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Azumatt.Recycle_N_Reclaim_ExcludeLists.yml
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Azumatt.Recycle_N_Reclaim_ExcludeLists.yml
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# Below you can find example groups. Groups are used to exclude or includeOverride quickly. They are reusable lists!
# Please note that some of these groups & limitations are kinda pointless but are here for example.
# Make sure to follow the format of the example below. If you have any questions, please ask in my discord.
# Full vanilla prefab name list: https://valheim-modding.github.io/Jotunn/data/prefabs/prefab-list.html
# Item prefab name list: https://valheim-modding.github.io/Jotunn/data/objects/item-list.html
# There are several predefined groups set up for you that are not listed. You can use these just like you would any group you create yourself.
# These are the "All", "Food", "Potion", "Fish", "Swords", "Bows", "Crossbows", "Axes", "Clubs", "Knives", "Pickaxes", "Polearms", "Spears", "Equipment",
# "Boss Trophy", "Trophy", "Crops", "Seeds", "Ores", "Metals", "Woods", "Armor", "Helmets", "Ammunition", "Utilities", "Tools", "Miscellaneous", and "Customizations" groups.
# The criteria for these groups are as follows:
# groups:
# Food:
# - Criteria: Both of the following properties must have a value greater than 0.0 on the sharedData property of the ItemDrop script:
# - food
# - foodStamina
# Potion:
# - Criteria: The following properties must meet the specified conditions on the sharedData property of the ItemDrop script:
# - food > 0.0
# - foodStamina == 0.0
# Fish:
# - itemType: Fish
# Swords, Bows, Crossbows, Axes, Clubs, Knives, Pickaxes, Polearms, Spears:
# - itemType: OneHandedWeapon, TwoHandedWeapon, TwoHandedWeaponLeft, Bow
# - Criteria: Items in these groups have a specific skillType on the sharedData property of the ItemDrop script. Each group corresponds to the skillType as follows:
# - Swords: skillType == Skills.SkillType.Swords
# - Bows: skillType == Skills.SkillType.Bows
# - Crossbows: skillType == Skills.SkillType.Crossbows
# - Axes: skillType == Skills.SkillType.Axes
# - Clubs: skillType == Skills.SkillType.Clubs
# - Knives: skillType == Skills.SkillType.Knives
# - Pickaxes: skillType == Skills.SkillType.Pickaxes
# - Polearms: skillType == Skills.SkillType.Polearms
# - Spears: skillType == Skills.SkillType.Spears
# Example: An item with itemType set to OneHandedWeapon and skillType set to Skills.SkillType.Swords would belong to the Swords group.
# Equipment:
# - itemType: Torch
# Boss Trophy:
# - itemType: Trophie
# - Criteria: sharedData.m_name ends with any of the following boss names:
# - eikthyr, elder, bonemass, dragonqueen, goblinking, SeekerQueen
# Trophy:
# - itemType: Trophy
# - Criteria: sharedData.m_name does not end with any boss names
# Crops:
# - itemType: Material
# - Criteria: Can be cultivated and grown into a pickable object with an amount greater than 1
# Seeds:
# - itemType: Material
# - Criteria: Can be cultivated and grown into a pickable object with an amount equal to 1
# Ores:
# - itemType: Material
# - Criteria: Can be processed by any of the following smelters:
# - smelter
# - blastfurnace
# Metals:
# - itemType: Material
# - Criteria: Is the result of processing an ore in any of the following smelters:
# - smelter
# - blastfurnace
# Woods:
# - itemType: Material
# - Criteria: Can be processed by the charcoal_kiln smelter
# Armor:
# - itemType: Chest, Shoulder, Legs, Hands
# Helmets:
# - itemType: Helmet
# Ammunition:
# - itemType: Ammo, AmmoNonEquipable
# Utilities:
# - itemType: Utility
# Tools:
# - itemType: Tool
# Miscellaneous:
# - itemType: Misc
# Customizations:
# - itemType: Customization
# All:
# - Criteria: Item has an ItemDrop script and all needed fields are populated. (all items)
groups:
Example Group: # Group name
- APrefabName # Item prefab name, note that this is case sensitive and must be the prefab name
Another Custom Group: # Group name
- APrefabName # Item prefab name, note that this is case sensitive and must be the prefab name
- AnotherPrefabName
- YetAnotherPrefabName
Tier 2 Items: # Group name
- Bronze # Item prefab name, note that this is case sensitive and must be the prefab name
- PickaxeBronze
- ArmorBronzeChest
- ArmorBronzeLeggings
# Inventory section determines which items can be recycled. Remember that recycling from inventory is defaulted to only admins.
inventory:
exclude: # Exclude these items from being recycled
- Metals # Exclude all items in the "Metals" group from being recycled in inventory
includeOverride:
- Metals # Override the setting above, allowing "Metals" group to be recycled in inventory
# Reclaiming section determines which items can be reclaimed via Containers or the Reclaim tab.
reclaiming:
exclude:
- Metals # Exclude all items in the "Metals" group from being reclaimed
- Armor # Exclude all items in the "Armor" group from being reclaimed
- Helmets # Exclude all items in the "Helmets" group from being reclaimed
- Hammer # Exclude this specific item from being reclaimed
includeOverride:
- All # Allow all items to be reclaimed, overrides the exclude rules above for "reclaiming" section
# Containers section determines the rules for specific containers. It follows the limitations of the "reclaiming" section to determine what is actually reclaimed.
# This section is primarily used for managing the items included or excluded from the "Reclaim All" functionality of containers, allowing you to prevent certain items
# from being a part of the reclaim logic.
containers:
piece_chest: # Container prefab name, note that this is case sensitive and must be the prefab name
exclude:
- Food # Exclude or "skip" all items in the "Food" group from this container. Food will not be deconstructed back into its ingredients.
- PickaxeBronze # Exclude or "skip" this specific item from this container. Excluding it from being reclaimed will prevent it from being deconstructed back into its ingredients.
includeOverride:
- Foods # Override
- PickaxeBronze # Allow this specific item to be included in the reclaiming process. Overrides the exclude rules above.
- All # Just here for cleaning up the example, allowing default behavior
piece_chest_wood:
exclude:
- Swords # Exclude all items in the "Swords" group from this container
- Tier 2 Items # Exclude all items in the "Tier 2 Items" group from this container
- Bows # Exclude all items in the "Bows" group from this container
includeOverride:
- BowFineWood # Allow this specific item to be included in this container
- Wood # Allow this specific item to be included in this container
- Bronze # Allow this specific item to be included in this container
- All # Just here for cleaning up the example, allowing default behavior
piece_chest_private:
exclude:
- All # Exclude all items from this container
includeOverride:
- All # Just here for cleaning up the example, allowing default behavior
piece_chest_blackmetal:
exclude:
- Swords # Exclude all items in the "Swords" group from this container
- Tier 2 Items # Exclude all items in the "Tier 2 Items" group from this container
- Bows # Exclude all items in the "Bows" group from this container
includeOverride:
- BowFineWood # Allow this specific item to be included in this container
- Wood
- Bronze
- All # Just here for cleaning up the example, allowing default behavior