jchob 354 Posted September 4, 2020 if you haven't found this option yet, there is a screeshot showing it. Anyway, here goes my suggestion Can team make it so we can change this via scripting, and for example only for labeled entities, or specific type? Share this post Link to post Share on other sites
Adam Snellgrove 1451 Posted September 7, 2020 And isn't there a way to do it via scripting now? ? I'll ask Naru about it, what he thinks ? @NaruTheHuman Share this post Link to post Share on other sites
jchob 354 Posted September 8, 2020 17 hours ago, Adam Snellgrove said: And isn't there a way to do it via scripting now? ? I'll ask Naru about it, what he thinks ? @NaruTheHuman Yes, we can make something like that, but we need to know exactly, which are the entity drops (and i dont know all of them) For us, scripters, that is not practical, because we'd need to write the code over and over again. Even if we make a composition, we still need to know all tge drops from the entity we are going to use. We need a way to stop drops specific/labeled entites. So, with that, i can still have generic drops, but i could stop them as i need. Share this post Link to post Share on other sites
Rudy.cz 41 Posted September 10, 2020 We will look in to this. At this moment it is possible to create a custom drop via Event Listener - On Kill. Share this post Link to post Share on other sites
jchob 354 Posted September 10, 2020 5 hours ago, Rudy.cz said: We will look in to this. At this moment it is possible to create a custom drop via Event Listener - On Kill. I know, but i dont want a custom drop. I want to completly remove the drops for specific entities types (rabbits, boars, wolves, tiger, etc etc). I can make it, but i need to know all drops for that entity. Then with event listener on spawn (meat, board hide, etc etc), despawn entity. But we need a faster way. You know that coding is all about speed and easy work ? Share this post Link to post Share on other sites