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RevenantWit last won the day on October 16 2019
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reapercallin started following RevenantWit
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Ok a few things to note here. In the xui xml append you don't need the ruleset appended to it. And you will want the open backpack and close compass bits as well. So it should be like below. <xui> <append xpath="/xui/ruleset" > <window_group name="workstation_scholarDeskFap" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueue"/> <window name="windowToolsScholarDeskFap" /> <window name="windowOutput" /> <window name="windowNonPagingHeader" /> </window_group> </append> </xui> In the blocks xml you will want to set a crafting area recipes. So something like below. <blocks> <append xpath="/blocks"> <block name="scholarDeskFap"> <property name="Class" value="Workstation"/> <property class="Workstation"> <property name="Modules" value="tools,output"/> <property name="CraftingAreaRecipes" value="player,workbench"/> </property> <property name="CreativeMode" value="Player"/> <property name="DescriptionKey" value="scholarDeskFaphDesc"/> <property name="DisplayType" value="blockMulti"/> <property name="WorkstationIcon" value="ui_game_symbol_workbench"/> <property name="WorkstationJournalTip" value="scholarDeskFapTip"/> <property name="Stacknumber" value="1"/> <property name="Material" value="Mmetal"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="@:Entities/LootContainers/deskMetalFullPrefab.prefab"/> <property name="Path" value="solid"/> <property name="ModelOffset" value="0,.5,0"/> <property name="MultiBlockDim" value="2,2,1"/> <property name="ImposterDontBlock" value="true"/> <property name="WaterFlow" value="permitted"/> <property name="CustomIcon" value="scholarDeskFap"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="OnlySimpleRotations" value="true"/> <property name="IsTerrainDecoration" value="true"/> <property name="StabilitySupport" value="false"/> <property name="Weight" value="0"/> <property name="EconomicValue" value="1000"/> <property name="TraderStageTemplate" value="midTier1"/> <property name="MaxDamage" value="800"/> <property name="HeatMapStrength" value="0.5"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="25"/> <property name="OpenSound" value="open_workbench"/> <property name="CloseSound" value="close_workbench"/> <property name="TakeDelay" value="5"/> <property class="RepairItems"> <property name="resourceForgedIron" value="25"/> <property name="resourceMechanicalParts" value="20"/> <property name="resourceDuctTape" value="25"/> </property> <drop event="Harvest" name="resourceForgedIron" count="5" tag="allHarvest"/> <drop event="Harvest" name="resourceForgedIron" count="5" tag="salvageHarvest"/> <drop event="Harvest" name="resourceMechanicalParts" count="8" tag="salvageHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="SortOrder1" value="B281"/> <property name="SortOrder2" value="0300"/> <property name="Group" value="Basics,Science"/> <property name="FilterTags" value="MC_playerBlocks,SC_decor"/> </block> </append> </blocks> The above uses two crafting area recipe lists as an example. This can be changed to whatever you like and be just one list if wanted as well. To have recipes use a custom craft area recipes list you will also need to make recipes that use the same craft area tag. Just checkout some of the vanilla recipes in the recipes xml for the vanilla workstations and how they use the craft area tag. The grid in your tool window in the windows xml doesn't need repeat content set to true if using only 1 tool, also might double check tool spelling as well, any typo can throw everything off. So should be something like below. <windows> <append xpath="/windows"> <window name="windowToolsScholarDeskFap" width="228" height="121" panel="Right" cursor_area="true"> <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_pen"/> <label style="header.name" text="TOOLS" text_key="xuiTools"/> </panel> <rect name="content" depth="0" pos="0,-46" height="75" disablefallthrough="true" on_press="true"> <grid name="inventory" rows="1" cols="1" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationToolGrid" repeat_content="false" allow_sort_order="false" required_tools="scholarPenFap" required_tools_only="true"> <required_item_stack name="0"/> </grid> </rect> </window> </append> </windows> And then lastly you may need to make an entry for your workstation in the ui_display xml, check the vanilla xml and look for the crafting stations towards the bottom of the file for examples. Hopefully this helps, come on back and let us know.
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'windowToolsScholarDeskFap' I see this being listed in your xui but where is the window with this name? The only window you posted was named 'scholarDeskFap' which was not even listed in the xui xml. You may want to correct these naming issues and give it another try.
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I made a small patch for the cooking stations to remove the oakraven recipes and use the campfire recipe list instead. This was a simple workaround on a server I'm managing to have everything play nice with other mods that added recipes to the campfire without me having to write extra recipes. This will make craft times take the same time as the campfire though and will not get the benefit of the stations recipes craft times. Anywho thought I might post it here in case anyone else wanted it. This modlet requires OakravenCookingStations be installed, it only patches the mod and does nothing by itself. Zed-A21-OakravenCookingStations-CRP @arramus If you want me to remove this from your thread just let me know and I will.
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Thanks for the feedback, I'll see about adding an isEntityAlive check next time I get a chance to sit down and do some modding.
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Nope, I have no way of saving the choices it will always reset to default. It's why I ended up including the Alt_Configs
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Of Zombies and headshots and flying limbs.
RevenantWit replied to Rotor's topic in Discussion and Requests
ok I think I got it, DismemberChance is a passive effect so should be able to be used something like this EXAMPLE: <effect_group name="ArmDismemberModifier"> <requirement name="HitLocation" body_parts="arm"/> <requirement name="EntityTagCompare" target="other" tags="zombie"/> <passive_effect name="DismemberChance" operation="perc_add" value="0.5"/><!--Arm Dismemberment Multiplier Value--> </effect_group> Now that's unverified but seems like it should work, that should add a 50% extra dismemberment chance to the arms existing value on all zombies and works the same as CZDM settings does. You might even be able to replace the body damage modifiers in CZDM like so EXAMPLE: <effect_group name="rwLimbDismemberModifier"> <requirement name="!HitLocation" body_parts="Head"/> <requirement name="EntityTagCompare" target="other" tags="rwRegularZombies"/> <passive_effect name="DismemberChance" operation="perc_add" value="0.5"/><!--Body Damage Multiplier Value--> </effect_group> The above should give a 50% dismember chance to anything not the head for the zombie group in the tags= section. Again unverified though so may need tweaking, it would go in same place as CZDM though and use similar values if you wanna test it out and see -
Of Zombies and headshots and flying limbs.
RevenantWit replied to Rotor's topic in Discussion and Requests
Not sure on that first bit as I don't mess with the progression stuffs hardly ever. I would imagine level shouldn't be needed at all and you'd only need one value but again not sure how that works exactly without diggin into it. As for the snippet I posted it was just some comments in the bottom of the buffs, there is a lot of info there. I haven't used it myself so can't say for sure the best use of it without a little trial and error. Beings a multiplier though it should just increase the chance of dismemberment I just don't know if you can go over 1 or if it's percent based and can use decimals that's where some trial and error would be needed. The tags though references this: tags are "head,arm,leg" and is to target a specific part. In CZDM I just use: <requirement name="!HitLocation" body_parts="Head"/> To signify not hit location head. So anything not a head shot gets the body multiplier. Anywho sorry I couldn't be more specific but I haven't used either of the mentioned dismember lines before so can't really say more without diggin into myself. Hope the above still helps though. -
Glad to hear ya got it, careful though once you get comfortable modding stuff it can get addicting 😆
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Of Zombies and headshots and flying limbs.
RevenantWit replied to Rotor's topic in Discussion and Requests
Found this info in the bottom of the buffs where all the good info is, might help with this as well to do something similar to CZDM DismemberChance, ; decapitation, 0-1; tags are "head,arm,leg" <property name="DismemberMultiplierHead" value="1"/> These zombie properties multiply the set dismember chance. <property name="DismemberMultiplierArms" value="1"/> <property name="DismemberMultiplierLegs" value="1"/> Also the body damage in CZDM is done by targeting not the head so isn't really using a "body" tag per say. You can also target specific things like arms and legs instead, CZDM just counts anything not a headshot as a body shot with the way it is setup. -
I won't be making any compatibility patches for any specific UI's, however all mods are completely free use and anyone is welcome to them. I can though give ya some tips on what part of the mod would need changed to make it work. Look in the following folder location for the xui xml RW_SkillPapers/Config/XUi/ There's not much in the xui xml so you should be able to easily see where it sets the crafting queue window and output window. Just change those two windows or any others needed to the smx windows like crafting queue and output. Should fix the current issue.
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No probs glad you got it sorted 👍
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Install Simple UI or Simple UI No Options(The first or second mod listed in OP) it's the Left HUD portion. You only seem to have the Toolbelt installed currently.
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Simple UI is the Left HUD mod and comes with buttons to toggle between layouts in live game. Simple UI No Options is the left HUD mod without the buttons and to switch layouts requires copying one from the Alt_Configs provided in mod. Simple UI Toolbelt is the toolbelt mod and comes with buttons to toggle between layouts in live game. Simple UI Toolbelt No Options is the toolbelt mod without the buttons and to switch layouts requires copying one from the Alt_Configs provided in mod. All of this info is in OP under each mod and screenshots at bottom of OP is most of the current layouts you can have, all other screenshots are outdated and/or of prototype stuffs. The no options versions though of course will come without the buttons seen in screenshots but can still be any layout. This of course would require you to try them out and see which one you like but you can see a good portion of the layouts in the screens in OP to get an idea of whether you might like any of the Left HUD or Toolbelt layouts. All mods in the OP affect the UI in some way, if you had an idea of which part of the UI you are referencing I might be able to help more.
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Yep sounds right