Milsim Creator Framework - Eco

by olmotje
Milsim Creator Framework - Eco

Summary

milsim, economy, loot, scarcity, survival, zombies, ai, spawner, dayz, game master, website

Description

MILSIM CREATOR FRAMEWORK - ECONOMY MODULE

TEST BUILD - it works and has been walked through, but it is new. Expect
rough edges, and please report what you find (see the bottom of this page).

One brain for what exists on your map. Economy decides what lies where and
who lives where, remembers it, and only makes it real where a player can see
it. It stands on its own beside Core: no other MCF module is needed.

LOOT THAT STAYS
- Loot lies on the furniture of every building on the map: desks, counters,
  kitchen tables, nightstands, crates. Not only in towns -- the lonely
  farmhouse in the fields is read too.
- What lies where is decided once and remembered. Walk away and come back,
  and the same items lie in the same places. Nothing is re-rolled by leaving,
  and nothing pops into view: a place is only filled when nobody is close.
- Scarcity is server-wide: each place has a cap on useful items, an emptied
  shelf waits before it is filled again, and untaken loot goes back to the
  pool after a while.
- Things belong where they belong: civilian clothes on beds and dressers,
  medicine in kitchens and medicine cabinets, army gear and rare guns only in
  military buildings -- and now and then a pistol in a nightstand, sometimes
  with its own magazines.
- Junk everywhere: empty bottles, cigarette packs, matchboxes, expired tins,
  old newspapers, mugs, ashtrays and postcards, made from the game's own
  litter models. Worthless, and the reason a real find feels like one.

AI AND CREATURES THAT LIVE SOMEWHERE
- Populations live in villages or by single buildings: a rebel fire team
  holding a village, a straggler or two by a farm, a small pack among the
  houses, a rare horde in a big town.
- They are a number until a player comes near, and appear out of sight. Walk
  away and they become a number again, with their survivors remembered.
- Wipe out a village and it stays quiet for a while.
- A cap on bands and on AI agents keeps the server's AI cost in check.

MODS, OUT OF THE BOX
- Items any mod adds to the game's catalogs are loot candidates at once.
- Any mod's AI groups and characters can be a population, with no code:
  Project Outbreak's zombies work this way.
- The Doctor checks every prefab before it is ever spawned and refuses, with
  the reason, what would not work -- including a GUID that points at another
  file than its path says.
- For modders: a small, versioned API (MCF_Economy_API) to put items in a
  pool every rule can take ("@junk" and others), and to plug in how a
  creature with its own brain walks about.
- Optional addon for Creature Melee AI: "Milsim Creator Framework - Economy
  for Creature Melee AI".

FOR SERVER OWNERS
- Everything is in one settings file, written with sensible defaults the
  first time: $profile:MCF/economy/settings.json
- Loot rules say what goes where: furniture kinds or words, building words,
  item types, catalogs, cost, chance, how many.
- Populations say who lives where: group, members, settlements or every
  building, chance, size, behaviour, how long a wiped place stays quiet.
- A tick budget keeps the economy's cost per frame low; towns fill in from
  where a player stands outwards.

THE WEBSITE (optional)
With the MCF website linked, Game Masters get three pages per scenario:
- A live map drawn from the game itself -- relief, sea, every building --
  with layers for loot, junk, AI bands and wiped places, a filter per
  system, search, and per place: loot on or off, AI on or off, its own cap.
- The loot rules and the populations as forms, with pickers of every item,
  group and character the server has, mods included, and the Doctor's word.
- Never a player position: the map shows counts per place, not people.

WHAT IS NOT IN THIS BUILD YET
- AI bands are laid out again after a restart (loot is kept).
- Threat and a director that sets the pressure per area.
- Resources (mines, forests, hunting) for crafting.
- Editing the economy in game from the Game Master screen.

DEPENDENCIES
- Milsim Creator Framework - Core

REPORTING
Use the Discord linked on the Core page, or the Workshop comments. A log
from the server's profile with the lines that start with [MCF-EC] helps most.

License

Arma Public License (APL)

Version
0.0.12
Game Version
1.8.0.13
Version size
61.38 KB
Downloads
3
Created
29.10.2026
Last Modified
30.10.2026
ID
6A9E2C41D7B35F08

Dependencies