StompyNZ Posted October 25, 2016 Share Posted October 25, 2016 I posted this in my Mod thread but since there have been plenty of people that have asked for something like this before I thought it could do with its own thread The Grassitron 2000 - AoE grass killer. Feel free to include in whatever you want. [video=youtube_share;zZVYRqKX9Xw] <item id="2203" name="Grassitron2000"> <property name="CustomIcon" value="hoeIron"/> <property name="CustomIconTint" value="00ff00"/> <property name="Meshfile" value="Items/Tools/hoe_ironPrefab"/> <property name="Material" value="metal"/> <property name="HoldType" value="50"/> <property name="RepairTools" value="repairKit"/> <property name="DegradationBreaksAfter" value="false"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam"/> <property class="Action0"> <property name="Class" value="Launcher"/> <property name="Delay" value="0.3"/> <property name="Auto_fire" value="true"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="GrassitronProjectile"/> <property name="Reload_time" value="2"/> <property name="Bullet_icon" value="uzi"/> <property name="Sound_start" value=""/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> <property name="Particles_muzzle_fire" value="nailgunfire"/> <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/> <property name="ActionExp" value="1"/> </property> </item> <item id="2253" name="GrassitronProjectile"> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="organic"/> <property name="HoldType" value="45"/> <property name="Stacknumber" value="200"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="Explosion.ParticleIndex" value="7"/> <property name="Explosion.RadiusBlocks" value="10"/> <property name="Explosion.BlockDamage" value="10"/> <property name="Explosion.RadiusEntities" value="1"/> <property name="Explosion.EntityDamage" value="1"/> <property name="Explosion.DamageBonus.boulder" value="0"/> <property name="Explosion.DamageBonus.cloth" value="0"/> <property name="Explosion.DamageBonus.concrete" value="0"/> <property name="Explosion.DamageBonus.earth" value="0.1"/> <property name="Explosion.DamageBonus.glass" value="0"/> <property name="Explosion.DamageBonus.leaves" value="0"/> <property name="Explosion.DamageBonus.metal" value="0"/> <property name="Explosion.DamageBonus.plants" value="0"/> <property name="Explosion.DamageBonus.organic" value="0"/> <property name="Explosion.DamageBonus.snow" value="0"/> <property name="Explosion.DamageBonus.stone" value="0"/> <property name="Explosion.DamageBonus.wood" value="0"/> <property name="Velocity" value="10"/> <property name="FlyTime" value=".50"/> <property name="LifeTime" value="1"/> <property name="CollisionRadius" value="0.5"/> </property> <property class="Attributes"> <property name="GetQualityFromWeapon" value="true"/> <property name="EntityDamage" value="1,1"/> <property name="BlockDamage" value="1,1"/> </property> </item> Link to comment Share on other sites More sharing options...
BeatKidz Posted October 25, 2016 Share Posted October 25, 2016 Did you run across the problem where the projectile stays attached to your hands after you switch weapons? I have had a ton of issues with that when using projectiles with models not meant for it. Link to comment Share on other sites More sharing options...
StompyNZ Posted October 25, 2016 Author Share Posted October 25, 2016 Did you run across the problem where the projectile stays attached to your hands after you switch weapons? I have had a ton of issues with that when using projectiles with models not meant for it. sometimes I was getting that with the flamethrower I made. I'll have to test it but i think its possible to have it with no mesh for the bullet which could eliminate that issue. The nail is pretty small either way so shouldnt be a big problem. Edit: Just tested and the ammo does need a mesh file. Link to comment Share on other sites More sharing options...
ShadexDemarr Posted October 26, 2016 Share Posted October 26, 2016 Now if we could just figure out how to grow the grass back without having to dig up and 'plant' dirt. I like grass around my houses and in the world which makes it a pain to harvest. Before long the entire neighborhood looks like flat green astroturf. Link to comment Share on other sites More sharing options...
StompyNZ Posted October 26, 2016 Author Share Posted October 26, 2016 Now if we could just figure out how to grow the grass back without having to dig up and 'plant' dirt. I like grass around my houses and in the world which makes it a pain to harvest. Before long the entire neighborhood looks like flat green astroturf. Unless they removed it recently just equip some grass and right click where you want it Link to comment Share on other sites More sharing options...
Gamida Posted October 31, 2016 Share Posted October 31, 2016 Is there a recipe for this or only available in creative? Link to comment Share on other sites More sharing options...
StompyNZ Posted October 31, 2016 Author Share Posted October 31, 2016 Is there a recipe for this or only available in creative? I haven't done a recipe for it, but you can easily add your own recipe. maybe something like this: <recipe name="Grassitron2000" count="1" craft_area="workbench"> <ingredient name="forgedSteel" count="2"/> <ingredient name="shortMetalPipe" count="4"/> <ingredient name="mechanicalParts" count="2"/> <ingredient name="electronicParts" count="1"/> <ingredient name="electricParts" count="1"/> </recipe> I will be adding a more appropriate recipe in my mod eventually but that will require a lot of custom items such as Glyphosate. I also added a more powerful version to my admin nailgun which I use when making prefabs in creative mode: <!-- ADMIN ITEMS --> <item id="2500" name="Admin_nailgun"> <property name="IsDeveloper" value="true"/> <property name="Meshfile" value="Items/Tools/nailgunPrefab"/> <property name="CustomIcon" value="nailgun"/> <property name="CustomIconTint" value="FF0000"/> <property name="Material" value="metal"/> <property name="HoldType" value="37"/> <property name="Stacknumber" value="1"/> <property name="RepairTools" value="repairKit"/> <property name="Degradation" value="5000" param1="false"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="Weapons/weapon_jam"/> <property name="Weight" value="33"/> <property class="Action0"> <property name="Class" value="Launcher"/> <property name="Delay" value="0.15"/> <property name="Range" value="50"/> <property name="Auto_fire" value="true"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="Admin_nail, Admin_nail_x4, Admin_nail_x10, Admin_Grassbomb"/> <property name="Instantiate_on_load" value="false"/> <property name="Reload_time" value="1"/> <property name="Bullet_icon" value="uzi"/> <property name="Sound_start" value=""/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value="Weapons/weapon_empty"/> <property name="Sound_reload" value="Weapons/Motorized/Nailgun/nailgun_reload"/> </property> <property class="Action1"> <property name="Class" value="Repair"/> <property name="Delay" value="0.1"/> <property name="Repair_amount" value="10000"/> <property name="Upgrade_hit_offset" value="-10"/> <property name="Repair_action_sound" value=""/> <property name="Upgrade_action_sound" value="Weapons/Motorized/Nailgun/nailgun_fire"/> <property name="Allowed_upgrade_items" value="wood,clayLump,dirtFragment,snowBall,scrapIron,forgedIron,forgedSteel,steelPolish,concreteMix,cobblestones,yuccaFibers"/> </property> <property name="Group" value="Ammo/Weapons"/> <property class="Preview"> <property name="Zoom" value="14"/> <property name="Pos" value="0.1,-0.1"/> <property name="Rot" value="0,-45,0"/> </property> <property name="ActionSkillGroup" value="Construction Tools"/> <property name="CraftingSkillGroup" value="Tool Smithing"/> </item> <item id="2501" name="Admin_nail"> <property name="IsDeveloper" value="true"/> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="CustomIcon" value="nail"/> <property name="CustomIconTint" value="FF0000"/> <property name="Material" value="metal"/> <property name="HoldType" value="16"/> <property name="Stacknumber" value="1000"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="DamageEntity" value="3000"/> <property name="DamageBlock" value="50000"/> <property name="Velocity" value="100"/> <property name="FlyTime" value="10"/> <property name="LifeTime" value="10"/> </property> <property name="Group" value="Ammo/Weapons"/> </item> <item id="2502" name="Admin_nail_x4"> <property name="IsDeveloper" value="true"/> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="CustomIcon" value="explodingCrossbowBolt"/> <property name="CustomIconTint" value="FF0000"/> <property name="Material" value="metal"/> <property name="HoldType" value="16"/> <property name="Stacknumber" value="1000"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="DamageEntity" value="10"/> <property name="DamageBlock" value="5000"/> <property name="Velocity" value="100"/> <property name="FlyTime" value="10"/> <property name="LifeTime" value="10"/> <property name="Explosion.ParticleIndex" value="4"/> <property name="Explosion.RadiusBlocks" value="4"/> <property name="Explosion.BlockDamage" value="50000"/> <property name="Explosion.RadiusEntities" value="4"/> <property name="Explosion.EntityDamage" value="5000"/> </property> <property name="Group" value="Ammo/Weapons"/> </item> <item id="2503" name="Admin_nail_x10"> <property name="IsDeveloper" value="true"/> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="CustomIcon" value="rocket"/> <property name="CustomIconTint" value="FF0000"/> <property name="Material" value="metal"/> <property name="HoldType" value="16"/> <property name="Stacknumber" value="1000"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="DamageEntity" value="10"/> <property name="DamageBlock" value="5000"/> <property name="Velocity" value="100"/> <property name="FlyTime" value="10"/> <property name="LifeTime" value="10"/> <property name="Explosion.ParticleIndex" value="4"/> <property name="Explosion.RadiusBlocks" value="10"/> <property name="Explosion.BlockDamage" value="50000"/> <property name="Explosion.RadiusEntities" value="5"/> <property name="Explosion.EntityDamage" value="100"/> </property> <property name="Group" value="Ammo/Weapons"/> </item> <item id="2504" name="Admin_Grassbomb"> <property name="IsDeveloper" value="true"/> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="CustomIcon" value="yuccaFibers"/> <property name="CustomIconTint" value="FF0000"/> <property name="Material" value="organic"/> <property name="HoldType" value="16"/> <property name="Stacknumber" value="200"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="Explosion.ParticleIndex" value="7"/> <property name="Explosion.RadiusBlocks" value="10"/> <property name="Explosion.BlockDamage" value="10"/> <property name="Explosion.RadiusEntities" value="1"/> <property name="Explosion.EntityDamage" value="1"/> <property name="Explosion.DamageBonus.boulder" value="0"/> <property name="Explosion.DamageBonus.cloth" value="0"/> <property name="Explosion.DamageBonus.concrete" value="0"/> <property name="Explosion.DamageBonus.earth" value="0.1"/> <property name="Explosion.DamageBonus.glass" value="0"/> <property name="Explosion.DamageBonus.leaves" value="0"/> <property name="Explosion.DamageBonus.metal" value="0"/> <property name="Explosion.DamageBonus.plants" value="0"/> <property name="Explosion.DamageBonus.organic" value="0"/> <property name="Explosion.DamageBonus.snow" value="0"/> <property name="Explosion.DamageBonus.stone" value="0"/> <property name="Explosion.DamageBonus.wood" value="0"/> <property name="Velocity" value="100"/> <property name="FlyTime" value="10"/> <property name="LifeTime" value="10"/> </property> <property class="Attributes"> <property name="GetQualityFromWeapon" value="true"/> <property name="EntityDamage" value="1,1"/> <property name="BlockDamage" value="1,1"/> </property> </item> Link to comment Share on other sites More sharing options...
LuckyStar Posted November 1, 2016 Share Posted November 1, 2016 This thing is freaking awesome!!! Loving it! Link to comment Share on other sites More sharing options...
Gamida Posted November 4, 2016 Share Posted November 4, 2016 I haven't done a recipe for it, but you can easily add your own recipe. maybe something like this: <recipe name="Grassitron2000" count="1" craft_area="workbench"> <ingredient name="forgedSteel" count="2"/> <ingredient name="shortMetalPipe" count="4"/> <ingredient name="mechanicalParts" count="2"/> <ingredient name="electronicParts" count="1"/> <ingredient name="electricParts" count="1"/> </recipe> Link to comment Share on other sites More sharing options...
thomtree Posted November 13, 2016 Share Posted November 13, 2016 I posted this in my Mod thread but since there have been plenty of people that have asked for something like this before I thought it could do with its own thread The Grassitron 2000 - AoE grass killer. Feel free to include in whatever you want. [video=youtube_share;zZVYRqKX9Xw] <item id="2203" name="Grassitron2000"> <property name="CustomIcon" value="hoeIron"/> <property name="CustomIconTint" value="00ff00"/> <property name="Meshfile" value="Items/Tools/hoe_ironPrefab"/> <property name="Material" value="metal"/> <property name="HoldType" value="50"/> <property name="RepairTools" value="repairKit"/> <property name="DegradationBreaksAfter" value="false"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam"/> <property class="Action0"> <property name="Class" value="Launcher"/> <property name="Delay" value="0.3"/> <property name="Auto_fire" value="true"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="GrassitronProjectile"/> <property name="Reload_time" value="2"/> <property name="Bullet_icon" value="uzi"/> <property name="Sound_start" value=""/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> <property name="Particles_muzzle_fire" value="nailgunfire"/> <property name="Particles_muzzle_smoke" value="nozzlesmoke_chainsaw"/> <property name="ActionExp" value="1"/> </property> </item> <item id="2253" name="GrassitronProjectile"> <property name="Meshfile" value="Items/Tools/nailProjectilePrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="organic"/> <property name="HoldType" value="45"/> <property name="Stacknumber" value="200"/> <property class="Action1"> <property name="Class" value="Projectile"/> <property name="Explosion.ParticleIndex" value="7"/> <property name="Explosion.RadiusBlocks" value="10"/> <property name="Explosion.BlockDamage" value="10"/> <property name="Explosion.RadiusEntities" value="1"/> <property name="Explosion.EntityDamage" value="1"/> <property name="Explosion.DamageBonus.boulder" value="0"/> <property name="Explosion.DamageBonus.cloth" value="0"/> <property name="Explosion.DamageBonus.concrete" value="0"/> <property name="Explosion.DamageBonus.earth" value="0.1"/> <property name="Explosion.DamageBonus.glass" value="0"/> <property name="Explosion.DamageBonus.leaves" value="0"/> <property name="Explosion.DamageBonus.metal" value="0"/> <property name="Explosion.DamageBonus.plants" value="0"/> <property name="Explosion.DamageBonus.organic" value="0"/> <property name="Explosion.DamageBonus.snow" value="0"/> <property name="Explosion.DamageBonus.stone" value="0"/> <property name="Explosion.DamageBonus.wood" value="0"/> <property name="Velocity" value="10"/> <property name="FlyTime" value=".50"/> <property name="LifeTime" value="1"/> <property name="CollisionRadius" value="0.5"/> </property> <property class="Attributes"> <property name="GetQualityFromWeapon" value="true"/> <property name="EntityDamage" value="1,1"/> <property name="BlockDamage" value="1,1"/> </property> </item> the item get no damage ? is it possible to make it breakable ? Link to comment Share on other sites More sharing options...
lee_terry_jr Posted November 18, 2016 Share Posted November 18, 2016 Good idea but dont like the fact that it deals damage to everything else as well. I know its only 1 damage but over time that adds up and that can cause you to break lootable items that are on the ground such as nests, bags, etc. Link to comment Share on other sites More sharing options...
StompyNZ Posted November 18, 2016 Author Share Posted November 18, 2016 Good idea but dont like the fact that it deals damage to everything else as well. I know its only 1 damage but over time that adds up and that can cause you to break lootable items that are on the ground such as nests, bags, etc. apart from the block you directly target it should not be dealing damage to any non earth damage type materials, so things like the birds nests and bags should be safe. I couldnt see any loot blocks where the material had damage category of earth. - - - Updated - - - the item get no damage ? is it possible to make it breakable ? I haven't tested but presumably you could add an attributes section <property class="Attributes"> <property name="DegradationMax" value="100,600"/> <property name="DegradationRate" value="1,1"/> </property> adjust the numbers to what you feel fits with your settings Link to comment Share on other sites More sharing options...
Highope Posted November 24, 2016 Share Posted November 24, 2016 the problem you guys all have when switching weapons and u still see the projectiles mixed with the current item it's an ez fix - - - Updated - - - you just need to set the projectile ie: ammo/item used for tool/gun or w/e set the holding type to 0 ez fix. Link to comment Share on other sites More sharing options...
StompyNZ Posted November 24, 2016 Author Share Posted November 24, 2016 the problem you guys all have when switching weapons and u still see the projectiles mixed with the current item it's an ez fix - - - Updated - - - you just need to set the projectile ie: ammo/item used for tool/gun or w/e set the holding type to 0 ez fix. I believe this property in the weapons action0 also stops it from happening: <property name="Instantiate_on_load" value="false"/> Link to comment Share on other sites More sharing options...
lee_terry_jr Posted December 8, 2016 Share Posted December 8, 2016 I have just been changing grass to disable collision and make it so you can press the use button to pick them instead. Link to comment Share on other sites More sharing options...
grrmisfit Posted April 29, 2017 Share Posted April 29, 2017 put this on my server.. but it doesnt require the ammo to work.. and it doesnt do anything to grass around my base. im assuming cause of LCB, But im the owner so that shouldnt matter Link to comment Share on other sites More sharing options...
ZeeMaan Posted August 6, 2017 Share Posted August 6, 2017 Alpha 16 Verified If anyone is curious, I've just added this great mod into my world. It works as of A16.2(b7). I've always wanted to see a riding lawn mower added to the game. Grass is pretty, but when it comes time to lay down a lot of blocks there are those glitchy placement issues that grass gives. Add a trailer with room for, oh say six, shopping baskets. Woot, get it into gear five and off we go! Link to comment Share on other sites More sharing options...
theredwolf13 Posted August 8, 2017 Share Posted August 8, 2017 What needs to be changed/added so instead of the grass dropping it is automatically added to your inventory like normal? Link to comment Share on other sites More sharing options...
StompyNZ Posted August 9, 2017 Author Share Posted August 9, 2017 What needs to be changed/added so instead of the grass dropping it is automatically added to your inventory like normal? prob cant do that as it is an explosion. If you want to try look for the property on the auger, I suspect it will only work for the gass you hit directly and not anything killed by the explosion damage Link to comment Share on other sites More sharing options...
Gamer_62 Posted August 9, 2017 Share Posted August 9, 2017 oooops Link to comment Share on other sites More sharing options...
theredwolf13 Posted September 2, 2017 Share Posted September 2, 2017 prob cant do that as it is an explosion. If you want to try look for the property on the auger, I suspect it will only work for the gass you hit directly and not anything killed by the explosion damage That makes sense. Thank you for the reply. Link to comment Share on other sites More sharing options...
SlicksGirl Posted June 8, 2018 Share Posted June 8, 2018 is this broken? i tried to use it on the Undead Legacy mod and it refused to mow my lawn. I really need to mow my lawn, because the city is on me and they want to charge me and are planning on sending the undead after my money for having unkept grass. Link to comment Share on other sites More sharing options...
StompyNZ Posted June 8, 2018 Author Share Posted June 8, 2018 is this broken? i tried to use it on the Undead Legacy mod and it refused to mow my lawn. I really need to mow my lawn, because the city is on me and they want to charge me and are planning on sending the undead after my money for having unkept grass. Try my admin nailgun https://gist.github.com/StompyNZ/6cd8a06a91299a74481c5a4cfe2e01d6 it has a grass bomb. works in a16 so if you wanted to stick with the modded hoe then check out the code and merge it over Link to comment Share on other sites More sharing options...
SlicksGirl Posted June 8, 2018 Share Posted June 8, 2018 Try my admin nailgun https://gist.github.com/StompyNZ/6cd8a06a91299a74481c5a4cfe2e01d6 it has a grass bomb. works in a16 so if you wanted to stick with the modded hoe then check out the code and merge it over I have the admin nail gun with the grass bombs and it doesnt use the grass bombs at all, not even an option. it destroys everything, not just grass. I wanted to offer the modded hoe as a diamond level tool to my players. Link to comment Share on other sites More sharing options...
Guppycur Posted June 8, 2018 Share Posted June 8, 2018 You swap the ammo? Cause I use it a lot. Link to comment Share on other sites More sharing options...
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