When I get through my currently playthrough, I am going to mod those out (along with jars) to see what it will be like. I won't have the dew collectors obviously, but I can always start giving myself the equivalent through CM to see how this goes.
A mod to create a dew collector should not be that hard to make. You just have to create a block that uses the game mechanics of the plants. The auto miner in the Apocalypse Now mod and the oil pumps in the Warzuk mod both work on this principle. The autominer uses a existing model and treat it like a plant. After a certain time the block is replaced with another block and in the inventory are the ressources.
This is the code from Warzuk Mod for the oil pump.
<block name="HDPumpJackE">
<property name="UnlockedBy" value="HDPumpJackE Schematic"/>
<property name="DescriptionKey" value="HDPJEDesc"/>
<property name="Class" value="PlantGrowing"/>
<property name="CustomIcon" value="HD Pump Jack" />
<property name="Material" value="Mmetal"/>
<property name="StabilitySupport" value="true"/>
<property name="Model" value="#@modfolder:Resources/HD Pump Jack.unity3d?HD Pump Jack Empty.Prefab"/> <!-- Purchased From Unity With Donation Money & Licensed To War3zuk -->
<property name="Shape" value="ModelEntity"/>
<property name="MaxDamage" value="1000"/>
<property name="MultiBlockDim" value="1,3,3"/>
<property name="ImposterDontBlock" value="true"/>
<property name="PlantGrowing.Next" value="HDPumpJackF"/>
<property name="PlantGrowing.GrowthRate" value="20"/>
<property name="PlantGrowing.IsRandom" value="false"/>
<property name="PlantGrowing.FertileLevel" value="0"/>
<property name="PlantGrowing.LightLevelGrow" value="0"/>
<property name="PlantGrowing.LightLevelStay" value="0"/>
<property name="Collide" value="melee,bullet,arrow,rocket"/>
<drop event="Destroy" name="HDPumpJackE" count="1" />
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="10"/>
</property>
</block>
<block name="HDPumpJackF">
<property name="CreativeMode" value="Dev"/>
<property name="CustomIcon" value="HD Pump Jack" />
<property name="Class" value="Loot" />
<property name="Material" value="Mmetal"/>
<property name="Shape" value="ModelEntity" />
<property name="Model" value="#@modfolder:Resources/HD Pump Jack.unity3d?HD Pump Jack Full.Prefab"/> <!-- Purchased From Unity With Donation Money & Licensed To War3zuk -->
<property name="Collide" value="movement,rockets,sight,melee" />
<property name="DisplayType" value="blockMulti" />
<property name="MultiBlockDim" value="1,3,3"/>
<property name="Collide" value="movement,rockets,sight,melee" />
<property name="LootList" value="HDPumpJackF" />
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="DowngradeBlock" value="HDPumpJackE"/>
</block>
This is the code for the autominer in the Apocalypse Now mod
Code:
<block name="AutoMinerEmpty">
<property name="Material" value="Mmetal"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Industrial/controlPanelBase_01Prefab"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Path" value="solid"/>
<property name="CustomIcon" value="controlPanelBase01"/>
<property name="DescriptionKey" value="AutoMinerDesc"/>
<property name="ImposterExchange" value="imposterBlock" param1="2"/>
<property name="CanMobsSpawnOn" value="false"/>
<property name="Class" value="PlantGrowing"/>
<property name="StabilitySupport" value="false"/>
<property name="MaxDamage" value="5000"/>
<property name="PlantGrowing.Next" value="AutoMinerFull"/>
<property name="PlantGrowing.GrowthRate" value="60"/>
<property name="PlantGrowing.FertileLevel" value="0"/>
<property name="PlantGrowing.IsRandom" value="false"/>
<property name="PlantGrowing.LightLevelGrow" value="0"/>
<property name="PlantGrowing.LightLevelStay" value="0"/>
<property name="PlantGrowing.GrowIfAnythinOnTop" value="false"/>
<property name="PlantGrowing.IsGrowOnTopEnabled" value="false"/>
<drop event="Fall" name="AutoMinerEmpty" count="1" prob="1"/>
<property class="RepairItems">
<property name="resourceScrapIron" value="10"/>
</property>
<drop event="Destroy" name="AutoMinerEmpty" count="1" />
<property name="FilterTags" value="MC_building,SC_electrical"/>
<property name="SortOrder1" value="70e3"/>
</block>
<block name="AutoMinerFull">
<property name="CreativeMode" value="Dev"/>
<property name="DisplayType" value="blockMulti" />
<property name="Material" value="Mmetal"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Industrial/controlPanelBase_02Prefab"/>
<property name="CustomIconTint" value="141414"/>
<property name="TintColor" value="20,20,20"/>
<property name="UMA.Overlay0Tint" value="20,20,20"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Path" value="solid"/>
<property name="Class" value="Loot" />
<property name="LootList" value="AutoMinerFull" />
<property name="ImposterExchange" value="imposterBlock" param1="2"/>
<drop event="Destroy" name="AutoMinerEmpty" count="1" />
<property class="RepairItems">
<property name="resourceScrapIron" value="10"/>
</property>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="FilterTags" value="MC_building,SC_electrical"/>
<property name="SortOrder1" value="70e3"/>
<property name="DowngradeBlock" value="AutoMinerEmpty"/>
</block>