Drop
A Drop is the abstract base class for free-space pickup items — anything floating in space the player can fly over and collect. Drops are spawned by destroying enemy ships, by mission cues, by asteroid mining, and by recyclable processing.
Inheritance: component → destructible → object → drop. The drop datatype declares no own properties (scriptproperties.xml:932) — it’s a class label used for filtering. All meaningful state is on its Collectable subtypes.
Subtype hierarchy
Section titled “Subtype hierarchy”drop└── collectable ├── collectableammo .ammo.count, .ammo.macro ├── collectablewares .money, .unbundle, .isdroppedcontainer ├── collectableblueprints .blueprints └── collectabledata .timeline, .audiologsAll subtypes inherit class.drop and class.collectable — filter with class.collectable for “anything pickup-able by the player”.
Properties
Section titled “Properties”There are no drop-specific properties. Use:
- Inherited from
object:.sector,.zone,.position,.owner,.macro,.knownname - Inherited from
destructible:.hull,.hullpercentage
Drops are typically faction.ownerless and have low hull — easy to “destroy” via collection.
Finding drops in a zone
Section titled “Finding drops in a zone”Vanilla rml_collect_crates.xml:202-208 uses class.collectable (not class.drop):
<find_object groupname="$PickupTargets" class="class.collectable" space="$PositionObject" multiple="true"/>class.drop would technically work but is uncommon — vanilla treats collectable as the practical “is this pickup-able” class.
Common gotchas
Section titled “Common gotchas”- ⚠
dropdeclares NO datatype properties. Same pattern as Bomb, Checkpoint, Welfare module, Defence module — class label only. - ⚠ Vanilla uses
class.collectablefor filters, notclass.drop. They’re hierarchical (drop > collectable) butfind_objectqueries usecollectable. Same outcome — collectable inherits drop. - ⚠ Drops don’t equal “loot containers”. Lockbox and Crate are separate classes. The “any loot holder” idiom is
class.lockbox + class.collectablewares + class.crate— see Lockbox for the canonical multi-class filter.
Related
Section titled “Related”- Collectable — direct subtype, generic pickup.
- Collectableammo — ammo drops.
- Collectablewares — ware drops (most common).
- Collectableblueprints — blueprint drops.
- Collectabledata — timeline / audiolog drops.
- Lockbox — sibling loot container (different abstraction — has shootable locks).