pub struct ItemStack {Show 17 fields
pub template_id: String,
pub quantity: u32,
pub item_instance_id: Option<Uuid>,
pub props: BTreeMap<String, String>,
pub contents: Vec<ItemStack>,
pub display_name: Option<String>,
pub category: Option<String>,
pub base_mass: Option<f32>,
pub base_volume: Option<f32>,
pub capacity_volume: Option<f32>,
pub stackable: Option<bool>,
pub world_placeable: Option<bool>,
pub worker_lodging_capacity: Option<u32>,
pub equip_slot: Option<BodySlot>,
pub armor_physical: Option<f32>,
pub resists: Vec<(String, f32)>,
pub hand_slots: Option<u8>,
}Fields§
§template_id: String§quantity: u32§item_instance_id: Option<Uuid>Stable instance id — preserved across checkpoint/sync when set.
props: BTreeMap<String, String>Per-instance metadata (stat rolls, soul-bind, lock ids, etc.).
contents: Vec<ItemStack>Nested contents when this stack is a container instance.
display_name: Option<String>From item catalog when sent on wire (display only).
category: Option<String>From item catalog when sent on wire (weapon, consumable, …).
base_mass: Option<f32>Per-unit mass in kg from catalog (display / move UX).
base_volume: Option<f32>Per-unit volume from catalog (display / move UX).
capacity_volume: Option<f32>Container capacity when this stack is a container template.
stackable: Option<bool>Whether the template stacks in inventory (from catalog).
world_placeable: Option<bool>Can be placed on the ground from inventory (from catalog).
worker_lodging_capacity: Option<u32>Hired-worker lodging capacity when this template is placed (from catalog).
equip_slot: Option<BodySlot>Body slot this template equips into (from catalog; display / Equip UI).
armor_physical: Option<f32>Template baseline armor rating (from catalog).
resists: Vec<(String, f32)>Template resists damage_type → value (from catalog).
hand_slots: Option<u8>Weapon hand occupancy when category is weapon (1 or 2).