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Thread: The Grassitron 2000 - for all your gardening needs

  1. #1
    Colony Founder StompyNZ's Avatar
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    The Grassitron 2000 - for all your gardening needs

    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.



    Code:
      <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>

  2. #2
    Tracker BeatKidz's Avatar
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    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.

  3. #3
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by BeatKidz View Post
    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.
    Last edited by StompyNZ; 10-25-2016 at 04:44 AM.

  4. #4
    Zombie Hunter ShadexDemarr's Avatar
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    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.

  5. #5
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by ShadexDemarr View Post
    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

  6. #6
    Colony Founder Gamida's Avatar
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    Is there a recipe for this or only available in creative?

  7. #7
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Gamida View Post
    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:

    Code:
      <!-- 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>

  8. #8
    Colony Founder LuckyStar's Avatar
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    This thing is freaking awesome!!!

    Loving it!

  9. #9
    Colony Founder Gamida's Avatar
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    Quote Originally Posted by StompyNZ View Post
    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>

  10. #10
    Reconstructionist
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    Quote Originally Posted by StompyNZ View Post
    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.



    Code:
      <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 ?

  11. #11
    Survivor
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    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.

  12. #12
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by lee_terry_jr View Post
    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 - - -

    Quote Originally Posted by thomtree View Post
    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

  13. #13
    Tracker
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    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.

  14. #14
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Highope View Post
    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"/>

  15. #15
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    I have just been changing grass to disable collision and make it so you can press the use button to pick them instead.

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