Harvestables
Harvestables are ingredient sources placed in the world (plants, herbs, mushrooms, ore veins, etc) that the Player can harvest to obtain Items.
When a Harvestable is harvested, its Loot Table is rolled and the resulting items are added directly to the Player's inventory, the object switches to its harvested visual and it regrows after a given amount of in-game hours.
Harvestables are saved on the Save File, so both their state and the moment they were harvested survive save/load and cell streaming.
Elements
A Harvestable is a GameObject with the tag "RPG Creation Kit/Harvestable", a Collider and the Harvestable component.
The Harvestable component exposes the following fields:
- GUID Str: the ID of this Harvestable, it is generated automatically and it is the key used to save its state on the Save File. It must be unique.
- Harvestable Name: the name displayed to the Player in the interaction prompt ([E] Harvest: Green Herb).
- Loot Table: the Loot Table (or Leveled Loot Table) rolled on every harvest.
- Hours To Regrow: how many in-game hours must pass before this Harvestable can be harvested again.
- Grown Visual: the GameObject that is active while the Harvestable can be harvested.
- Harvested Visual: the GameObject that is active while the Harvestable is regrowing. This field can be null, in that case the Harvestable is simply hidden until it regrows.
- Events: Quest Dealers, Quest Updaters and Consequences triggered when the Harvestable is harvested.
- S On Harvest: an AudioClip played when the Harvestable is harvested.
Regrowth
Regrowth is driven by the in-game clock, because the timestamp is stored as total elapsed in-game hours, the timer keeps running while the Harvestable is not loaded. if the Player harvests a plant with 48 Hours To Regrow, leaves the cell for three in-game days and comes back, the plant is already grown when the cell is streamed back in. Waiting, sleeping or any other mechanic that advances the in-game time advances regrowth as well.
Creating a new Harvestable with the Wizard
The fastest way to create a Harvestable is the Harvestable Creation Wizard, that you can open from RPG Creation Kit -> Create New -> Harvestable.
Before opening it, create the Loot Table you want the Harvestable to roll.
The Wizard fields are:
- Grown Model: the 3D model of the grown plant. It can be a Prefab from the Project window or an object already placed in the scene. Assigning it also fills the Name field and shows an interactive preview.
- Harvested Model: the optional 3D model shown while the plant is regrowing (e.g. the same plant without flowers). Leave it empty to simply hide the plant. It's best if the Harvested model is a child of the harvestable game object.
- Name: the Harvestable Name displayed to the Player.
- Collider Type.
- Collider Is Trigger: leave it if the Player should be able to walk through the plants.
- Loot Table: the Loot Table rolled on each harvest.
- Hours To Regrow: the in-game hours before the plant can be harvested again.
- Save as Prefab? and Path: if enabled, the created Harvestable is also saved as a Prefab in the given path (that must start with "Assets/").
Demo
The Demo contains three ready-to-use Harvestables in "RPG Creation Kit/Demos/__RckDemo__/Harvestables": HARVESTABLE_GreenHerb, HARVESTABLE_VioletHerb and HARVESTABLE_YellowHerb.
They all follow the same setup: a guaranteed loot entry of 0 to 2 herbs, 48 Hours To Regrow, a grown and a harvested model, and a harvest sound. You can find them placed in the "TutorialsCave" and "CityInterior" cells. The herbs they give are Consumable Items and can be used by the Crafting & Enchanting system.

