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Author Topic: Broken cars  (Read 815 times)

Lazareth

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Broken cars
« on: July 19, 2010, 03:38:20 am »

I intend to do a zombie style full modification, and I would like to know if I could create 'cars' that act like trees, except when 'scavenged' they supply 3-5 bars of iron, 0-2 pieces of leather and 1-4 blocks of plastic (I also need help modding this in)

Thank guys!
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godisdead132

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Re: Broken cars
« Reply #1 on: July 19, 2010, 04:22:28 am »

i don't think you can set trees to drop items directly however you could set it to drop car parts as logs and then process them at some kind of workshop into the materials you want
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Lazareth

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Re: Broken cars
« Reply #2 on: July 19, 2010, 06:47:53 am »

I had an idea, I could have a type of wood called "Car metal" and only that type of wood can be processed at a scrap workshop into sheet metal
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Lofn

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Re: Broken cars
« Reply #3 on: July 19, 2010, 08:30:57 am »

You can alter the material makeup of trees.  Give me a moment to do some testing, this should be quite straightforward.

EDIT: if you change WOOD:LOCAL_PLANT_MAT:WOOD to WOOD:INORGANIC:STEEL, you get steel logs that can be melted down at the smelter.
« Last Edit: July 19, 2010, 09:01:29 am by Lofn »
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NRN_R_Sumo1

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Re: Broken cars
« Reply #4 on: July 19, 2010, 01:38:17 pm »

You can alter the material makeup of trees.  Give me a moment to do some testing, this should be quite straightforward.

EDIT: if you change WOOD:LOCAL_PLANT_MAT:WOOD to WOOD:INORGANIC:STEEL, you get steel logs that can be melted down at the smelter.

Are those steel logs usable for wood burning though?.. could be an issue.
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Lazareth

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Re: Broken cars
« Reply #5 on: July 20, 2010, 03:50:19 am »

Another question, is it possible to create a randomised value of an object from a reaction? Like, you could end up with as much as 7 or as few as 3 somethings depending on your luck.
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Deon

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Re: Broken cars
« Reply #6 on: July 20, 2010, 04:13:52 am »

Yes, just make a few products and add percentage chance you want.

For example, make 5 similar products and give them random chance.

I.e.
Code: [Select]
[REACTION:FORAGE_PLANTS_ADV]
[NAME:gather plants]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:10:1:PLANT:NONE:PLANT_MAT:ROOT_GINSENG:PLANT]
[PRODUCT:10:1:PLANT:NONE:PLANT_MAT:ROOT_MANDRAKE:PLANT]
[PRODUCT:10:1:PLANT:NONE:PLANT_MAT:HERB_VALLEY:PLANT]
[PRODUCT:10:1:PLANT:NONE:PLANT_MAT:BERRIES_FISHER:PLANT]
[PRODUCT:10:1:PLANT:NONE:PLANT_MAT:STEM_KENAF:PLANT]
[SKILL:HERBALISM]

This is my herbalism reaction for adventurers. Here you have 10% chance to get a plant of a type per try. All chances are independent, so you can get from 0 to 5 different plants.
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Lazareth

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Re: Broken cars
« Reply #7 on: July 20, 2010, 04:24:33 am »

So I just make a 100% chance of 3 pieces of metal, then 4 more of lesser chances, can they be the same object as before?
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Patchouli

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Re: Broken cars
« Reply #8 on: July 20, 2010, 04:33:10 am »

So I just make a 100% chance of 3 pieces of metal, then 4 more of lesser chances, can they be the same object as before?
You mean like listing  [PRODUCT:10:1:PLANT:NONE:PLANT_MAT:ROOT_MANDRAKE:PLANT] multiple times, with different chances?

You can do that, if that's what you mean.
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Deon

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Re: Broken cars
« Reply #9 on: July 20, 2010, 04:42:25 am »

Yeah, if I get you right, you need:

[PRODUCT:100:3:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:20:1:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:15:1:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:10:1:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:5:1:BAR:NONE:INORGANIC:IRON][PRODUCT_DIMENSION:150]
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Lazareth

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Re: Broken cars
« Reply #10 on: July 20, 2010, 05:18:03 am »

That's what I mean yeah, Awesome.
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