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Brass doorknobs.


h0tr0d

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If you have played for long enough time you come to realize some resources are harder to acquire in equal parts as others.

 

With the introduction of traders there can be an even greater difference.

 

What I have found to be the 2 most scarce are brass and potassium.

 

One could always mod in metals to make the alloy brass but I think one solution is intuitive and an easy implementation.

 

There are two door models which have brass doorknobs.

 

I just made these changes so that those doors drop brass doorknobs.

 

<block id="1176" name="houseFrontDoor1_v1">

<property name="DescriptionKey" value="doorGroupDesc"/>

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

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

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

<property name="LightOpacity" value="1"/>

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

<property name="Model" value="Entities/Doors/house_frontDoor1_v1Prefab"/><property name="ModelOffset" value="0,0,0"/>

<property name="MultiBlockDim" value="1,2,1"/>

<property name="ImposterExchange" value="imposterCTRPlate" param1="25"/> <!-- door replacer -->

<property name="Tag" value="Door"/>

<property name="Place" value="Door"/> <!-- build restriction -->

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

<property name="Mesh-Damage-1" value="Door/Door_DMG0"/>

<property name="Mesh-Damage-2" value="Door/Door_DMG1"/>

<property name="Mesh-Damage-3" value="Door/Door_DMG2"/>

<property name="Mesh-Damage-4" value="Door/Door_DMG3"/>

<property name="Mesh-Damage-5" value="Door/Door_DMG4"/>

<property name="OpenSound" value="open_door_wood"/>

<property name="CloseSound" value="close_door_wood"/>

<property class="RepairItems"> <property name="wood" value="3"/> </property>

<property class="UpgradeBlock">

<property name="ToBlock" value="houseFrontDoor1_v2"/>

<property name="Item" value="wood"/>

<property name="ItemCount" value="4"/>

<property name="UpgradeHitCount" value="4"/>

</property>

<property name="CustomUpgradeSound" value="place_block_wood"/>

<drop event="Harvest" name="wood" count="2" prob="1"/>

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

<drop event="Fall" name="woodDebris" count="1" prob="0.75" stick_chance="1"/>

</block>

 

<block id="1226" name="houseFrontDoor2_v1">

<property name="Extends" value="houseFrontDoor1_v1"/>

<property name="Model" value="Entities/Doors/house_frontDoor2_v1Prefab"/>

<property name="ImposterExchange" value="imposterCTRPlate" param1="70"/>

<property class="UpgradeBlock"> <property name="ToBlock" value="houseFrontDoor2_v2"/> </property>

</block>

 

There was an issue on our server when i first introduced the mod was that using the Extend property had it so the second iteration dropped a doorknob so you destroy it one level, repair, rinse repeat for infinite doorknobs. So...to avoid that...

 

<block id="1180" name="houseFrontDoor1_v2">

<property name="Extends" value="houseFrontDoor1_v1"/>

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

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

<property name="Texture" value="241"/>

<property name="Model" value="Entities/Doors/house_frontDoor1_v2Prefab"/><property name="ModelOffset" value="0,0,0"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="houseFrontDoor1_v3"/>

<property name="Item" value="scrapIron"/>

<property name="ItemCount" value="20"/>

<property name="UpgradeHitCount" value="4"/>

</property>

<property name="CustomUpgradeSound" value="place_block_metal"/>

<drop event="Destroy" name="doorKnob" count="0"/>

<property name="DowngradeBlock" value="houseFrontDoor1_v1"/>

</block>

 

<block id="1181" name="houseFrontDoor1_v3">

<property name="Extends" value="commercialDoor1_v3"/>

<property name="Texture" value="241"/>

<property name="Model" value="Entities/Doors/house_frontDoor1_v3Prefab"/><property name="ModelOffset" value="0,0,0"/>

<property name="ImposterExchange" value="imposterCTRPlate" param1="25"/> <!-- door replacer -->

<property name="OpenSound" value="open_door_wood"/>

<property name="CloseSound" value="close_door_wood"/>

<property name="DowngradeBlock" value="houseFrontDoor1_v2"/>

<drop event="Destroy" name="doorKnob" count="0"/>

</block>

 

 

 

<block id="1227" name="houseFrontDoor2_v2">

<property name="Extends" value="houseFrontDoor1_v2"/>

<property name="Model" value="Entities/Doors/house_frontDoor2_v2Prefab"/>

<property name="ImposterExchange" value="imposterCTRPlate" param1="70"/>

<property class="UpgradeBlock"> <property name="ToBlock" value="houseFrontDoor2_v3"/> </property>

<property name="DowngradeBlock" value="houseFrontDoor2_v1"/>

<drop event="Destroy" name="doorKnob" count="0"/>

</block>

 

<block id="1228" name="houseFrontDoor2_v3">

<property name="Extends" value="houseFrontDoor1_v3"/>

<property name="Model" value="Entities/Doors/house_frontDoor2_v3Prefab"/>

<property name="ImposterExchange" value="imposterCTRPlate" param1="70"/>

<property name="DowngradeBlock" value="houseFrontDoor2_v2"/>

<drop event="Destroy" name="doorKnob" count="0"/>

</block>

 

I mean the door shows a brass doorhandle/keylock whatever so why shouldn't we get a brass something!@

 

Vote h0tr0d 2022.

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I agree. I added them for ComSenMod, although I gave those doors a 50% chance of dropping the doorknob, both for balance and to match similar things in the game. Once you do that, you can take doorknobs off of corpses, because how often is someone carrying a doorknob around, really? :)

 

Shouldn't this be in the modding section?

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