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Confused about pickup


Apaseall

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Hi, as the tittle alludes I am confused about being able to pick up some items but not others.

Here we go, this works;

Spoiler
	<append xpath="//block[@name='trapSpikesWoodMaster']">
		<property name="CanPickup" value="true" param1="trapSpikesWoodDmg0" />
	</append>

 

on this item;

Spoiler
		<block name="trapSpikesWoodMaster">
			<property name="CreativeMode" value="None"/>
			<property name="Class" value="TrunkTip"/>
			<property name="BlockTag" value="Spike"/>
			<property name="Damage" value="33"/>
			<property name="Damage_received" value="33"/>
			<property name="Material" value="MtrapSpikesWood"/>
			<property name="MaxDamage" value="33"/>
			<property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/>
			<property name="Mesh" value="models"/>
			<property name="Model" value="Traps/trap_wood_spikes_dmg0" param1="main_mesh"/>
			<!--<property name="Model" value="Traps/trap_wood_spikes_dmg0" param1="main_mesh"/>-->
			<property name="IsTerrainDecoration" value="false"/>
			<property name="ImposterExclude" value="true"/>
			<property name="Collide" value="movement,melee"/>
			<property name="LightOpacity" value="6"/> 
			<property name="FuelValue" value="1000"/>
			<property class="RepairItems"> <property name="resourceWood" value="10"/> </property>
			<property name="BuffsWhenWalkedOn" value="buffInjuryBleedingBarbedWire,buffInjuryBleeding"/>
			<property name="CustomUpgradeSound" value="place_block_wood"/>
			<drop event="Destroy" name="resourceWood" count="2,6" />
			<drop event="Fall" count="0"/>
			<property name="Group" value="Tools/Traps"/>
			<property name="DescriptionKey" value="trapSpikesGroupDesc"/>
			<property name="EconomicValue" value="30"/>
			<property name="EconomicBundleSize" value="20"/>
			<property name="FilterTags" value="fdecor,ftraps"/>
			<property name="SortOrder1" value="70g0"/>
		</block>

 

but for this item;

Spoiler
		<block name="DFLockablePillCase">
			<property name="CustomIcon" value="cntPillCaseClosed"/>
			<property name="DescriptionKey" value="DFLockablePillCaseDesc"/>
			<property name="DisplayInfo" value="Name"/>
			<property name="Class" value="SecureLoot"/>
			<property name="LootList" value="1017"/>
			<property name="Material" value="Mwood"/>
			<property name="CreativeMode" value="Player"/>
			<property name="Shape" value="ModelEntity"/>
			<property name="Model" value="#Entities/LootContainers?pill_case_closedPrefab.prefab"/> <property name="HandleFace" value="South"/>
			<property name="StabilitySupport" value="false"/> <!-- build restriction -->
			<property name="Place" value="TowardsPlacerInverted"/>
			<property name="ImposterExchange" value="imposterBlock" param1="144"/>
			<property name="Path" value="solid"/>
			<property class="RepairItems"> <property name="resourceWood" value="20" /> </property>
			<drop event="Destroy" name="resourceWood" count="1,3"/>
			<drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
			<property name="DowngradeBlock" value="DFLockablePillCaseInsecure"/>
			<property name="EconomicValue" value="6"/>
			<property name="FilterTags" value="floot,ffurniture,fdesign"/>
		</block>

 

this code does not work;

Spoiler
	<append xpath="//block[@name='DFLockablePillCase']">
		<property name="CanPickup" value="true" />
	</append>

 

Can some one point me in the right direction please.

 

Note, it has been suggested that pick up only works on workstation items, but I believe the first set of code refutes that claim?

I do see an expected popup, it shows the lock/unlock, search thing you would see if you help E over say a secure chest you had made and put down.

I believe that comes from the secure part?

But what I am not seeing on mouse over is text saying to hold E to pickup, which is what I see for the first item.

Nor in the popup is a little hand on which to click.

Now obviously I could mess with the on destroy to give me an item back when I batter it to bits, but I would rather fix and understand the reason why it does not do what I think it should.

 

Thanks for taking a look.

 

Edit, just to be clear, there are no warnings or errors in the output_log, and looking at the configdump I do see the appendments in the expected places, further more, both the above appends are within the same file, hence if the first loads and works, I would expect the second to at least be attempted to load, giving an error etc on failure.

Edited by Apaseall
some rambles (see edit history)
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I would suggest trying this with the vanilla pillcase and see if it works there. If yes, compare DFpillcase to vanilla pillcase and see if some setting is missing. Even if it looks like it has no connection with pickup it might be necessary.

 

If not, you could check out the code of the mod "Undead Legacy", there all sorts of containers and much more is pickupable and you can check what that modder added to the pillcase to make it pickupable.

 

Edited by meganoth (see edit history)
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46 minutes ago, meganoth said:

I would suggest trying this with the vanilla pillcase and see if it works there. If yes, compare DFpillcase to vanilla pillcase and see if some setting is missing. Even if it looks like it has no connection with pickup it might be necessary.

 

If not, you could check out the code of the mod "Undead Legacy", there all sorts of containers and much more is pickupable and you can check what that modder added to the pillcase to make it pickupable.

 

Cheers, for the idea of looking at Undead Legacy, I will gladly do so.

I was hoping for a definitive answer rather than more of the groping around in the dark trying to figure it out for myself, but I do appreciate your post and start a digging :)

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