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Comprehensive Resource Gathering & Crafting

A complete resource gathering system featuring tree harvesting (spruce wood, sticks, tree sap, logs, wood planks) with axe-based chopping mechanics, ore mining from rocks (iron, gold, silver ore, coal, stone) for smelting into ingots, an interactive fishing system requiring poles and bait that yields various fish types (lake trout, bass, catfish, perch) plus junk items (old boots, trash), comprehensive crafting materials processing (raw resources into refined materials like iron ingots, wood planks, and weapons such as iron swords), and full stackable inventory management with configurable max quantities for all gathered items.


Generator

Unique identifier for this gatherable entity (no spaces, lowercase)
Shown to players when looking at or interacting with the gatherable entity.
Player-facing description for the gatherable entity.
World model used by the spawned gatherable entity.
Sound played when entity is hit (leave empty for default)
How many hits/damage units the entity can take before it is depleted.
How many gather rewards can be obtained before the node goes on cooldown.
How long the node stays inactive before it can be gathered again.
Each row is one weapon class that can gather this entity.
Each row becomes one entry in lootTable ([itemID] = { min = X, max = Y, chance = Z }).
Item: the item unique ID to award (e.g. iron_ore).
Min/Max: random quantity range to give when this item drops (inclusive).
Chance: percent chance (0-100) to drop this item per gather reward roll.

Generated Code


Changelog

Version 1.0
  • Initial Release