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blocks.xml
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blocks.xml
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<configs>
<append xpath="/blocks">
<block name="EfficientBaseRepair">
<property name="Class" value="BlockEfficientBaseRepair, EfficientBaseRepair"/>
<property name="CustomIcon" value="cntHardenedChestSecure"/>
<property name="UnlockedBy" value="craftingRepairTools"/>
<property name="DisplayInfo" value="Custom"/>
<property name="CreativeMode" value="Player"/>
<property name="DisplayType" value="blockHardened"/>
<property name="DescriptionKey" value="efficientBaseRepairDesc"/>
<property name="Stacknumber" value="10"/>
<property name="Material" value="Mmetal_hard"/>
<property name="Shape" value="ModelEntity"/>
<property name="LootList" value="smallSafes"/>
<property name="Model" value="@:Entities/LootContainers/tier4LootChestPrefab.prefab"/>
<property name="PlacementDistance" value="25"/>
<property name="AllowedRotations" value="No45"/>
<property name="MaxDamage" value="5000"/>
<property name="StartDamage" value="0"/>
<property name="PassThroughDamage" value="true"/>
<property name="TakeDelay" value="1"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="1" stick_chance="1"/>
<property class="RepairItems">
<property name="resourceRepairKit" value="5"/>
</property>
<!-- Specific properties -->
<property name="MaxBfsIterations" value="1000"/> <!-- The max number of bfs iterations (more iterations will require more CPU ressources) -->
<property name="NeedsMaterialsForRepair" value="true"/> <!-- Set this param to false to repair even if you miss the repair materials -->
<property name="NeedsMaterialsForUpgrade" value="true"/> <!-- Set this param to false to upgrade even if you miss the upgrade materials -->
<property name="LootSizeX" value="6"/> <!-- Number of columns of the loot container -->
<property name="LootSizeY" value="5"/> <!-- Number of rows of the loot container -->
<property name="RefreshRate" value="0"/> <!-- The number of game ticks between two auto refresh (set to 0 to disable auto refresh) -->
<property name="RepairRate" value="100"/> <!-- The amount of damage which can be repaired for one game tick (set to 0 for instant repairs) -->
<property name="UpgradeRate" value="1"/> <!-- The number of blocks which can be upgraded during one game tick (set to 0 to for instant upgrades) -->
<property name="PlayRepairSound" value="true"/> <!-- Set to false to disable the hammer sound on the current block which is being repaired -->
<property name="ActiveDuringBloodMoon" value="false"/> <!-- Set to true to enable the auto repair during the blood moon-->
<property name="AutoTurnOff" value="true"/> <!-- Auto turn off if no more blocks can be repaired -->
<property name="KeepPaintAfterUpgrade" value="true"/> <!-- If enabled, the upgraded block will keep his original paint, else his texture will be set to the upgrade block texture -->
</block>
</append>
</configs>