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auto-collect-bricks-merge-v1-1-free-keyless-open-src-copy.luau
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local LocalPlayer = game.Players.LocalPlayer local VoidBottom = game.Workspace:WaitForChild("CollectBits"):WaitForChild("Void"):WaitForChild("Bottom") local Ground = game.Workspace:WaitForChild("CollectBits"):WaitForChild("Ground") local MergePoint = Ground.CFrame + Vector3.new(0, 1, 0) local COMPLEX_RECIPES = { { result = "Pen Pineapple Apple Pen bit", ingredients = {"Pen bit", "Apple bit", "Pineapple bit"} }, { result = "Trophy bit", ingredients = {"Red Paintball bit", "Blue Paintball bit", "Green Paintball bit"} }, { result = "Flat bit", ingredients = {"Stick bit", "Long bit"} }, { result = "Brick^8 bit", ingredients = {"Flat bit", "Big bit"} }, { result = "Witches Brew Hat bit", ingredients = {"Witches Brew bit", "Witches Brew bit"} -- Needs 2 }, { result = "Rust bit", ingredients = {"Water bit", "Metal bit"} } } _G.AutoCollect = true _G.AutoMerge = true task.spawn(function() while true do if _G.AutoCollect then local allBricks = {} local bricksByType = {} for _, v in ipairs(game.Workspace:GetChildren()) do if v:IsA("BasePart") and v:GetAttribute("Owner") == LocalPlayer.UserId then table.insert(allBricks, v) local name = v.Name if not bricksByType[name] then bricksByType[name] = {} end table.insert(bricksByType[name], v) end end local processed = {} if _G.AutoMerge then for _, recipe in ipairs(COMPLEX_RECIPES) do local canMerge = true local ingredientsToUse = {} local tempBricksByType = {} for name, list in pairs(bricksByType) do tempBricksByType[name] = {unpack(list)} end for _, ingName in ipairs(recipe.ingredients) do local list = tempBricksByType[ingName] if list and #list > 0 then table.insert(ingredientsToUse, table.remove(list, 1)) else canMerge = false break end end if canMerge then for i, brick in ipairs(ingredientsToUse) do processed[brick] = true local offset = Vector3.new(math.random(-10,10)/100, 0, math.random(-10,10)/100) brick.CFrame = MergePoint + offset brick.AssemblyLinearVelocity = Vector3.zero end end end end for _, brick in ipairs(allBricks) do if not processed[brick] then brick.CFrame = VoidBottom.CFrame brick.AssemblyLinearVelocity = Vector3.new(0, -50, 0) end end end task.wait(1) end end) print("Auto-Collect & Complex-Merge loaded!") print("Toggles: _G.AutoCollect, _G.AutoMerge")