Rusted Warfare: Modding Reference
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Section[core]
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CodeDescriptionExampleValue Type
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Common keys
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name:
Defines the raw name for your unit, in which case the game uses to identify as a unique name. (This name is not displayed in-game)
name: customTank_1string
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altNames:
comma separated list of names. Like name but lower priority, useful for multiple optional mods.
altNames: custTank1, customTank1, cTank1string(s)
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class:Reserved for future use, must be CustomUnitMetadataclass: CustomUnitMetadatastring
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price:The cost of your unit from builders/buildings.price: 500int
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mass:
The 'weight' of your unit, this will define how it collides with other units, a greater value means it is tougher to push.
mass: 3000int
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techLevel:
Defines the Tech Level of your unit, there are 3 levels and each will appear in a different color in the GUI.
techLevel: 1int
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buildSpeed:
Time it takes to build unit (may multiply with builder speed) Formulae for seconds: 10 ÷ 60 = 0.16 (0.16 will make it take 10 seconds to build)
buildSpeed: 0.16float
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radius:Circular area around your unit that makes it selectable (mouse click/screen touch)radius: 20int
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isBio:
Choose whether your unit is bioligical or not, will effect sound and splat (unless hideScorchMark is true)
isBio: falsebool
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isBug:Changes some death defaults, and sort order in sandboxbool
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isBuilderNormally required if this unit places buildings. Defaults to [ai]useAsBuilder1.13
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Unit stats
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maxHp:The max health for your unit. (will spawn with this value)maxHp: 200int
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selfRegenRate:Passive self repair ratefloat
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maxShield:
The max shield hitpoints of your unit. Can start with 0 hitpoints if startShieldAtZero is set to true
maxShield: 500int
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startShieldAtZero:Sets the unit's shield to 0 HP when it is first built.startShieldAtZero: truebool
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shieldRegen:Passive shield regen rateshieldRegen: 0.15float
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energyMax:Defaults to 0. Energy can be used as ammo for turrets or for laser defenseenergyMax: 1float
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energyRegen:float
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energyStartingPercentage:Sets the percentage of charged energy when the unit is first built.energyStartingPercentage: 0.5float
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energyNeedsToRechargeToFull:Disable weapons using energy after reaching zero till fully rechargedfloat
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armourDamage taken away from each hit (not currently used in any core units)1.13
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armourMinDamageToKeepMin damage to keep. Defaults to 11.13
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generation_credits:Income unit createsgeneration_credits: 2int
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generation_delay:How often generation_credits is added. Defaults to 40 (changing not recommended)generation_delay: 40int
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UI and Graphics related keys
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showInEditor:Set to false to hide unit in sandbox editor (Default true)showInEditor: truebool
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displayTextThe name of your unit that the game shows to the player.displayText: Custom Tankstring
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displayText_{LANG}LANG=ISO 639-1 Code to show this text instead when game is in this languagedisplayText_es: Hola1.13
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displayDescriptionDescription of your unit that the game shows to the player.displayDescription: - Fast movement.\n- Light damage.string
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displayDescription_{LANG}LANG=ISO 639-1 Code to show this text instead when game is in this languagedisplayDescription_es: -Movimiento rapido\n-Daño ligero1.13
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displayLocaleKey:Translation file key for unit name and descriptiondisplayLocaleKey: units.mechArtillerystring
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displayRadius:Defaults to radius value. Set to show a larger or smaller selection box ui on units.displayRadius: 20int
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shieldRenderRadius
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shieldDisplayOnlyDeflection:Hide shield (if active) unless deflecting shotshieldDisplayOnlyDeflection: falsebool
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shieldDeflectionDisplayRate:Defaults to 4. High value causes shield deflection to fade disappear fastershieldDeflectionDisplayRate: 3float
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isUnselectableCannot be selected
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Building only keys
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isBuilding:bool
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footprint
Only applies to buildings, tiles taken up which block unit movement. Defaults to 0,0,0,0 = 1 center tile
footprint: -1,-1,1,1
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constructionFootprintOnly applies to buildings, tiles taken up for placement of other buildings. Defaults to 0,0,0,0constructionFootprint: -1,-1,1,3
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buildingSelectionOffset:Defaults to 0. Adds or removes padding on the drawn selection rect in UIint
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buildingToFootprintOffsetXDefaults to 10float
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buildingToFootprintOffsetYDefaults to 10float
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placeOnlyOnResPool:Normally used for extractorsbool
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selfBuildRate:Rate unit builds it's self when placed without a builderfloat
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Misc Keys
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copyFrom:Use unit data from another ini file as basecopyFrom: customTank_Defaultfile (ini)
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dont_load:Do not load unit, and don't error on missing data. Can be useful when used with copyFromdont_load: truebool
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overrideAndReplace:
Override another unit with this unit. Build links pointing to target unit will be replaced with this unit. And this unit will replace target on maps.
overrideAndReplace: builder, combatEngineerstring(s)
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globalScale:Defaults to 1. Changing not recommendglobalScale: 1float
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isLocked:
Disallow building of this unit. Can be used with overrideAndReplace to restrict units the player is allowed to build.
isLocked: falsebool
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isLockedIfGameModeNoNukeDisallows building of this unit if nukes are disabled during match setup.isLockedIfGameModeNoNuke: false1.13
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experimental:Tag unit as experimental. Affects zoomed out icon and end game stats.experimental: falsebool
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stayNeutral:Set to false to disable capture when unit is on the neutral teamstayNeutral: falsebool
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createNeutral1.13
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resourceRate:Used with canReclaimResources. Experimental feature that is not yet finished.float
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tags
List of any comma separated strings. Only used for transportUnitsRequireTag right now, will be used for other things in future
1.13
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fogOfWarSightRange:Set number of tiles this unit can see. Defaults to 15fogOfWarSightRange: 15int
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softCollisionOnAll:int
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disableAllUnitCollisions
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isUnrepairableUnitNo unit can repair this unit1.13
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isPickableStartingUnitIf true, unit is added to dropdowns for starting unit in game setup menus.1.13
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startFallingWhenStartingUnit1.13
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soundOnAttackOrderList of sounds. Only one will be played each attack ordersound
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soundOnMoveOrderList of sounds. Only one will be played each move ordersound
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canNotBeDirectlyAttackedNo unit can directly target this unit. If true this will also skip this unit in victory/defeat checks
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Transport related keys
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transportSlotsNeeded:
Defaults to 1. Number of slots this unit uses up in a transport, Experimentals are often set to 5 to stop small transports holding them.
int1.13
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maxTransportingUnitsNumber of slots this units as for transporting other units.int
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transportUnitsRequireTagOnly allow trasport of units that have one of these tags.tags1.13
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transportUnitsRequireMovementType
Only allow trasport of units that have one of these movement types.
movementTypes
1.13
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transportUnitsBlockAirAndWaterUnits
Defaults to true if transportUnitsRequireMovementType is empty1.13
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transportUnitsKeepBuiltUnitsMakes built units stay inside transport instead of exiting it once readyLogicBoolean1.13
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transportUnitsCanUnloadUnitsDefaults to: if not self.isOverLiquid() and not self.isMoving()LogicBoolean1.13
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transportUnitsAddUnloadOptionShould unload button be added to the menuLogicBoolean1.13
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transportUnitsKillOnDeathDefault true. If false transporting units don't die when transport dieseg: if self.isOverLiquid()LogicBoolean1.13
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transportUnitsHealByRate to heal units being transportedfloat1.13
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Construction and factory related keys
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canRepairBuildings:isBuilder:true is required as well right now)bool
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canRepairUnits:isBuilder:true is required as well right now)bool
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canReclaimResources:Used with resourceRate. Experimental feature that is not yet finished.bool
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autoRepair:
Automatically try and repair damaged units in range ([ai]useAsBuilder:true is required as well right now)
bool
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nanoRange:Defaults to 85int
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nanoRepairSpeed:Defaults to 0.2float
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nanoBuildSpeed:Defaults to 1float
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nanoFactorySpeed:Defaults to 1float
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extraBuildRangeWhenBuildingThis
Temporary add extra build range to builders to build this unit/building. Useful for water based buildings.
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builtFrom_#_name:
canBuild and builtFrom have the same effect just in the opposite direction. BuiltFrom is useful if adding new units to existing buildings
string
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builtFrom_#_pos:Order action appears in UI.string
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builtFrom_#_forceNano:Build as if this was a building (even if it's a unit)bool
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canBuild_#_name:
List of units this unit can create. Can be buildings or units. (isBuilder:true and canRepairBuildings:true is recommended when adding buildings)
units
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canBuild_#_pos:Order action appears in UIstring
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canBuild_#_tech:Tech level. Mostly just effects action colour in UI. Defaults to 1int
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canBuild_#_forceNano:Build target as if it was a building (even if it's a unit)bool
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canBuild_#_isVisibleHide this build option if true
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canBuild_#_isLockedDynamically lock this build option and show isLockedMessage if true.
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