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Hooks the game's hardcoded item_name-based interaction dispatch so mod items can act as chairs, beds, crafting stations and containers (with UI). Includes INTERACTION_SYSTEM.md documenting the reverse-engineered mechanism. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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October 1, 2026 13:47
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Summary
Adds
InteractableManager, which lets mod items act as chairs, beds, crafting stations, containers, or run custom behaviour when interacted with.The game has no generic interaction system. Behaviour is hardcoded in two layers, both keyed on the object's
item_name: theGameController.player_interactdispatch switch, and theInventoryUtils.IsChairObject/IsBedObject/ etc. classification predicates. A modded object is inert because neither layer recognises its id. This manager patches both:player_interactruns the registered behaviour for known ids and falls through to vanilla otherwiseInventoryUtils.IsXObjectpredicates forcestruefor ids registered under that type (it never flipstruetofalse)Containers come with UI support.
Changes
Items/Items.Interactables.cs(InteractableManager,InteractableRegistration,InteractableType, patches).Items/INTERACTION_SYSTEM.mddocumenting how the game's interaction dispatch works and how the API hooks into it.Base.GamePlugin.cs: initializeInteractableManager.Notes
.gitignore) are independent of this one. The only overlap is a small init registration inBase.GamePlugin.cs, which may need a trivial conflict resolution depending on merge order.main.🤖 Generated with Claude Code