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Sarakatunga

Sarakatunga

10 minutes ago, SylenThunder said:

What about just converting the named object terrDestroyedStone into something else?  Like a wood frame.

 


<block name="terrDestroyedStone">
	<property name="Material" value="Mwood_weak"/>
        <property name="NoScrapping" value="true"/>
	<property name="Shape" value="New"/>
	<property name="Mesh" value="cutout"/>
	<property name="Texture" value="381"/>
	<property name="ImposterExclude" value="true"/>
	<property name="Weight" value="90"/>
	<property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
	<drop event="Destroy" name="resourceWood" count="1" tag="oreWoodHarvest"/>
	<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.3" stick_chance="1"/>
	<property name="CanMobsSpawnOn" value="true"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="FilterTags" value="fbuilding,fwood"/>
	<property name="SortOrder1" value="4030"/>
	<property name="SortOrder2" value="0002"/>
</block>

Note that this code is just a fast hack I did without coffee. It may not be 100% up to snuff.

If I tried in several ways but as in the map they are already using it, it crashes the server if I modify. But I found a solution by adding this to it. <property name = "Class" value = "PlantGrowing" />.
Now it no longer works under the ground as I wanted only on the surface, maybe they can cover a well on the surface but down in a tunnel it does not work anymore. I think they will no longer be able to penetrate walls under the surface.

Sarakatunga

Sarakatunga

5 minutes ago, SylenThunder said:

What about just converting the named object terrDestroyedStone into something else?  Like a wood frame.

 


<block name="terrDestroyedStone">
	<property name="Material" value="Mwood_weak"/>
        <property name="NoScrapping" value="true"/>
	<property name="Shape" value="New"/>
	<property name="Mesh" value="cutout"/>
	<property name="Texture" value="381"/>
	<property name="ImposterExclude" value="true"/>
	<property name="Weight" value="90"/>
	<property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
	<drop event="Destroy" name="resourceWood" count="1" tag="oreWoodHarvest"/>
	<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.3" stick_chance="1"/>
	<property name="CanMobsSpawnOn" value="true"/>
	<property name="EconomicValue" value="5"/>
	<property name="EconomicBundleSize" value="1"/>
	<property name="SellableToTrader" value="false"/>
	<property name="FilterTags" value="fbuilding,fwood"/>
	<property name="SortOrder1" value="4030"/>
	<property name="SortOrder2" value="0002"/>
</block>

Note that this code is just a fast hack I did without coffee. It may not be 100% up to snuff.

If I tried in several ways but as in the map they are already using it, it crashes the server if I modify. But I found a solution by adding this to it. <property name = "Class" value = "PlantGrowing" />.
Now it no longer works underground, only on the surface, maybe they can cover a well on the surface but down in a tunnel it doesn't work anymore.

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