Game Integration - yozozchomutova/AstroModdingKit GitHub Wiki

List of places, where and how you can integrate your stuff into game.

Adding Actor

"persistent_actors": [
    "/Game/Mods/.../YourActor"
],

Adding to List

"item_list_entries: {" "/Game/[ path to file you want to integrate ]: {" "[ specific list in that file ]: [" "/Game/[ path to file you want to put in the list ]"

"item_list_entries": {
    "/Game/Items/ItemTypes/MasterItemList": {
        "ItemTypes": [
            "/Game/Mods/Author/MyItem_IT"
        ]
    }
}

Add Item to game

"item_list_entries": {
    "/Game/Items/ItemTypes/MasterItemList": {
        "ItemTypes": [
            "/Game/Mods/Author/MyItem_IT"
        ]
    }
}

alternatively you can use:

"item_list_entries": {
    "/Game/Items/ItemTypes/BaseGameInitialKnownItemList": {
        "ItemTypes": [
            "/Game/Mods/Author/MyItem_IT"
        ]
    }
}

Small T1 Printer recipe

"item_list_entries": {
    "/Game/Components_Small/Printer_Breadboards_T1": {
        "Blueprints": [
            "/Game/Mods/Author/[ PhysicalItem ]"
        ]
    }
}

Medium T2 Printer recipe

"item_list_entries": {
    "/Game/Components_Medium/Printer_Breadboards_T2": {
        "PrinterComponent.Blueprints": [
            "/Game/Mods/Author/[ PhysicalItem ]"
        ]
    }
}

alternative:

"item_list_entries": {
    "/Game/Components_Medium/Printer_Breadboards_T2_Starter": {
        "PrinterComponent.Blueprints": [
            "/Game/Mods/Author/[ PhysicalItem ]"
        ]
    }
}

Large T3 Printer recipe

"item_list_entries": {
    "/Game/Components_Large/Printer_Breadboards_T3": {
        "PrinterComponent.Blueprints": [
            "/Game/Mods/Author/[ PhysicalItem ]"
        ]
    }
}

Resource Canisters items

"item_list_entries": {
    "/Game/Items/Canisters/ResourceCanister_ItemTypes": {
        "ItemTypes": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    },
    "/Game/Items/ItemTypes/Components/MediumResourceCanister_IT": {
        "ContainerSubtypeWhitelist": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    },
    "/Game/Items/ItemTypes/Components/LargeResourceCanister_IT": {
        "ContainerSubtypeWhitelist": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    },
    "/Game/Items/ItemTypes/Components/ExtraLargeResourceCanister_IT": {
        "ContainerSubtypeWhitelist": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    }
}

Mined Resources

"item_list_entries": {
    "/Game/Globals/ResourceLists/MinedResources": {
        "ItemType": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    }
}

Initial Unlocked/Researched items

"item_list_entries": {
    "/Game/InitialUnlocks_Generous": {
        "ItemTypes": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    }
}

Crate icons

"item_list_entries": {
    "/Game/Globals/AstroGameSingletonInstance": {
        "CrateLogoMaterialInstances": [
            "/Game/Mods/Author/[ ??? ]"
        ]
    }
}

Auto Arm/Crane item blacklist

"item_list_entries": {
    "/Game/Globals/AstroGameSingletonInstance": {
        "AutoCraneItemBlackList": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    }
}

Auto Extractor resources

Better approach:

"item_list_entries": {
    "/Game/Globals/AstroGameSingletonInstance": {
        "ResourceExtractorWhiteList": [
            "/Game/Mods/Author/[ ItemType ]"
        ]
    }
}

You may use persistent actor here... Replace Uranite with your own ItemType.

Linking Actor Components to Actors

Idk if it works with scene components aswell.

"linked_actor_components": {
    "/Game/[ path to actor ]": [
        "/Game/Mods/Author/[ ActorComponent ]"
    ]
}

All platforms

"linked_actor_components": {
    "/Game/Slots/Pads/Platform_BASE": [
        "/Game/Mods/Author/[ ActorComponent ]"
    ],
    "/Game/Slots/Pads/Breadboard_BASE": [
        "/Game/Mods/Author/[ ActorComponent ]"
    ],
    "/Game/Slots/Pads/Extender_BASE": [
        "/Game/Mods/Author/[ ActorComponent ]"
    ]
}