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Quasimiyao last won the day on February 9 2017

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  1. Yeah, what Stallionsden said That is an easier place to start lol
  2. If you check the console (press F1 ingame) do you see any errors about any files not loading properly? And you could use the exportcurrentconfigs command from the console, and check the files to see that the code have been applied correctly. If not to familiar with that you could send me the xmls that command generates and I'll have a look. But first I would try to start a new singleplayer game as a test, with only this mod installed, and just spawn in the items for a test, to make sure there isnt any conflicts
  3. There is also a modlet somewhere, dont remember atm who made it, that adds zinc and copper (iirc) to the world so you can mine it. then make brass from that. I am pretty sure Itried one a little while ago that made that available from either rocks or mining, without generating new world. There is also one that might need new world according to mod author, but I think it might also be generated in parts of the map that havent been explored yet. That one also adds another slot to the forge tho, so not compatible with several ui mods. If needed I could rewrite that one to not mess with the ui if the original author is not active now or dont have time himself. Dont remember who atm either I can have a look, or make a quick modlet that does some of the same, or just increases probability of finding brass items in lootcontainers. Edit: Another option is using the ammoboxes mod from Elucidus that I made compatible with this mod, and increase loot prob slightly.
  4. Just tested that to see if its a bug with the mod, but worked perfectly fine here. Do you have any other weapon mods installed? Specifically any that changes anything with the item modifiers?
  5. Quasimiyao


    Here's a link to the FAQ, thats also linked in first post FAQ How to harvest a full pen, copied from the FAQ: Harvest with a Machete or Knife for best results Hope that clears things up
  6. Oh, my bad. Will get that sorted. Thx for letting me know
  7. Sorry, been a bit absent last few days. Did you get it working? I'm not to familiar with SDX mods unfortunately, but if its stil an issue I could ask Sphereii if theres any reason why they shouldnt work together.
  8. Quasimiyao


    Isnt all data from a masterblock inherited to the childblock that extends from it? And any entries you add to the childblock that are also in the masterblock will override that same entry from the master right? I am still learning, so might be something there I am overlooking:) I am using a few masterblocks in the mod I am writing now, and makes it much easier to do adjustments that affects all the blocks that extends from it. But can still tweak individually where needed by overriding the master in some blocks if or when needed. I'll soon know if it works tho:p
  9. I added a melt time multiplier with a value of 0.5 to the materials that can be melted, so they melt twice as fast as normal also when not having the forge craftingwindow open. The bonus added to craftingspeed will be affected same way as vanilla unforunately. But you dont have to stay in the craftingstations for nearly as long as vanilla if you need something quick Plus all crafting in inventory is not affected by that bug.
  10. Quasimiyao


    I had the tools window attached to the other smoker, and used xpath to set recipes that had cooking grill as rewuirement to need smoke mat instead. And it was in the exported configs. So all requirements were met with station and tools. But not a big deal, was asking more out of curiosity
  11. V0.7experimental of the prefabeditor, with experimental 3D preview
  12. Interesting That will be really useful Atleast would think so, havent made a prefab yet:p
  13. Quasimiyao


    Any idea why none of your recipes will show up in the smoker from the other mod? <block name="Smoker"><!--Element appended by: "Farming"--> <property name="CustomIcon" value="smoker" /> <property name="CreativeMode" value="Player" /> <property name="Shape" value="ModelEntity" /> <property name="Model" value="#@modfolder(Farming):Resources/Smoker.unity3d?SmokerPrefab" /> <property name="FilterTags" value="floot,ffurniture" /> <property name="Path" value="solid" /> <property name="DisplayType" value="blockMulti" /> <property name="MultiBlockDim" value="1,2,1" /> <property name="IsTerrainDecoration" value="true" /> <property name="Collide" value="movement,melee,bullet,arrow,rocket" /> <property name="Class" value="Workstation" /> <property name="Material" value="Msteel" /> <property name="MaxDamage" value="300" /> <property name="StabilitySupport" value="false" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="1,2.4,.6" /> <property name="Stacknumber" value="1" /> <property name="HeatMapStrength" value="8" /> <property name="HeatMapTime" value="1200" /> <property name="HeatMapFrequency" value="25" /> <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment" /> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)" /> <property name="Stacknumber" value="1" /> <property class="Workstation"> <property name="Modules" value="tools,output,fuel,input" /> <property name="Collide" value="melee,bullet,arrow,rocket" /> <property name="CraftingAreaRecipes" value="Smoker" /> </property> <property name="WorkstationIcon" value="ui_game_symbol_workbench" /> <property name="OpenSound" value="cookopen" /> <property name="CloseSound" value="cookclose" /> <property name="CraftSound" value="cookcraft" /> <property name="WorkstationJournalTip" value="workbenchTip" /> <property class="RepairItems"> <property name="resourceWood" value="5" /> <property name="resourceFeather" value="5" /></property> <drop event="Harvest" name="resourceCloth" count="1" prob="0.3" tag="allHarvest" /> <drop event="Harvest" name="resourceFeather" count="3" prob="0.35" tag="allHarvest" /> <drop event="Harvest" name="resourceFeather" count="2" prob="0.6" tag="allHarvest" /> <drop event="Destroy" name="resourceYuccaFibers" count="2,8" /> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1" /> <property name="TakeDelay" value="15" /> <property name="DescriptionKey" value="Feed the pig and get meat!" /> <property name="EconomicValue" value="776" /> <property name="Group" value="Workbenches,All" /> <property name="FilterTags" value="fdecor,fother,ffurniture" /> </block> Doing a compatibilty modlet shouldnt be too hard, only have to either rename one of the smokers in all the xmls and remove the tomato from one of them and set it to use the other. Or remove one smoker and change the crafting tool requirements for the recipes using it. Would keep your tools window, since thats custom and your quests depend on them. Only three recipes need to switch to the smoker mat. And have the modlet load inbetween the two of course. It would be a bit more work than what I did. Edited yours to insert some code into the others xmls. I'll probably just stick to yours until I have been through all of it tho. But could look at doing a compability modlet tho, for those that want both. Only thing I dont think can be done that way is the two itemicons with same name, but thats only a yellow error. Didnt check if one of them got loaded tho. Edit: Hmm, would be way easier to use your recipes in that smoker than renaming all the references to one of them via an external modlet. Could just move the xpath I wrote in your files to a modlet, and set it to load before yours
  14. Quasimiyao


    I mean the recipes from this mod that requires smoker dont show up in the other mods smoker. Even tho craft_station matches and windowToolsCampfire is exchanged with windowToolsSmoker and so on. All confirmed by Exportcurrentconfigs. All the other recipes are fine and working in their respective crafting stations But its not a big deal tho. I'll probably just use this on the server still, plenty left to check out
  15. Quasimiyao


    Lol. Thats the same thing I did:p Fixed the tomato stuff to all use the same block. And there's two icons that have same name, tomato and milk. But I commented out the smoker from this mod and used xpath to swap out the smokers tools window in the other one for the tools window in this mod. And xpath to set the smoker recipes that used the cooking grill tool in the other mod to use the smoker mat instead. Since thats what is in this mods tools window. Wanted to have everything in the same smoker instead of two different smokers. But even with everything I could find related to the smoker set up with xpath, I couldnt get the recipes from this mod to appear in it for some reason. I suspect it might have something to do with the @modtag system used in this mod. I checked with the Exportcurrentconfigs command tho, and all the recipes had smoker as craft_station. And smoker had the right tools.
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