Thread:StrangerFromTheInternet/@comment-29936663-20171230150121/@comment-29898844-20171230190930

Done! Thanks for letting me know :)
(And by the way, you forgot about the Moose quarters :P)

However, I won't go into detail about how I got these results, because what I'm doing is needlessly complicated. The approach I'm using is (external) asset file extraction, but that requires basically re-implementing the Unity deserializer. There are some libraries to get a directory of uncompressed bytestreams from the asset files, but most of those don't work with the newer asset file formats TLD's Unity version uses - so you'd first need to fix those libraries. There are some cool things you can do by deserializing assets, but again, usually it's not worth the effort.

Instead, I'd recommend anyone who wants to replicate what I'm doing to write their own little mod loader mod.

  • In the mod's Start method, you'd simply get a list of all the GearItem prefabs you're interested in, e.g. by using Resources.Load. There may also be a list of all items built into the game somewhere. Use ILSpy, dnSpy, IDA, whatever, to find that list if you can't guess the item names.
  • Then, print the name of each field of the GearItem object and its value to standard-out.
    That's all there's to it.
  • Bonus points if you use the GearItem to get its containing GameObject and discover additional components like ClothingItem, Repairable, etc. and also print those to standard-out.

Before I forget it, I'd like to thank you for the huge amount of high quality edits to this wiki! Maybe I should turn off email notifications, though :P

And finally, I'd like to ask about our position on story-only items. For example, there are a few new clothing items (Will's toque, shirt, sweater, parka, pants, boots). Should these items even be added to the wiki, or would it be considered a spoiler / not worth the effort / <other reason>?