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RevenantWit

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Everything posted by RevenantWit

  1. 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.
  2. The forge cannot be expanded past 3 input slots through xml alone, it would require some C# modding.
  3. '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.
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. Glad to hear ya got it, careful though once you get comfortable modding stuff it can get addicting 😆
  10. 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.
  11. 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.
  12. No probs glad you got it sorted 👍
  13. 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.
  14. 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.
  15. Yep all modlets listed so far can be server side only.
  16. Skill Papers Update v2.0.0 -Added a new workstation called Binding Bench that can be crafted at the workbench. This will be where all books, magazines, and schematics are crafted at. -Perk Books can now be scrapped to Perk Papers which can be used at the binding bench to craft a perk book of your choosing. -Schematics can now be scrapped into Blueprint Scraps which can be used at the binding bench to craft a schematic of your choosing. -Skill magazines are now crafted at the binding bench instead of the workbench. -Skill Papers icon is now green instead of blue. -Skill papers are no longer added to the resource group so will no longer appear under that category. -Books, Magazines, and Schematics now have a new group added to each so the recipes will only show under the categories added to the binding bench unless searched for. [New Mod Added]Automatic Auto Shotgun -Makes the auto shotgun spawn as an automatic instead of a semi auto.
  17. Thanks for the detailed reply much appreciated. Oh one other quick note, it's not on you but I did run into an unlock display issue when installing the monobikes on same server as ocb's lawn tractor. The lawn tractor adds in an unlock display entry before the minibike one so this then throws off your entry to be in the minibike unlock display. Which then causes it to display in game as unlocking at level 20 however passive effect still ends up in the right spot so it still doesn't unlock till 45 though. I fixed this by changing the append to the unlock display to go by icon instead of third unlock display down. Like so. <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingVehicles']/display_entry[@icon='vehicleMotorcyclePlaceable']/unlock_entry/@item">,vehicleMonoChassis,vehicleMonoHandlebars,vehicleMonoWheel</append> I also switched the second line as well just in case but it wasn't needed. <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingVehicles']/effect_group/passive_effect[contains(@tags, 'vehicleMotorcycleChassis')]/@tags">,vehicleMonoChassis,vehicleMonoHandlebars,vehicleMonoWheel</append> Anywho I know none of this is on you as it had to do with working with another mod but thought I'd add this note in case you might wanna change it for compatibility. And big thanks for these mods btw, a friend of mine has just been loving having them on her server.
  18. Was there any extra recipes added to the cooking stations over the campfire? I was going to switch ours to use the campfire recipe list so it would play nice with extra recipes added to campfire that need unlocked. Just wasn't sure if any extra recipes were added, looked mainly like the campfire recipes from first glance.
  19. Simple UI Toolbelt Update v3.1.0 -An Alt_Configs folder with alternate configs has been added. These are to swap the xml for different default layouts. There's a text file in the mods folder with a little more info. Simple UI Toolbelt No Options Update v3.1.0 -Updated to Simple UI Toolbelt v3 format. -An Alt_Configs folder with alternate configs has been added. These are to swap the windows xml to any layout Simple UI Toolbelt offers. There's a text file in the mods folder with a little more info.
  20. Simple UI Update v3.1.0 -[FIX] Added back the xpath line to remove the default food and water bars. (accidentally removed in first big rewrite) -[Added] An Alt_Configs folder with alternate configs has been added. These are to swap xmls for different default layouts. There's a text file in the mods folder with a little more info. Simple UI No Options Update v3.1.0 -[FIX] Added back the xpath line to remove the default food and water bars. (accidentally removed in first big rewrite) -[Added] An Alt_Configs folder with alternate configs has been added. These are to swap the windows xml to any layout Simple UI offers. There's a text file in the mods folder with a little more info. I will hopefully be able to update the Toolbelts tomorrow with Alt Configs as well but no promises. I'm also still looking into an issue with controllers, no word on that one yet.
  21. Simple UI Info Panels 60 and 120 Update v2.0.1 -[Changed] Cleaned up and refactored the xpath for these mods to make them weather updates a little better. This update not only fixes these mods to work with A21.1 Exp but should hopefully make them weather future updates a little better as well.
  22. The game actually tracks it that way it's just when you do stat current with max it only shows whole numbers, but since there wasn't a lot of room I just did stat current and that will show actual value instead.
  23. Thanks for the info on the controller stuff. I will try and remember to plug one in and see If I can do something about that when working on the next update.
  24. I haven't had a chance to play A21 much yet but did notice it seems like the fresh zombies in Darks zombie pack appear way too bright, especially compared to all other npcs and zombies. Not sure if this was intentional or still being worked on so thought I might mention it.
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