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kryzzk

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Posts posted by kryzzk

  1. 18 hours ago, bdubyah said:

    When you try and interact with your workbench, if you hit F1 you likely have an error. Try renaming the window_group to workbench_ResearchTable. I think the code looks for the workbench_ when calling the UI for it.

    I spent 3 days going over the Blocks.xml and trying different tags on the block in unity trying to figure out what I had done wrong. I put "workstation_" in front of ResearchTable in the XUi.xml and it works fine.  Such a simple mistake.

     

    Thanks for the help.

  2. Until now anything I modded as all been XML mods, this is the first mod I have tried to make that used a new block.  

     

    I created a custom workbench, it shows up in game, properly placed, rotated ect. when I walk up to it I get the "press E", I can hold E and pick it up but I can't open the crafting window on it or any other crafting stations. If I pick up my custom workbench the other crafting stations start working again. 

     

    Everything in the XML looks correct to me, but I've never made a workstation before so I'm not sure. I also wasn't able to find a list of what Unity tags are needed for what blocks and I could not locate the default workbenches for reference. so I used the A20 Mod Tutorial for what little reference as it gave and selected T_Mesh_B as my tag because that was the only tag I could find on any tutorial video about making a block.

     

    Would this be a incorrect tag in unity or have I likely coded something wrong in one of the XML files or do I need another XML that I'm missing?

     

    Blocks.xml

    <config>
    <append xpath="/blocks">

    <block name="ResearchTable">
            <property name="Extends" value="workbench"/>
            <property name="Class" value="Workstation" />
            <property name="CreativeMode" value="Player"/>
            <property name="Shape" value="ModelEntity" />
            <property name="Model" value="#@modfolder:/Resources/researchdesk.unity3d?deskprefab"/>
            <property name="SortOrder2" value="0290"/> 
            <property name="MultiBlockDim" value="2,2,1"/>
            <property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
            <property name="FilterTags" value="fdecor,fother,ffurniture"/>  
            <property name="CustomIcon" value="ResearchDesk"/>
            <property class="Workstation">
                <property name="Modules" value="output"/>
                <property name="CraftingAreaRecipes" value="ResearchTable"/>
            </property>  
            <property name="WorkstationIcon" value="ui_game_symbol_wrench" />
            <property name="OpenSound" value="open_workbench" />
            <property name="CloseSound" value="close_workbench" />
            <property name="WorkstationJournalTip" value="workbenchTip" />  
            <property class="RepairItems">
                <property name="resourceForgedIron" value="25" />
                <property name="resourceMechanicalParts" value="20" />
                <property name="resourceWood" value="50" />
            </property>  
            <property name="TakeDelay" value="15" />  
            <property name="DescriptionKey" value="workbenchDesc" />
            <property name="EconomicValue" value="776" />
            <property name="Group" value="Building,advBuilding" />  
        </block>

    </append>

    </config>

     

    XUi.xml 

     

    <xui>
    <append xpath="/xui/ruleset[@name='default']" >    
            <window_group name="ResearchTable" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">
                <window name="windowCraftingList"/>
                <window name="craftingInfoPanel"/>
                <window name="windowCraftingQueue"/>
                <window name="windowOutput" />
                <window name="windowNonPagingHeader" />
            </window_group>                
    </append>
    </xui>

  3. 1 minute ago, wclem1974 said:

    I don't understand why they are so worried about us having water. There are so many more elements that need addressed. It is cheap to have screamers spawn just to make water more of an annoying chore. 

     

    Screamers don't spawn when we grow corn, or is that next? Maybe implement some NPCs, more and varied quests or any number of other things to add length and challenge. 

     

    I never heard a single person complain about water till alpha 21. If someone didn't like being able to make bottles then they should just not make them. Instead we all pay for it. 

    I agree, and the extra bottles were a great source of glass for my forge. 

  4. 14 hours ago, RipClaw said:

    The difference is that the heat has always increased only for a short time and not permanently. But if you empty the dew collectors regularly, they run permanently. In this respect, they are like a torch or a candle on the wall, but they increase the heat much more.

     

    The developers and the moderators constantly emphasize that the dew collectors no longer generate heat when they are full, which does not really help.

     

    Yes I'm aware, hence the reason I said, "I don't like the way it was implemented" but I do understand they were trying to add the "heat" back to making water hence the part where I said "I'm not sure how much I disagree with the Idea behind it".

     

    But thanks for the input. 

  5. 13 minutes ago, doughphunghus said:

    I agree and am actually making a mod (yeah i know you are wanting this to be vanilla changes.... have hope! Enough people are complaining and they may make more changes. But for now you have to mod). to do this (dew collector gives murky water) But theres also also several other changes in it to make "water more challenging".  I have not decided about the heat property yet (ill probably keep it but lower the heat output... but i just heard today about the heat output change). Im on the fence about it still, but what i was working on had no heat output, i just raised "how long to get water from it" to be like 4x longer than it was so having heat output on that may be excessive

     

    Anyway: maybe it will sorta be what you want, though in a mod.  I haven't finished and playtested it yet either so it may be "water is a lot harder", which is how i want it to be (personally). I hope to release it this weekend.

     

    Also: i have a dew collector v2 (just collects dew faster) and a mini chem station "water purifier" in there... amongst other things. Sort if what you also mentioned (additional workstations/filters)

     

    I don't like the way the heat map change was implemented, but I'm not sure how much I disagree with the Idea behind it hence the suggestion, after all, making water has always raised the heat map now it just makes less sense that it does.

  6. 10 minutes ago, Syphon583 said:

    What do you mean, "by mods"? Because as of A21, you can drink from (almost) and water source with an empty hand. Just look at the water with nothing equipped for a couple seconds and press E when prompted.

     

    If you're referring to "mods" as in the helmet filter mod, you can still drink from any source without it, you just have a small chance of getting dysentery (which is easily curable)

    you can drink from any source, but you can't take the water from any source as jars have been removed, I will reword my post to say "collect water" to remove any confusion. 

  7. I would like to start by saying that I don't like that I can't collect water from real sources without mods. I would have added an additional water type, so you had "Dirty water" taken from any source, "boiled water" that you could drink but it might make you sick, and "clean water" something that had been filtered a little better so that it would not make you sick. and then the "purified water" that raises your stats better.  Then the dew collector could have given you "Boiled" or ""clean" water but at a very slow rate, with no raise in the heat map.

     

    Given the direction water is going, I suggest either:

     

    Make the current dew collector not raise the heat map but give "dirty" water that still needs to be cooked. 

     

    Or 

     

    make a second model for the dew collector, one with a "campfire" or other such item attached to it or add a "mod slot" that adds a device to "Boil" the water.

     

    Make the current one give dirty water that still needs to be cooked to be drinkable but doesn't raise the heat map, make the other an "advanced" dew collector, or something like that, that requires fuel to boil the water and make it drinkable on the spot but raises the heat map. 

     

    This way making drinkable water still raises the heat map like it used to but in a more logical way, and also still requires fuel to make drinkable water like before.

  8. I am trying my hand at modding, and I'm looking to try and pull some prefabs from old versions of the game, but I can't find a file or folder named "Entities" or the "Items" file, does anyone know where to find the files that contains the block and item prefabs?

     

    Also looking for the file that contains the Items prefabs.

     

    Thanks.

  9. 2 hours ago, Gamida said:

    That may be. I haven't used vehicle on MP for a long time. I thought though that unless you actually locked the vehicle others could still use it. Even if you picked it up and placed it multiple times. Am not sure why theirs are automatically locking when placed. Unless as they mentioned it is something done in last update as I haven't noticed that yet.

    That was the case until A20. Until this last update, I've never had to unlock a vehicle on placing it. I do understand that public server owners would find this useful, but if you pick up and place your vehicles often this is problematic, especially when you run into a problem and need to leave the area quickly. 

     

    I don't know a lot about modding, I'm finding xlm to be difficult to learn in the limited time I have, so I'm sure I could not make a mod of a different type. It would be nice if it was reverted back the way it was, or perhaps a game setting when you start a game.

     

    Thanks for the info. hopefully an experienced modder will make a .dll or C# mod to do this if thats what it needs.

  10. sorry, I missed where you said lack the craft time parameter, thats what happens when you read too fast.

     

    Without that, crafting time seems to be based strictly on the type and number of materials used in the recipe, so like with my mod that puts back the marksman rifle 1 ScrapPolymers as the only ingredient in the recipe and it will craft instantly, but 20 ScrapPolymers, 10 springs, 10 tape and 15 forgedsteel and it takes 4 min 9 seconds. 

  11. 14 hours ago, Ananais said:

     

    I am no expert either, but if amended slightly to; <remove xpath="/sounds/SoundDataNode[contains(@name='trader')]"/> I think it should rip out all the trader nodes.

     

    I don't think he wants to remove all the trader sounds though, just them talking so unless someone with more experience says how to do it, it will talk a little trial and error to figure out exactly how to do what he wants done.

     

    EDITthat won't work, it throws and error and doesn't remove the sounds. I will keep trying and see if I can figure out the correct code, but with any luck, someone who is a more experienced modder will say how to do it.

     

            

  12. Someone with more experience will hopefully chime in here, but you might try making a mod that removes the Sound references for each trader in the sounds.xml, I'm new to modding, but it looks to me like each trader has their own set of sound files referenced. 

     

    for trader jen the greeting it look like the line is:

     

    <SoundDataNode name="trader_jenlikefirstgreet"> <AudioSource name="Sounds/AudioSource_VO"/>
        <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02"/>
        <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03"/>
        <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>

     

     

    I think that if you made a mod with the line:

     

    <remove xpath="/sounds/SoundDataNode[starts-with(@name='trader_jenlikefirstgreet')]" /> in it's sounds.xml might be what you need to remove that sound, but to be honest, I'm new to modding so I could be wrong and I have no idea what the effect of removing the sounds would be. but if I'm correct, you would just need to duplicate it for the other trader sounds you want removed.

     

    If I can tomorrow, I will try to test it and see. If no one else has replied by then I will let you know what I find.

  13. I asked on the steam forums about removing the vehicle lock all together but I haven't received any replies so I thought I would come here and ask.

     

    I am playing on a private game with just my wife and kids, after the update to A20 our vehicles auto lock on being placed. we spend a lot of time picking up our vehicles and then placing them back down at a different point, the problem is that the auto-lock can be a problem especially if we need to leave an area fast and our only vehicle is in someone's inventory.  

     

    If it isn't possible to remove them, does anyone know how to make the vehicles default to unlocked? 

     

    Thanks.

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