Vehicles
Note
This page is currently under-construction and was recently split off from JSON INFO
Vehicle Parts
Vehicle components when installed on a vehicle.
"id": "wheel", // Unique identifier
"name": "wheel", // Displayed name
"symbol": "0", // ASCII character displayed when part is working
"looks_like": "small_wheel", // hint to tilesets if this part has no tile, use the looks_like tile
"color": "dark_gray", // Color used when part is working
"broken_symbol": "x", // ASCII character displayed when part is broken
"broken_color": "light_gray", // Color used when part is broken
"damage_modifier": 50, // (Optional, default = 100) Dealt damage multiplier when this part hits something, as a percentage. Higher = more damage to creature struck
"durability": 200, // How much damage the part can take before breaking
"description": "A wheel." // A description of this vehicle part when installing it
"size": 2000 // If vehicle part has flag "FLUIDTANK" then capacity in mLs, else divide by 4 for volume on space
"wheel_width": 9, /* (Optional, default = 0)
* SPECIAL: A part may have at most ONE of the following fields:
* wheel_width = base wheel width in inches
* size = trunk/box storage volume capacity
* power = base engine power in watts
* bonus = bonus granted; muffler = noise reduction%, seatbelt = bonus to not being thrown from vehicle
* par1 = generic value used for unique bonuses, like the headlight's light intensity */
"wheel_type": // (Optional: standard, off-road)
"contact_area": // (Optional) Affects vehicle ground pressure
"cargo_weight_modifier": 33, // (Optional, default = 100) Modifies cargo weight by set percentage
"weight_modifier": 33, // (Optional, default = 100) Modifies base part weight by set percentage
"fuel_type": "NULL", // (Optional, default = "NULL") Type of fuel/ammo the part consumes, as an item id
"item": "wheel", // The item used to install this part, and the item obtained when removing this part
"difficulty": 4, // Your mechanics skill must be at least this level to install this part
"breaks_into" : [ // When the vehicle part is destroyed, items from this item group (see ITEM_SPAWN.md) will be spawned around the part on the ground.
{"item": "scrap", "count": [0,5]} // instead of an array, this can be an inline item group,
],
"breaks_into" : "some_item_group", // or just the id of an item group.
"flags": [ // Flags associated with the part
"EXTERNAL", "MOUNT_OVER", "WHEEL", "MOUNT_POINT", "VARIABLE_SIZE"
],
"damage_reduction" : { // Flat reduction of damage, as described below. If not specified, set to zero
"all" : 10,
"physical" : 5
},
// The following optional fields are specific to ENGINEs.
"m2c": 50, // Mandatory field for parts with the ENGINE flag, indicates ratio of cruise power to maximum power
"backfire_threshold": 0.5, // Optional field, defaults to 0. Indicates maximum ratio of damaged HP to max HP to trigger backfires
"backfire_freq": 20, // Optional field unless backfire threshold > 0, then mandatory, defaults to 0. One in X chance of a backfire.
"noise_factor": 15, // Optional field, defaults to 0. Multiple engine power by this number to declare noise.
"damaged_power_factor": 0.5, // Optional field, defaults to 0. If more than 0, power when damaged is scaled to power * ( damaged_power_factor + ( 1 - damaged_power_factor ) * ( damaged HP / max HP )
"muscle_power_factor": 0, // Optional field, defaults to 0. If more than 0, each point of the survivor's Strength over 8 adds this much power to the engine, and each point less than 8 removes this much power.
"exclusions": [ "souls" ] // Optional field, defaults to empty. A list of words. A new engine can't be installed on the vehicle if any engine on the vehicle shares a word from exclusions.
"fuel_options": [ "soul", "black_soul" ] // Optional field, defaults to fuel_type. A list of words. An engine can be fueled by any fuel type in its fuel_options. If provided, it overrides fuel_type and should include the fuel in fuel_type.
"comfort": 3, // Optional field, defaults to 0. How comfortable this terrain/furniture is. Impact ability to fall asleep on it. (uncomfortable = -999, neutral = 0, slightly_comfortable = 3, comfortable = 5, very_comfortable = 10)
"floor_bedding_warmth": 300, // Optional field, defaults to 0. Bonus warmth offered by this terrain/furniture when used to sleep.
"bonus_fire_warmth_feet": 200,// Optional field, defaults to 300. Increase warmth received on feet from nearby fire.
"height": 5, // Optional field, height of balloons in meters ( aka multiplie of their lift )
"lift_coff": 0.5, // Optional field, multiplier of wing effectiveness
"propeller_diameter": 0.5, // Optional field, diameter of propeller
"length": 3, // Optional field, z-level length of ladder
"default_color": "#622625" // Optional field, default tint color when none other is defined
Integrated Tools
"integrated_tools": [ "foo" ],
An option array of tools that this vehiclepart will provide for crafting purposes, compare and contrast crafting_pseudo_item for furniture. Requires the vehiclepart to have the CRAFTING flag to function.
Most legacy crafting vehiclepart flags have been removed and should be replaced with equivalent tools. The WATER_PURIFIER, FAUCET and the WATER_FAUCET flags, which provide specific functions on examine, have been retained.
"integrated_tools": [ "pot", "pan", "hotplate" ], // Replaces the `KITCHEN` flag
"integrated_tools": [ "dehydrator", "vac_sealer", "food_processor", "press" ], // Replaces the `CRAFTRIG` flag
"integrated_tools": [ "chemistry_set", "electrolysis_kit" ], // Replaces the `CHEMLAB` flag
"integrated_tools": [ "forge" ], // Replaces the `FORGE` flag
"integrated_tools": [ "fake_adv_butchery" ], // Needed with the `BUTCHER_EQ` flag
"integrated_tools": [ "kiln" ], // Replaces the `KILN` flag
"integrated_tools": [ "soldering_iron", "welder" ], // Replaces the tools
"integrated_tools": [ "water_purifier" ], // Replaces the tools, but not the ability to purify water in vehicle tanks, of the `WATER_PURIFIER` flag
Converters
An field for vehicles with the CONVERTER flag which allows vehicles to convert from one liquid to another within the fuel tanks
This does not work for items nor for working with nearby liquid sources
"converter": {
"input": "input_itype_id", // What itype is being inputed
"input_step": 3, // For each iteration how much of input is consumed
"output": "output_itype_id", // What itype is being outputed
"output_step": 1, // For each iteration how much of output is consumed
"max_steps": 10, // Maximum iterations per minute
"charge_cost": 100 // How many kJ does each iteration take ( this is smallest unit for vehicles )
}
Part Resistance
"all" : 0.0f, // Initial value of all resistances, overridden by more specific types
"physical" : 10, // Initial value for bash, cut and stab
"non_physical" : 10, // Initial value for acid, heat, cold, electricity and biological
"biological" : 0.2f, // Resistances to specific types. Those override the general ones.
"bash" : 3,
"cut" : 3,
"acid" : 3,
"stab" : 3,
"heat" : 3,
"cold" : 3,
"electric" : 3
Vehicles
See also vehicles_spawning.md
"id": "shopping_cart", // Internally-used name.
"name": "Shopping Cart", // Display name, subject to i18n.
"blueprint": "#", // Preview of vehicle - ignored by the code, so use only as documentation
"parts": [ // Parts list
{"x": 0, "y": 0, "part": "box"}, // Part definition, positive x direction is to the left, positive y is to the right
{"x": 0, "y": 0, "part": "casters"} // See vehicle_parts.json for part ids
]
/* Important! Vehicle parts must be defined in the same order you would install
* them in the game (ie, frames and mount points first).
* You also cannot break the normal rules of installation
* (you can't stack non-stackable part flags). */