Reagents Spawn System
Scatters gatherable "lost reagent" piles across grasslands so players can forage spell reagents in the wild. Source: UOD - System Reagents Spawn.scp.
How it works
Spawner — i_chest_reagent_system maintains a target population of reagent piles (MORE=250):
-
Each tick, if
i_random_reagent.instancesalready exceeds the target, it waits 60s. -
Otherwise it rolls a random map coordinate and only spawns if the tile is
t_grass. It rejects spots inside a housing region (r_housing) or near a tree (isneartype t_tree). -
On a valid spot it creates an
i_random_reagent, sets a random amount{10 20}, and randomly picks one of eight reagent graphics viaDORAND 8:nightshade, sulfur ash, garlic, ginseng, mandrake root, spider silk, black pearl, blood moss.
The pile is named "lost <reagent name>".
-
saylines ("Was grass" / "Wasn't Grass") report placement attempts for tuning/debug.
The pile — i_random_reagent is a no-move, decaying item with a 1-hour timer. Double-clicking it (from within 3 tiles) gives the player <amount> of the corresponding reagent (serv.newitem <dispid>,<amount>) and removes the pile.
Commands / player-facing usage
No .commands. Players gather by double-clicking a "lost <reagent>" pile they find in the world (must be within 3 tiles).
Key definitions
| DEFNAME | Role |
|---|---|
i_chest_reagent_system |
Global spawner; MORE = target pile population (250) |
i_random_reagent |
The forageable pile; 1-hour decay, gives its reagent on dclick |
DORAND 8 reagent list |
nightshade, sulfur ash, garlic, ginseng, mandrake root, spider silk, black pearl, blood moss |
Note: Uses the same grass/housing/tree placement checks as the treasure-chest and reagent spawners; only spawns on open grassland.