Creating a custom item, even with our API, can be difficult. You have to know how to code to an extent, and you have to be able to create Asset Bundles in unity. Some items, however, can be created much more easily without any coding and no unity required!
Currently supported items are: Clothing, Paths, Wallpaper and Flooring.
Each quick item image file must be accompanied by a .qitem file, which is a JSON file that contains information about one of your items. We recommend downloading the 'Example qitem" from the optional files of the TR Tools nexus page. Then use that as a sort of blueprint for your own items. It is editable in a text editor such as notepad. You can rename the file whatever you wish as long as it keeps the .qitem extension.
{
"nexusID": 0,
"uniqueID": 0,
"itemName": "Example Shirt",
"description": "Looks rad!",
"value": 2500,
"type": "Shirt",
"fileName": "example.png",
"iconFileName": "example_icon.png",
"normalMapFileName": ""
}
Here is a breakdown of what each variable is and what it needs to be set to:
nexusID | This is the ID of your nexus mod page. See the Nexus ID page for more info. This value in the .qitem file should generally be the same for all of your items. If you do not plan to upload your mod to nexus, you can create a mod page and simply leave it unpublished. |
uniqueID | This is an ID for this item in particular. It is used for save data, so it should not be changed after releasing your mod. We recommend just starting with 1 for your first item, 2 for your second item, and so on. |
itemName | The name of your item as it will appear in-game. |
description | The description that will appear below your item in it's in-game tooltip. |
value | How many dinks you want your item to be worth. Do not include any commas or periods. It shold be a whole number. For example, if your item should be worth 1,000,000 dinks, the value should be set to 1000000. |
type |
The type of item you want to create. The following values are currently supported:
These values are not case or space sensitive. We also plan to support wallpaper, flooring and paths in the future. |
fileName | The name and extension of the texture file. The texture is what changes gives the item its design. |
iconFileName | (Optional) The name and extension of the image file that you want to use as your item's icon. Can be left blank if you don't have a custom icon. |
normalMapFileName | (Optional) The name and extension of the normal map texture file. This texture gives the item a more 3D appearance, with bumps and creases. Can be left blank and no normal map will be used. |
If your mod adds multiple quick items, you can add them all using only one file by making the extension .qitems instead of .qitem. Inside the file you will need to put all of your items inside square brackets with a comma after each item. Example below:
[
{
"nexusID": 0,
"uniqueID": 0,
"itemName": "Example Shirt",
"description": "Looks rad!",
"value": 2500,
"type": "Shirt",
"fileName": "example.png",
"iconFileName": "example_icon.png",
"normalMapFileName": ""
},
{
"nexusID": 0,
"uniqueID": 1,
"itemName": "Example Shirt 2",
"description": "Also looks rad!",
"value": 2500,
"type": "Shirt",
"fileName": "example2.png",
"iconFileName": "example_icon2.png",
"normalMapFileName": ""
}
]
Since quick item mods do not require any plugin (DLL) file, there is no way to initialize with TR Tools and there is no config file. Without these, your mod won't appear in the Mod Update menu. To fix this, you can include a .qversion file with your mod.
Inside the file you only need a few things specified:
{
"nexusID": 0,
"version": 1.0.0,
"modName": "My Example Mod"
}
The version must be in the above format with three numbers separated by two dots. Update the version in this file any time you are updating the mod. The TR Tools Mod Updater will compare this version to the version on your nexus page to check if there are any updates.