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[short question] grass and wood-logs grabable with "e"? Like little stones)

FritzHugo3

New member
Hey guy's

Whats the name from the mod, that does that i can pick up grass and wood-logs with "e"

Or where can i find the right place in the scriptfiles to find the right place for this option?

I have searched many time for torches to see how it worked (torches can pick up with "e") but found only the code for put as block, not like can pickup as Item or something else.

Thx for youre help.

Edit, mhh cant change the titel to ...[done]...

 
Last edited by a moderator:
Like so:

Code:
<property name="CanPickup" value="true"/>
Another way is to use the harvestable crop:

Code:
<block id="120" name="cropsHarvestableMaster">
<property name="CreativeMode" value="None"/>
<property name="Material" value="plants"/>
<property name="LightOpacity" value="0"/>
<property name="StabilitySupport" value="false"/>
<property name="Shape" value="BillboardPlant"/>
<property name="Mesh" value="grass"/>
<property name="Texture" value="395"/>
<property name="MultiBlockDim" value="1,2,1"/>
<property name="ImposterDontBlock" value="true"/>
<property name="Collide" value="melee"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="IsDecoration" value="true"/>
<property name="Class" value="CropsGrown"/>
<property name="PlantGrowing.FertileLevel" value="1"/>
<property name="CropsGrown.BonusHarvestDivisor" value="9"/>
<property name="HarvestOverdamage" value="false"/>
<drop event="Destroy" count="0"/>
<property name="DescriptionKey" value="plantsBlockGroupDesc"/>
</block>
and then:

Code:
<block id="714" name="plantedCotton3Harvest">
<property name="Extends" value="cropsHarvestableMaster"/>
<property name="CustomIcon" value="plantedCotton3Harvest"/>
<property name="Texture" value="363"/>
<drop event="Harvest" name="cottonPlant" count="1"/>
<property name="CropsGrown.BonusHarvestDivisor" value="8"/>
</block>
with the "cottonPlant" being an item, instead of a block.

 
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Lot of thanks Kubikus.

Have found it over the 400 hitpoints:

<block id="770" name="woodLogPillar100">

Tested, worked, thx man.

 
Last edited by a moderator:
Lot of thanks Kubikus.
Have found it over the 400 hitpoints:

<block id="770" name="woodLogPillar100">

Tested, worked, thx man.
I only now realized you were looking for the block.
However, you can pick up any block as an item with the plant thingy, I use that on the scrapMetalPile, so you can pick it up as scrap metal (the item):

Code:
<block id="417" name="scrapMetalPile">
<property name="Class" value="CropsGrown"/>
<property name="Material" value="MmetalNoGlue"/>
<property name="MaxDamage" value="50"/>
<property name="StabilitySupport" value="false"/>
<property name="Shape" value="New"/>
<property name="Model" value="broken_girder_beam"/>
<property name="Texture" value="571"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="IsDecoration" value="true"/>
<property name="Collide" value="melee,bullet,arrow,rocket"/>
<drop event="Harvest" name="scrapIron" count="10"/>
<drop event="Destroy" name="scrapIron" count="5"/>
</block>
 
Realy only what i needed was

<property name="CanPickup" value="true"/>

its a wizzard line smile

grass worked too. (as an block)

Edit, its ok for the logs.

For the grass (blocks), can make recieps or your way up posted.

I thing i go the way with the recieps becouse i think it make sense, that i grab grass, i musst do enithing with its to have lines to craft things like tools.

 
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what would i need to put, if i wanted to pick up tires and stone girders same as what you did for the scrapmetalpile?

i can pick them up with this

<block id="898" name="tire">

<property name="Class" value="CropsGrown"/>

<property name="Material" value="furniture"/>

<property name="MaxDamage" value="50"/>

<property name="StabilitySupport" value="false"/>

<property name="Shape" value="Ext3dModel"/>

<property name="Texture" value="282"/>

<property name="Mesh" value="models"/>

<property name="IsTerrainDecoration" value="true"/>

<property name="IsDecoration" value="true"/>

<property name="Model" value="OutdoorDecor/tire" param1="main_mesh"/>

<property name="Collide" value="melee,bullet,arrow,rocket"/>

<drop event="Harvest" name="minibikeWheels" count="1"/>

<drop event="Destroy" name="minibikeWheels" count="1"/>

</block>

but it doesnt show as random quality, just as 1

 
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Pickup Wheels / Grass / Whatever

This also works, but suffers from the No quality / 1 quality issue:

<property name="CanPickup" value="true" param1="minibikeWheels"/>
This is most likely, because harvesting and picking things up isn't treated as a loot event. Whereas destroy apparently is treated as a loot event and thus, uses the loot.xml quality table.

 
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This also works, but suffers from the No quality / 1 quality issue:

This is most likely, because harvesting and picking things up isn't treated as a loot event. Whereas destroy apparently is treated as a loot event and thus, uses the loot.xml quality table.
yeah ive trie that aswell, i need to be able to pick it up and then have a random value same as destroy

is there a work around?

 
yeah ive trie that aswell, i need to be able to pick it up and then have a random value same as destroy
is there a work around?
I tried exactly the same thing with the tires, but did not find a way. A workaround could be to pick up the tire as a block, and then make it possible to craft it into an actual tire - of course it would not give you a random quality. You could make it so that you need two tires to craft the minibike tires.
Another thing that I am thinking about it (every now and then) is having processing-workstations, where you put ingredients in and then have to wait so and so long and then they give you a result. Like use a tire and some scrap and maybe rubber or whatnot, craft a block, have that block upgrade to a container over time and the container will have the tire. If you don't know what I mean, lemme know and I'll have a reason to actually make a prototype.

- - - Updated - - -

This also works, but suffers from the No quality / 1 quality issue:

This is most likely, because harvesting and picking things up isn't treated as a loot event. Whereas destroy apparently is treated as a loot event and thus, uses the loot.xml quality table.
Can you set the number of items as well? For example the scrap metal pile should not give me just 1 scrap metal, but 10.
 
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