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Everything posted by AaronG85
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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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This worked 100% and i now have a working custom forge with smelting custom items, thanks so much
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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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Where am i going wrong - block upgrades
AaronG85 replied to AaronG85's topic in Discussion and Requests
PM Sent -
Where am i going wrong - block upgrades
AaronG85 replied to AaronG85's topic in Discussion and Requests
Yeah I've added the resourceForgedMeteoriteRed to the nailgun but still nothing? -
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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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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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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New Vehicle Cosmetics and Default Opening
AaronG85 replied to AaronG85's topic in Discussion and Requests
Thats what i thought but still appears -
Creating a new mod and was wondering if there was a way to remove 'Cosmetics' from vehicles and make the default action open to the Storage and not drive? or a way to remove Open all together?
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Notcie on our server of 3 we can run the risk of all choosing the same quests if not careful, In a future update would love for quests to be removed for all server players if another server player already has that quest choosen.
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Unfortunately I'm still very very new to modding and haven't looked into the magazine drop rates, so at this stage no but if I get the chance to look into it happy to add it. That is absolutely perfect but the dilemma I have is I have no idea how to incorporate that, will reach out to some modders and see what I can come up with