πCONFIG
Resource/Loot Generation for the "Stone" Resource Type
LootTables = {
["stone"] = {
fixedLoots = {
{
name = "stone",
count = function()
return math.random(1, 2)
end
}
},
probabilityLoots = {
loop = 1,
items = {
{ names = { 'iron' }, minValue = 1, maxValue = 3, probability = 100 },
}
}
},
["water"] = {
fixedLoots = {
{
name = "water",
count = function()
return math.random(1, 2)
end
}
},
probabilityLoots = {}
},
}
GatherTools = {
[-1810795771] = { -- POOL CUE
lootType = "pickaxe",
maxAttacks = 4,
delay = 2000,
lootMultipier = 1.0,
lootTier = 1,
},
[-853065399] = { -- BATTLE AXE
lootType = "axe",
maxAttacks = 4,
delay = 2000,
lootMultipier = 2.0,
lootTier = 3,
},
[406929569] = { -- FERTILIZER CAN
lootType = "water",
maxAttacks = 4,
delay = 2000,
lootMultipier = 1.5,
lootTier = 2,
},
}
Gathers = {
["prop_rock_4_big2"] = {
tool = 'pickaxe',
loot = 'stone',
required = 1,
},
}
StaticGathers = {
["water"] = {
text = '[E] - Pick up water',
loot = 'water',
required = 1,
},
}Last updated