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Posts posted by AaronG85
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2 minutes ago, Old Crow said:
https://7daystodie.com/alpha-exodus-leaving-early-access/
Q: Will the Console Version have Crossplay?
A: While it will not be ready for the 1.0 Release, we are pleased to report that Crossplay connections already work with PC, PS5 and Xbox Series S/X. However, we are waiting for certification approval with Microsoft and Sony. We intend to have more information in the future, and hope for it to be released with Update 1’s launch (tentatively scheduled for Q4 2024).Q: Will the Console Edition get modding support?
A: We are discussing this, but there are no concrete plans yet. We are looking into how this might be achieved while maintaining performance on the console edition.LOL guess i didn't look that hard, thanks for the reply
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I've searched but havnt found is it possible with 1.0 to crossplay between PS5 and PC? and if so if the PC has server side mods is the PS5 still able to crossplay.
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On 5/25/2024 at 10:53 PM, RyanX said:
Lol @ ppl not using twitter because Elon owns it. Threads is a low usage platform for ppl who want to virtue signal. It's not popular enough to warrant it's inclusion into the real social media ecosystem.
No one mentioned Elon, except you...
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Just wondering if the social media team have a Threads account where they post updates like they do on Twitter?
I know I could use Twitter but can’t stand the app. I’m always on the forums but it seems features and updates get posted there first.
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Ive heard rumours of a new UI, is this something that is coming too Alpha 22?
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Yeah its a known issue as the original code and assets where for an older alpha, im currently working on new assets for my mod.
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Can checkout my mod Supply Drop Beacon check out its code for ideas, and if you release anything just throw some credit my way.
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Is there anyway to disable the 'Spawn Near Backpack' feature? Or a mod that mods it out?
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On 10/11/2023 at 10:31 AM, Cranberry Monster said:
Everything I know about adding smeltable stuff came from Meancloud's Mining:
Not sure if the mod's been updated for A21, but the basics should still apply. Basically, you'll want to first check out windows.xml in the XUi subfolder. This is where you add your new materials to the accepted forge materials, and add the additional slots to display them. Next, you'll need entries for your new ores and such in materials.xml. Then, in items.xml, you need both a "resource" and "unit_" for each of your ores. If I remember correctly, resource is the form used outside of the forge, unit_ is the stuff stored inside it. In recipes.xml, you'll need <wildcard_forge_category> recipes for each of your new ores, which I believe lets you smelt them into the forge, and a second set of recipes to run the smelted materials back out of the forge again. Plus, you'll put the recipes that actually uses the ores there, too. And finally, you add your actual sources of ore in blocks.xml.
Hope that gets you started. Like I said, see what's going on in MeanCloud's Mining and it should all fall into place.
This worked 100% and i now have a working custom forge with smelting custom items, thanks so much
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11 hours ago, BFT2020 said:
Here is an example where I created two new ingots for someone
This worked perfectly my items to be able to be crafted using brass and clay but is there a way to add an additional forged type (like clay, brass, lead) so you have to smelt a new ingrediant to create a new item?
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Is there an XML way of adding a new item (Raw Gold) that can be smelted in a forge to create a new item (Gold Bar)?
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2 hours ago, BFT2020 said:
Can you link your code as it got it so far and I can take a look at it?
PM Sent
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10 hours ago, The_Great_Sephiroth said:
Update 2:
After reviewing your code a second time I see you have the upgrade section. I skipped over it somehow upon first reading. That or I wasn't paying enough attention. Have you done as suggested and added the upgrade materials to the tools?
Yeah I've added the
resourceForgedMeteoriteRed
to the nailgun but still nothing?
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I have the following code
<append xpath="/blocks/block[@name='steelShapes']"> <property class="UpgradeBlock"> <property name="ToBlock" value="meteotireGreenShapes"/> <property name="Item" value="resourceForgedMeteoriteGreen"/> <property name="ItemCount" value="10"/> <property name="UpgradeHitCount" value="4"/> </property> </append> <block name="meteotireGreenShapes" shapes="All"> <property name="DescriptionKey" value="meteotireGreenShapesDesc"/> <property name="DisplayType" value="blockHardened"/> <property name="Material" value="MmeteotireGreen_shapes"/> <property name="Shape" value="New"/> <property name="Texture" value="544"/> <property name="UiBackgroundTexture" value="544"/> <property name="EconomicValue" value="150"/> <property name="EconomicBundleSize" value="20"/> <property class="RepairItems"> <property name="resourceForgedMeteoriteGreen" value="10"/> </property> <drop event="Harvest" name="resourceForgedMeteoriteGreen" count="8" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="resourceMeteoriteGreen" count="10" prob="0.75" stick_chance="1"/> <property class="UpgradeBlock"> <property name="ToBlock" value="meteotireRedShapes"/> <property name="Item" value="resourceForgedMeteoriteRed"/> <property name="ItemCount" value="10"/> <property name="UpgradeHitCount" value="4"/> </property> <property name="UpgradeSound" value="place_block_concrete"/> <property name="SortOrder1" value="S030"/> <property name="Group" value="Building,advBuilding"/> <property name="FilterTags" value="MC_Shapes"/> </block>
I have made all the required mods to the recipes, blocks, items and material XMLs but im stuck as I cant upgrade from the steel block to my new block. Any help is greatly appreciated.
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Ive been able to change the Window to display the new fuel type, but cant figure out the code to change the fuel type as Wood is still able to be used. Any help is appreciated?
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5 hours ago, KhaineGB said:
Intended. The warning patch is in case someone decides to use it with my larger toolbelt. Easier than releasing 2 versions since it doesn't break anything.
OK thanks.
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I'm currently using the following code to add a new item to an existing Progression level
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']"> <display_entry icon="lightIndustrialRed" name_key="Supply Drop Beacon" has_quality="false" unlock_level="10" > <unlock_entry item="supplyDropBeacon" unlock_tier="1" /> </display_entry> </append>
Just wondering how i would go about adding it to an existing level in Progression, Example this one
<display_entry icon="generatorBankA" name_key="electricianT1" has_quality="false" unlock_level="25" > <unlock_entry item="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player" unlock_tier="1" /> </display_entry>
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All Mods have been updated and added a new mod called Supply Drop Beacon that allows you to spawn Supply Drops.
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On 8/6/2023 at 12:54 AM, floreit said:
Anyone know how i can force the 15 slots to be in one row and not 2 rows? I had this same problem in A20 and the only way i could solve it then was a Overhaul modpack.
What is your screen resolution?
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Just saw a small grammatical error in your Food Water Mod
ModInfo.xml
<Name value="FoodWndWaterBars" />But also get this yellow warning everytime i load
2023-08-05T12:40:21 71.510 WRN XML patch for "XUi/windows.xml" from mod "FoodWndWaterBars" did not apply: <remove xpath="/windows/window[@name='windowToolbelt']/rect/rect[@pos='376,-77']" (line 5 at pos 3)
Just thought i would let you know.
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Im trying to learn to code and have a few mods already but im trying to make a mod using all required fields (weapons, magazines, skill points, workstations) and have everything working but when i put down the new workstation and click on the gun i get non stop red warnings.Could someone please have a look at my code and see what could be causing this.Ignore I figured it out
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Is it possible to increase teh size of a block using the SizeScale code?
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What are the minimum and maximum values for the following
<property name="HeatMapStrength" value="1"/> <property name="HeatMapTime" value="4000"/>
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10 hours ago, BFT2020 said:
For the cosmetic part, you should just need to remove the following tag
<property name="Tags" value="vehicle,canHaveCosmetic"/>
Remove canHaveCosmetic and it should prevent the use of dyes
Thats what i thought but still appears
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