Lonestarcanuck Posted December 17, 2018 Share Posted December 17, 2018 Now that mining gives little or no XP. I was thinking an auto mining mod/modlet like in RUST would be cool. features: -- soil placement would determine what you got (desert = sand/shale/ore for example) -- crafting would be: engine(s), battery, lights for the Derek, plastic, pipes, auger blade, parts, electrical, etc. -- Repair with kits? -- needs gas and oil to work -- tied to perk like Engineering? This would spit out ore into a hopper (chest?) that you would collect. so is this doable and anyone interested in building it? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 17, 2018 Share Posted December 17, 2018 Sorry I dont do xpath, at least I havnt looked at it at all yet, even though I know its simple, I am just old fashioned and maybe a little lazy I guess. Just place the unfuled auto miner on the ground and upgrade it with 100 gas, the unfueled auto miner will display that it needs fuel when you look at it, and the running auto miner will display that it is running once you upgrade it with gas, once it is finished running after 3 real time hours it will extend its compartment for you to loot. Both the off and on version of the Auto Miner can be picked up using a wrench so you dont lose any gas if you upgraded it and need to move it. Just copy paste into respective files: Items: For this its easier for me to make you change the gas can to allow it to directly upgrade the un-fueled auto miner, but you can also add ammoGasCan to all allowed upgrade items for all repair tools as well <item name="ammoGasCan"> <property name="Tags" value="gasoline"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="Items/Misc/sackPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="MFuelBarrel"/> <property name="Stacknumber" value="1000"/> <!-- STK resource --> <property name="FuelValue" value="2"/> <property name="EconomicValue" value="83"/> <!-- oil barrel 500 --> [color="#FF8C00"]<property name="DegradationBreaksAfter" value="false"/> <property class="Action1"> <!-- AttackAction --> <property name="Class" value="Repair"/> <property name="Delay" value="0.4"/> <property name="Repair_amount" value="1"/> <property name="Upgrade_hit_offset" value="0"/> <property name="Sound_start" value="repair_block"/> <property name="Allowed_upgrade_items" value="ammoGasCan"/> <property name="UsePowerAttackAnimation" value="false"/> </property> <effect_group name="Base Effects" tiered="false"> <passive_effect name="DegradationMax" operation="base_set" value="100" /> </effect_group>[/color] <property name="EconomicBundleSize" value="100"/> <property name="CraftingSkillGroup" value="craftSkillScience"/> <property name="Group" value="Resources,Chemicals"/> </item> +Blocks <block name="autoMinerOff"> <property name="Material" value="Mmetal"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="Industrial/control_panel_base_04" param1="main_mesh"/> <property name="Path" value="solid"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="ImposterExchange" value="imposterBlock" param1="2"/> <property name="CustomIcon" value="controlPanelBase04"/> <property class="RepairItems"> <property name="resourceForgedIron" value="100"/> <property name="resourceElectricParts" value="20"/> <property name="resourceMechanicalParts" value="20"/> </property> <property class="UpgradeBlock"> <property name="ToBlock" value="autoMinerOn"/> <property name="Item" value="ammoGasCan"/> <property name="ItemCount" value="100"/> <property name="UpgradeHitCount" value="1"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Destroy" name="autoMinerOff" count="1" tag="salvageHarvest"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="DescriptionKey" value="autoMinerOffDesc"/> <property name="DisplayInfo" value="Description"/> </block> <block name="autoMinerOn"> <property name="Material" value="Mmetal"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="Industrial/control_panel_base_04" param1="main_mesh"/> <property name="Path" value="solid"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="ImposterExchange" value="imposterBlock" param1="2"/> <property name="CustomIcon" value="controlPanelBase04"/> <property class="RepairItems"> <property name="resourceForgedIron" value="100"/> <property name="resourceElectricParts" value="20"/> <property name="resourceMechanicalParts" value="20"/> </property> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.Next" value="autoMinerOff"/> <property name="PlantGrowing.GrowthRate" value="180"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> <property name="PlantGrowing.GrowOnTop" value="autoMinerCompartment"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.LightLevelGrow" value="0"/> <property name="PlantGrowing.GrowIfAnythinOnTop" value="false"/> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Destroy" name="autoMinerOn" count="1" tag="salvageHarvest"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="DescriptionKey" value="autoMinerOnDesc"/> <property name="DisplayInfo" value="Description"/> </block> <block name="autoMinerCompartment"> <property name="Material" value="Mmetal"/> <property name="CustomIcon" value="controlPanelTop07"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Path" value="solid"/> <property name="Model" value="Industrial/control_panel_top_07" param1="main_mesh"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="ImposterExchange" value="imposterBlock" param1="2"/> <property name="StabilitySupport" value="false"/> <property name="Class" value="Loot"/> <property name="LootList" value="125"/> <property name="OnlySimpleRotations" value="true"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="DescriptionKey" value="autoMinerCompartmentDesc"/> <property name="DisplayInfo" value="Description"/> </block> +Loot <!-- Auto miner --> <lootgroup name="autoMinerA" count="all" > <item name="resourceScrapIron" count="50,200" /> <item name="resourceScrapLead" count="50,200" /> <item name="resourceClayLump" count="50,200" /> <item name="resourcePotassiumNitratePowder" count="50,200" /> <item name="resourceCoal" count="50,200" /> <item name="resourceOilShale" count="50,200" /> <item name="resourceClayLump" count="50,200" /> <item name="resourceRockSmall" count="50,200" /> </lootgroup> <lootgroup name="autoMinerRich" count="1,3"> <item name="resourceRawDiamond" count="0,1" prob="0.2"/> <item name="resourceGoldNugget" count="0,1" prob="0.4"/> <item name="resourceSilverNugget" count="0,1" prob="0.6"/> </lootgroup> <lootgroup name="autoMinerB" count="all" > <item name="resourceScrapIron" count="50,200" /> <item name="resourceScrapLead" count="50,200" /> <item name="resourceClayLump" count="50,200" /> <item name="resourcePotassiumNitratePowder" count="50,200" /> <item name="resourceCoal" count="50,200" /> <item name="resourceOilShale" count="50,200" /> <item name="resourceClayLump" count="50,200" /> <item name="resourceRockSmall" count="50,200" /> <item group="autoMinerRich" count="1,3"/> </lootgroup> <lootgroup name="autoMiner"> <item group="autoMinerA" prob="10"/> <item group="autoMinerB" prob="1"/> </lootgroup> <lootcontainer id="125" count="1" size="4,4" destroy_on_close="true" sound_open="UseActions/open_chest" sound_close="UseActions/close_chest"> <item group="autoMiner" prob="1" /> </lootcontainer> +Recipes <recipe name="autoMinerOff" count="1" craft_time = "60" craft_exp_gain="300" craft_area="workbench" tags="learnable"> <ingredient name="resourceForgedIron" count="100"/> <ingredient name="resourceMechanicalParts" count="20"/> <ingredient name="resourceElectricParts" count="20"/> <ingredient name="carBattery" count="1"/> <ingredient name="meleeToolAuger" count="1"/> </recipe> +Localization autoMinerOff,blocks,Workstation,KgNone,Auto Miner (Off),,,, autoMinerOffDesc,blocks,Workstation,KgNone,Needs Fuel,,,, autoMinerOn,blocks,Workstation,KgNone,Auto Miner (On),,,, autoMinerOnDesc,blocks,Workstation,KgNone,Running,,,, autoMinerCompartment,blocks,Workstation,KgNone,Auto Miner Compartment,,,, autoMinerCompartmentDesc,blocks,Workstation,KgNone,Extendable compartment for storing resources,,,, Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 17, 2018 Share Posted December 17, 2018 +Progression <perk name="perkAdvancedEngineering" parent="skillCraftsmanship" name_key="perkAdvancedEngineeringName" desc_key="perkAdvancedEngineeringDesc" icon="ui_game_symbol_workbench"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="5" desc_key="reqIntellectLevel5"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="6" desc_key="reqIntellectLevel6"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="7" desc_key="reqIntellectLevel7"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="9" desc_key="reqIntellectLevel9"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="10" desc_key="reqIntellectLevel10"/></level_requirements> <effect_group> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="1,5" tags="workbench,tableSaw,generatorbank,electricwirerelay,switch,ceilingLight01_player,gunCrossbow,gunCompoundBow,armorMiningHelmet"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="2,5" tags="gunPistol,gunPumpShotgun,gunHuntingRifle,spotlightPlayer,speaker,pressureplate,pressureplateLong,electrictimerrelay,motionsensor,cementMixer,ammoDartSteel,dartTrap"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="3,5" tags="tripwirepost,electricfencepost,bladeTrap,gunSMG5,gun44Magnum,gunAK47,gunMR10"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="4,5" tags="[color="#FF8C00"]autoMinerOff[/color],shotgunTurret,gunRocketLauncher,gunToolNailgun"/> <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" level="5" tags="autoTurret,meleeToolAuger,meleeToolChainsaw"/> <effect_description level="1" desc_key="perkAdvancedEngineeringRank1Desc"/> <effect_description level="2" desc_key="perkAdvancedEngineeringRank2Desc"/> <effect_description level="3" desc_key="perkAdvancedEngineeringRank3Desc"/> <effect_description level="4" desc_key="perkAdvancedEngineeringRank4Desc"/> <effect_description level="5" desc_key="perkAdvancedEngineeringRank5Desc"/> </effect_group> </perk> Link to comment Share on other sites More sharing options...
stallionsden Posted December 17, 2018 Share Posted December 17, 2018 You can also look in my modlets thread there is a autominer there. Welcome to change it to your liking to. Link to comment Share on other sites More sharing options...
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