Food for the taking

Trapping sounds like a really smart thing to do in the apocalypse. But there aren’t any working traps in the game yet, so what’s a survivor to do?

Well, this survivor modded some rabbit traps into the game!

The basic premise is that you craft a trap that leverages the plant “growth” mechanism to simulate a trap springing and catching a rabbit at some future time when you aren’t around. Obviously this isn’t a real game mechanism of a rabbit walking past a functional trap (sadly). Instead we are basically making a plant that will ‘grow’ into a filled trap after 60-120 minutes of real time.

To start, we create three new blocks, the trap itself, a “set trap” which is baited and can be placed (and picked up) in the wild, and the “caught” version of the trap that is a lootable container that you can get rabbit meat and hide from.

<block id=”1417″ name=”rabbitTrap”>
<property name=”Material” value=”wood+wood” />
<property name=”Shape” value=”Ext3dModel” />
<property name=”Mesh” value=”models” />
<property name=”Model” value=”LootContainers/shopping_basket_empty” param1=”main_mesh” />
<property name=”Damage” value=”5″ />
<property name=”FuelValue” value=”48″ />
<property name=”CustomIcon” value=”shoppingBasketEmpty” />
<property name=”CustomIconTint” value=”ffd700″ />
<property name=”Group” value=”Tools/Traps” />
<property class=”Preview”>
<property name=”Zoom” value=”25″ />
<property name=”Pos” value=”0,-0.05″ />
<property name=”Rot” value=”90,45,0″ />
</property>
</block>

<block id=”1418″ name=”rabbitTrapSet”>
<property name=”Class” value=”PlantGrowing” />
<property name=”Material” value=”wood” />
<property name=”Shape” value=”Ext3dModel” />
<property name=”Mesh” value=”models” />
<property name=”CustomIcon” value=”shoppingBasketEmpty” />
<property name=”CustomIconTint” value=”ffd700″ />
<property name=”Model” value=”LootContainers/shopping_basket_empty” param1=”main_mesh” />
<property name=”Damage” value=”5″ />
<property name=”IsPlant” value=”true” />
<property name=”CanPickup” value=”true” />
<property class=”PlantGrowing”>
<property name=”Next” value=”rabbitTrapCaught” />
<property name=”GrowthRate” value=”15″ />
<property name=”FertileLevel” value=”0″ />
<property name=”IsRandom” value=”true” />
</property>
<drop event=”Destroy” name=”rabbitTrap” count=”1″ prob=”.75″ />
</block>

<block id=”1419″ name=”rabbitTrapCaught”>
<property name=”Class” value=”Loot” />
<property name=”Material” value=”wood” />
<property name=”Shape” value=”Ext3dModel” />
<property name=”Mesh” value=”models” />
<property name=”HeatMapStrength” value=”5″/>
<property name=”HeatMapTime” value=”300″/>
<property name=”HeatMapFrequency” value=”15″/>
<property name=”CustomIcon” value=”shoppingBasket” />
<property name=”CustomIconTint” value=”ffd700″ />
<property name=”Model” value=”LootContainers/shopping_basket” param1=”main_mesh” />
<property name=”LootList” value=”63″ />
<drop event=”Destroy” name=”rabbitTrap” count=”1″ prob=”.75″ />
</block>

The caught version of the trap also contributes to the heat map, this is to encourage you to spread them around and not have them in your base, and simulates that a trapped animal would probably draw the zeds in.

The rabbitTrapCaught is a lootable container with a custom loot list that must match up. My loot.xml file has this new loot container defined:

<!– rabbit trap loot –>
<lootcontainer id=”63″ count=”1,2″ size=”1,2″ sound_open=”UseActions/open_shopping_basket” sound_close=”UseActions/close_shopping_basket”>
<item name=”rabbit” count=”1,2″ prob=”.5″/>
<item name=”animalHide” count=”1″ prob=”.5″/>
</lootcontainer>

Last, we need a few recipes, the trap itself, then 3 cloned recipes for using different foods to bait the trap.

<recipe name=”rabbitTrap” count=”1″ scrapable=”False” craft_time=”5″ craft_exp_gain=”2″ learn_exp_gain=”20″ >
<ingredient name=”stick” count=”1″ grid=”-1, -1″/>
<ingredient name=”stick” count=”1″ grid=”0, -1″/>
<ingredient name=”stick” count=”1″ grid=”1, -1″/>
<ingredient name=”stick” count=”1″ grid=”-1, 0″/>
<ingredient name=”stick” count=”1″ grid=”1, 0″/>
<ingredient name=”stick” count=”1″ grid=”-1, 1″/>
<ingredient name=”stick” count=”1″ grid=”0, 1″/>
<ingredient name=”stick” count=”1″ grid=”1, 1″/>
<ingredient name=”yuccaFibers” count=”1″ grid=”-2, -2″/>
<ingredient name=”yuccaFibers” count=”1″ grid=”2, -2″/>
<ingredient name=”yuccaFibers” count=”1″ grid=”-2, 2″/>
<ingredient name=”yuccaFibers” count=”1″ grid=”2, 2″/>
</recipe>
<recipe name=”rabbitTrapSet” count=”1″ scrapable=”False” craft_time=”5″ craft_exp_gain=”2″ learn_exp_gain=”20″ >
<ingredient name=”rabbitTrap” count=”1″ grid=”0, 0″/>
<ingredient name=”corn” count=”1″ grid=”1,0″/>
</recipe>
<recipe name=”rabbitTrapSet” count=”1″ scrapable=”False” craft_time=”5″ craft_exp_gain=”2″ learn_exp_gain=”20″ >
<ingredient name=”rabbitTrap” count=”1″ grid=”0, 0″/>
<ingredient name=”potato” count=”1″ grid=”1,0″/>
</recipe>
<recipe name=”rabbitTrapSet” count=”1″ scrapable=”False” craft_time=”5″ craft_exp_gain=”2″ learn_exp_gain=”20″ >
<ingredient name=”rabbitTrap” count=”1″ grid=”0, 0″/>
<ingredient name=”mushrooms” count=”1″ grid=”1,9″/>
</recipe>

After looting the caught trap, you can “destroy” it and there is a 75% chance that you will recover a rabbitTrap which can be re-baited and replaced back.

As always, you assume all risk with modding the game. If you break it, you’ll need to do a Steam verify files and restore to factory settings. Always make a backup of your files before you start modding, remember to keep your IDs unique and in sequence, and remember that if you play on a server, your modded files will be over-written, so keep a backup of your modded files as well.

If you have any questions, let me know and I’ll be happy to help you out!

Rongo

About

Oldschool gamer. Professional developer by day, gamer by night. I try to keep myself young through lots and lots and lots of game playing. So far I've been successful.

2 thoughts on “Food for the taking

  1. Hey Rongo,

    Thanks for all the tips on modding. I just modded my file to allow surficial C, Fe, KNO3, and Pb. Scary to be messing with it but when I wandered into a previously unloaded chunk and saw it sitting there on the river bank I was so proud it was ridiculous.

    Keep up with the videos and the tips.

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