Expose "pick_sound" and "drop_sound" to item prototypes retrieved at runtime
Posted: Tue Jan 27, 2026 2:11 am
Howdy,
I am requesting that "pick_sound" and "drop_sound" are accessible from an item prototype that was retrieved at runtime.
Here is how it pertains to my use case. I have several entities (plants) which are not plantable by any item, however they are spawned depending on the quality of a seed that was planted. This means that I cannot pipette the plants like usual to get seeds, so some scripting workarounds are required. Not difficult, however this means that sounds are not played unless I use `play_sound`. However there is no way to play the correct sound outside of hardcoding the filepaths to a list of seeds etc.
With how many fields of an ItemPrototype are visible, it feels odd that the sounds are not something we can access.
EDIT: This is possible via SoundPaths. I will leave this up just because it may still be an idea that benefits someone else
I am requesting that "pick_sound" and "drop_sound" are accessible from an item prototype that was retrieved at runtime.
Here is how it pertains to my use case. I have several entities (plants) which are not plantable by any item, however they are spawned depending on the quality of a seed that was planted. This means that I cannot pipette the plants like usual to get seeds, so some scripting workarounds are required. Not difficult, however this means that sounds are not played unless I use `play_sound`. However there is no way to play the correct sound outside of hardcoding the filepaths to a list of seeds etc.
With how many fields of an ItemPrototype are visible, it feels odd that the sounds are not something we can access.
EDIT: This is possible via SoundPaths. I will leave this up just because it may still be an idea that benefits someone else