Judgment: Apocalypse Survival Simulation Wikia
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This article is updated for Update 15.

Modding Research[]

Research subjects are defined in the file Research.txt.

In this file you define the available research subjects, their prerequisites, costs, and bonuses that they unlock.

Note: Every research subject and category must have a display name in the localization file Texts.txt using the following format:

research.preserving.name=Preserving

Research Category[]

Every research subject belongs to a category:

research.base.farming.category=base

In the example above, every research subject that inherits "research.base.farming" (using the parent attribute as explained in Modding: Mod File Structure) will belong to the category "base" and appear under the "Base" tab.

The categories themselves are defined in the Research.txt file along with the research subjects:

research.category.base.color=71,167,71
research.category.base.tabcolor=202,245,202

The research category text is defined in the Texts.txt file using the following format:

research.category.base=Base

You may add additional research categories.

Research Tier[]

Research should have a "level" property that determines the research subject's tier. This is used to determine the player's current research level to decide what wares a trader will offer, and possible for other uses in the future.

research.base.level1.level=1

The best way to define the tier is for the research subject to inherit one of the base level classes:

research.entity.rainwatercollection.parents=research.base.farming,research.base.level2

Notice the "rainwatercollection" research inherits the "research.base.level2" class which determines its level.

Research Icon[]

You must define the name of the icon to display for each subject in the research tree.

Format:

research.entity.woodworking.sprite=research_woodworking

Research icons are typically chromatic/brownish png files of size 512x512 pixels.

See Modding: Adding Images to Mods for more information on how to add new images.

Prerequisite[]

Research subjects may have a pre-requesite research subject, that appears above them in the research tree.

Fromat:

research.entity.brickmaking.research=woodworking

In this example, before "brickmaking" can be unlocked, "woodworking" must be researched first.

Research Effects[]

Research subject may provide passive bonuses when unlocked. To define the bonuses received by each research, use the following format:

research.entity.waterdistribution.effect=waterdistribution

the "waterdistribution" research provides a "waterdistribution" passive effect. More than one effect may be defined using comma separated values.

See Modding: Global Effects for more information on defining the passive effects themselves.

Research Costs[]

Performing research costs research points (occult or science), and may cost other resources as well.

Define what the costs of unlocking a research subject using the following format:

research.entity.scavenging.costs.physics1=850
research.entity.scavenging.costs.minerals=30

In this example, unlocking the "scavenging" research costs 850 of "physics1" (Science research points) and 30 "minerals".

See Modding: Items on how to define the resource items themselves.

Tree structure[]

It is recommended to keep a structure within a category that includes a linear tree with a main trunk and smaller branches within that trunk, as in the default research tree.

To define a node as a "main trunk" node (this node will be displayed in the center of the tree, if possible), use the following format:

research.entity.logistics.parents=research.base.unlock
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