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Better way to clear large chunks of terrain?


aussj4link

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So I've been at this for probably 20 hours now clearing a large area of terrain down to bedrock in creative. My method involves digging a hole down to bedrock, filling the hole with explosive barrels and then set them off. This is the quickest way I've found but it's still unbelievably slow and at this rate, it will probably be another 30 hours or so before I meet my area requirements. There has got to be a quicker way to do this. Is there a mod that lets you terraform or something similar to the mods for Minecraft that let you select an area, and then replace the blocks with air, effectively clearing a massive area in seconds vs this method in days? Or even a mod that lets you destroy faster or something?

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I've used the Digging-Uzi devtool before. Forget what it's called but you can grab it from the creative menu.

Worked fine for what i used it for, but not sure how effective it would be for larger projects.

 

Thanks for that. I looked it up and got the tools enabled. The gun does seem to be faster at digging, I just wish I could drop mine with larger chunks without them getting stuck in the air lol

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I made a dev shotgun that shoots out like 15 bullets in a line. It makes cutting wide swaths underground so much faster, just becareful if you use it above ground because it will cut right through a POI.

 

You can either download it here. Though it is inside the Quality Effectiness Bonuses modlet.

 

Or use this code.

 

	<item name="godPumpShotgun">
	<property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shotgun,shortRange,barrelAttachments,sideAttachments,smallTopAttachments,stock,bottomAttachments,perkShotgunMessiah"/>
		<property name="DisplayType" value="adminRanged"/>
		<property name="HoldType" value="5"/>
		<property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefab"/>
		<property name="Material" value="MmechanicalParts"/> <property name="Weight" value="27"/>
		<property name="RepairTools" value="resourceRepairKit"/>
		<property name="DegradationBreaksAfter" value="false"/>
		<property name="SoundJammed" value="weapon_jam"/>
		<property name="Attachments" value="meleeToolFlashlight02"/>
		<property name="CrosshairOnAim" value="true"/> <!-- aimTest -->
		<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
		<property name="Sound_Sight_In" value="rifle_sight_in"/>
		<property name="Sound_Sight_Out" value="rifle_sight_out"/>
		<property name="LightSource" value="lightSource"/> <!-- Start: Needed for the attachment flashlight -->
		<property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
		<property name="AttachmentFlashlight" value="meleeToolFlashlight02"/> <!-- End: Needed for the attachment flashlight -->
		<property name="Group" value="Ammo/Weapons"/>
		<property name="ActionSkillGroup" value="Shotguns"/>
		<property name="CraftingSkillGroup" value="craftSkillGuns"/>
		<property name="RepairExpMultiplier" value="10.8"/>
		<property name="PickupJournalEntry" value="alternateAmmoTip"/>
		<property name="LightValue" value="0.45"/>
		<property name="EconomicValue" value="2700"/>

	<property class="Action0">
		<property name="Class" value="Ranged"/>
		<property name="Delay" value="0.8"/> <!-- obsolete if rounds per minute exists -->
		<property name="Magazine_items" value="godShells"/>
		<property name="Single_magazine_usage" value="true"/>
		<property name="Infinite_ammo" value="true"/>
		<property name="Reload_time" value="2.6"/>
		<property name="Sound_start" value="pump_shotgun_fire"/>
		<property name="Sound_repeat" value=""/>
		<property name="Sound_end" value=""/>
		<property name="Sound_empty" value="weapon_empty"/>
		<property name="Particles_muzzle_fire" value="nozzleflash_shotgun"/>
		<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
		<property name="ScopeOffset" value="-0.00062,0.088,0.065"/>
		<property name="SideOffset" value="0,0,0"/>
		<property name="BarrelOffset" value="0,0,0"/>
	</property>
	<property class="Action1">
		<property name="Class" value="Zoom"/>
		<property name="Zoom_max_out" value="55"/>
		<property name="Zoom_max_in" value="55"/>
		<property name="ScopeCameraOffset" value="0,-.005,0"/>
	</property>

	<effect_group name="Base Effects"> <!-- Shotgun Long -->
		<passive_effect name="EntityDamage" operation="perc_add" value="0"/>
		<passive_effect name="BlockDamage" operation="perc_add" value="30000"/>
		<!--<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>-->
		<!--passive_effect name="DamageModifier" operation="perc_add" value="4" tags="wood"/-->

		<passive_effect name="RoundsPerMinute" operation="base_set" value="600"/>
		<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

		<passive_effect name="MagazineSize" operation="base_set" value="30000"/>
		<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 2.3s -->
		<passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/>
		<passive_effect name="ModPowerBonus" operation="perc_add" value="0.15" tags="EntityDamage"/>
		<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>

		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="15"/>
		<passive_effect name="SpreadMultiplierAiming" operation="base_set" value="1"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="1"/>
		<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1"/>
		<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="1"/>

		<passive_effect name="KickDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="KickDegreesHorizontal" operation="base_set" value="0"/>
		<display_value name="dRecoil" value="0" />
		<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="22"/>
		<passive_effect name="WeaponHandling" operation="base_set" value="1.7"/>

		<passive_effect name="DegradationMax" operation="base_set" value="0" tier="6"/>
		<passive_effect name="DegradationPerUse" operation="base_set" value="0"/>
	</effect_group>
</item>

<item name="godShells">
	<property name="Tags" value="ammo,shotgun"/>
	<property name="DisplayType" value="ammoShotgun"/>
	<property name="HoldType" value="45"/>
	<property name="Meshfile" value="Items/Misc/sackPrefab"/>
	<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
	<property name="Material" value="Mlead"/>
	<property name="Stacknumber" value="250"/> <!-- STK ammo -->
	<property name="EconomicValue" value="17"/>
	<property name="CraftingSkillGroup" value="craftSkillGuns"/>
	<property name="Group" value="Ammo/Weapons"/>
	<effect_group name="Base Effects" tiered="false">
		<passive_effect name="EntityDamage" operation="base_set" value="0"/>
		<passive_effect name="BlockDamage" operation="base_set" value="30000"/>
		<passive_effect name="RoundRayCount" operation="base_set" value="99"/>
		<passive_effect name="MaxRange" operation="base_set" value="35"/>
		<passive_effect name="DamageFalloffRange" operation="base_set" value="7"/>
		<passive_effect name="SpreadDegreesVertical" operation="base_set" value="0"/>
		<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="55"/>
		<passive_effect name="DismemberChance" operation="perc_subtract" value="0.875" tags="head"/>
		<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="1"/>
		<passive_effect name="SpreadMultiplierCrouching" operation="perc_add" value="1"/>
		<passive_effect name="SpreadMultiplierWalking" operation="perc_add" value="1"/>
		<passive_effect name="SpreadMultiplierRunning" operation="perc_add" value="1"/>
	</effect_group>
</item>

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