the logs.
For staffEverything players carry, make, gather, store and buy starts as an item on your sim’s website. This guide takes you from a new item to the recipes, stations, nodes, containers and vendors that put it in players’ hands. Use it when you build your sim’s goods.
Where it all is
| Page | Menu path |
|---|---|
| Items and their editor | Game Design › Economy › Items |
| Recipes, stations, nodes, queue | Game Design › Crafting & loot |
| Vendors and their lists | Game Design › Economy › Vendors and Vendor item lists |
| Containers, banks and ATMs | Staff › Sim › Containers |
| Optional rules | Game Design › Combat & effects › Game systems |
Make an item
- On Items, press Create item, give it a Name and Description, and press Create and edit.
- On Details, press Pick an icon, set its Weight, and choose Tradeable, Usable, Wearable, Stacks and Spawnable.
- On Equipping, add its slots with Add a slot and choose Takes all its slots or Fits any one of its slots. Needs skill and Needs to wear it set what a character must have to wear it.
- On Effects, add Stat bonuses it gives while worn, the Abilities a weapon attacks with or an item casts, and what happens When it’s used.
- On Combat, set how it works as a consumable, drone or emplacement in a fight.
- Press Save. Lists save as you change them.
Stacks is the big choice. A stacking item piles up as one count, like arrows or ore. With Stacks off, each copy is its own item and can hold its own values, such as durability, quality or binding. Changing it later doesn’t convert copies players already hold.
The Attributes tab stamps values on each copy when it’s made, equipped, used or enchanted. Rules here only stick to items that don’t stack.
Tip: A wear requirement only applies if your game system has Gear Stat Requirements or Gear Skill Requirements on.
Binding and keycards
A bound copy can’t be traded, given, sold or looted. The starting kit can bind what it gives. To clear binding on one copy, open the character’s Inventory tab and use the copy’s Attributes link.
A keycard is an ordinary item. To make doors and devices open for whoever carries it, add a Carries item rule to an access list on World Building › Setup, Access lists tab.
Item extras you can switch on
Each extra does nothing until you switch it on for your game system. Most only work on items that don’t stack.
| Switch | What it does |
|---|---|
| Item Wear | Copies with durability lose item_wear_daily (2) a day online and item_wear_fight (2) a fight. |
| Item Copies Count | Makes wear matter: a Worn copy loses its quality bonuses and a Broken one gives nothing. |
| Item Repairs | Repair on the HUD restores durability for some of its maximum, and reforging brings the maximum back. At 0 the copy crumbles. |
| Salvage | Breaks gear down for salvage_percent (25) of its recipe’s materials. |
| Crafting Roll | Crafts roll for quality from Crude to Masterwork, which sets durability and quality points. |
| Signature Items | A Masterwork can become a named Signature piece. Approve names on the Signature tab of the crafting page. |
| Heirlooms | A Signature piece with all its contributions plus a component with stat LEGEND becomes an Heirloom. Design its property on the Signature tab. |
| Spoilage | Items with stat SPOIL keep for a time by quality, spoil to half strength, then rot away. |
| Ammunition | Weapons linked to an ammunition item use it up on each attack roll. The link has no page on the website yet. |
| Carry Weight Limit | Refuses equipping past max_carry_weight (12), counted from each item’s Weight. |
Recipes and recipe groups
- On Recipes, press New recipe and name it.
- Press Edit details to set the Craft time (seconds) and Success chance (%). The station’s bonus is added, up to 99%.
- Under Takes, press Add an ingredient. Ingredients are used up when crafting starts.
- Under Needs, press Add a profession and set At least level. Without one, anyone can craft it.
- Under Makes, press Add an output with its Chance it’s made (%). Each output rolls its own chance on a success.
- Use Add to a group to put it in a recipe group.
A station offers whole recipe groups, plus any single recipes you add to it. A recipe no station offers can’t be crafted, and its page says so.
With Crafting Roll on, the highest profession level sets the recipe’s tier (0 to 100 is tiers 1 to 5), and craft_dc_tier_1 to craft_dc_tier_5 set the DC.
Crafting stations
- On Crafting stations, press New station, then Edit details.
- Set the Region, Position and Must be within (metres). The HUD lists stations in the player’s region and lets them craft within that distance.
- Set Jobs at a time.
0makes an auto-crafter: anyone can queue, one job runs at a time. - Set a Success bonus (%) and, with the crafting roll, a Crafting roll bonus.
- Choose the switches: Hand finished items straight over, Enchanting table and Crafter must stay nearby until it’s done.
- Add recipe groups with Add a group, and single recipes with Add a recipe.
Watch out: Always fill in Must be within (metres). Left blank, nobody can reach the station. Keep Hand finished items straight over on as well: nothing in-world collects finished items yet, so with it off you deliver each job by hand.
Powered by (env object key) ties the station to an object on your power grid. Blank is always on. Without power, new crafts are refused and finished jobs wait. An in-world crafting table is optional. Give its script an auth key from Server › Auth Keys and rez it with a blank description, where it writes its own key. Put that key in Powered by to show the queue as floating text.
The queue and timers
- Materials and Work Hours are taken when the craft starts.
- A character can have one job at a time, except at an auto-crafter. Jobs wait for a free slot, oldest first.
- The timer runs while the player is offline. With Work Hours on, each Work Hour takes an hour of real time.
- On Craft queue, you can Start now, Finish now, Deliver a ready job or Cancel one, keeping or giving back the materials.
More station rules
If you switch them on:
- Enchanting: players set runes at an enchanting table. Set
enchant_professionto the profession that does it, and add runes on the Enchantments tab. - Work Hours: each account has Work Hours, up to
work_hours_cap(24), spent on crafting, gathering and repairs. - Station Fuel: unpowered master stations burn
station_fuel_itemeach craft.
The Breakdown tab can wait: the HUD has no button for it yet.
Gathering nodes
- On Loot nodes, press New node. Its number goes in the in-world node’s description.
- Press Edit details to set the Type: Normal takes one energy a gather, War takes none. Choose How it rolls.
- Press Add an item for each thing it gives, with its Weight or Chance (%).
- Press Add a tool if it needs one. Carried tools aren’t used up.
- Rez the node object with the node script, your auth key and the node’s number in its description.
Players gather within 5 metres, in character. Without Work Hours, the Nodes task on Server › Cron resets each character’s gathering energy. If you switch on Node Depletion, each account gets node_attempts_per_day (3) tries at a node a day. If you switch on Gathering Roll, Set terms gives a node a skill, tier, DC, rare find and harvests before it rests.
Containers and shared storage
On Staff › Sim › Containers, each container has a Kind: Bank (each character’s own), Container (shared) or ATM (the bank’s cash machine). You can set Needs an item to open (optional) and Must be within (metres, optional). Fill in the distance, or players can’t use it. The page edits existing containers and has no button to add one.
For a shared container, Groups and permissions opens who can View, Deposit and Withdraw. Faction leaders manage their own under Faction Leaders › Container permissions.
Vendors and the Item store
- On Vendor item lists, press New item list, then Add an item. Set The vendor to Sells it to players or Buys it from players, set the price, and choose Never runs out or Limited stock with Restock to and Chance each restock (%).
- On Vendors, press Add a vendor, then Edit details for its Region, Position and Must be within (metres). Only for limits it to a group.
- Give it lists with Add a list.
Restocking runs from the VendorRestock task on Server › Cron, which starts switched off. Until it first runs, nothing runs out. Sells online (Item Store) lets players buy from that vendor on Main Menu › Items › Item store, though they sell to vendors in-world only.
Give items to players
The character page has no give button. Instead:
- On Staff › Premade operations › Manage operations, make an operation with a Give an item or Take some of an item step. Apply it to a character on Apply an operation, after checking the preview.
- In-world,
@admin spawn [quantity] [item name] [player name]gives items, if your role can spawn them. - For coins, use Give and Take under Coin purse on the character’s Inventory tab.
Logs to check
Under Logs › Economy:
- Inventory: every item gained or lost, with its source.
- Crafting: materials used at each station. Items made aren’t logged.
- Gathering: what each node gave.
- Containers and Vendor sales: deposits, withdrawals, purchases and sales.
Logs › Master log records staff changes to recipes, stations, nodes and craft jobs.