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three08

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Posts posted by three08

  1. Updated for A19.5

    Can now be toggled on/off light a normal light and can be picked up if inside your land claim

    Edit: I forgot to add the recipe so there will be an update sometime tomorrow. It will be just one recipe and you select the sign you want in the shapes menu.

     

    Included Signs

    • Open x 3
    • Gun
    • Pizza
    • Bowling
    • Chinese Food

     

    Download

     

    Demo:

    Just reusing the old demo for now, I'll do a new video with all the signs in it when I get the chance.

     

     

  2. 3 hours ago, The_Great_Sephiroth said:

    I already figured it out. I did it via my own custom progression.xml appended to the main one. It works as follows.

     

    <configs>
        <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group/passive_effect[@level='3,5']/@tags">,DHTA_Fusebox,DHTA_Elec_Fence,DHTA_Blade_Trap</append>
    </configs>
    
    

     

    Now, I also made schematics and verified that they worked as well. I am trying to insert them into the master schematics loot group. Is the following correct? I get no errors upon loading the mod but have no idea how to test it.

     

    <DHTA_Traps>
        <append xpath="/lootcontainers/lootgroup[@name=schematicsElectrical]">
            <item name="DHTA_Fusebox_Schematic" />
            <item name="DHTA_Elec_Fence_Schematic" />
            <item name="DHTA_Blade_Trap_Schematic" />
        </append>
    </DHTA_Traps>
    
    

     

    If not, how would I append my schematics to the electrical schematic group? Again, no errors but I have no clue how to cause that loot group to be triggered to see if my stuff shows up.

    You can check the xml files in ConfigsDump of your saved game to make sure it has worked the way you intended

  3. 37 minutes ago, tin33zg said:

     

    I resolve the error by donwloading SDX v0.7.3 but now I have error about mods.dll...

    Trying to load into a17.4 because that mod was created for A17.

    A new version is coming soon. That one should work on 17 if you have the right version of sdx, in fact I think it even loaded on 19.5 with dmt but I might be wrong, I might of made some small changes to get it working

  4. Updates the battery bank to automatically shut down the generator when all batteries are fully charged and start it up when they are all flat.

    Also adds 'Generator Fuel' a barrel that when placed beside the generator you can put gas in it that will be automatically added to your generator when its about to run out of fuel.

    The generator fuel block must be placed so the pipe sits over the generators gas cap.

    You can have relays between the generator and battery bank but nothing else or it wont turn it on and off.

    The changes are made to the original generator and battery banks. If you want to use just the battery bank part or just the refueling part of this mod you can make changes in the config/blocks.xml

     

    Let me know if you come across any bugs or other issues.

     

    You should only connect 1 battery bank per generator or it wont function correctly. I'll look into fixing this once I have all my other mods updated.

     

    Download Link:

    https://www.mediafire.com/file/q9nu5jzbr4et3ep/Advanced_Generator_v1.0.rar/file

     

    Demo:

     

  5. On 6/20/2021 at 3:44 AM, CynicalGamer said:

    This looks good. I had a few questions, does this suffer from the jittery motion most elevator mods do and are there any plans to make versions that cover more floors (longer). Thanks for the work!

    Yeah if the player is on it, it does get jittery on the way up, going down is quite smooth. The jitter is acually related to the speed it travels at, so if I can get the speed just right it can be all but eliminated. As for more floors I'm having issues wit the model going invisible after it moves more than 20-30 blocks, trying to find a solution to this atm. If you use DMT once I get the bugs worked out of my elevator mod you can make those with however many floors you want, at what ever distance apart you want and there will be a vehicle size elevator for it.

  6. Power Door Relay

    Adds a block that can placed under a door to connect a second power input.

     

    Instructions
        Vault Door and Garage Doors - place the relay directly under the block that your crosshairs are over when you place the door
        Hatch - Place the relay in any of the 4 blocks positions that form the opening for the hatch, use only 1 relay per hatch
        Bridges - Place the relay in the center block position directly bellow the hinge

     

    Updated to fix a bug that kept the door open if the relay was destroyed while powered and to add support for my hidden hatches mod

     

    Download Link:

    https://www.mediafire.com/file/zbjpo0to8x3mmig/Power_Door_Relay_v1.0.1.rar/file

     

    Demo:

     

  7. 3 hours ago, sphereii said:

    You would use a Harmony patch

     

     

    
    
        [HarmonyPatch(typeof(Block))]
            [HarmonyPatch("Init")]
            public class Init
            {
                public static bool Prefix(ref Block __instance)
                {
    				Debug.Log("Run me.");
                   return true;
                }
            }

     

     

    The return true on a Prefix will allow the base Block's Init to run as well. if you return false, the base Block's Init will not run, just your code.

     

    Thanks! Took me a minute to work out how Harmony works but I got it all working in the end, its so much easier than patchscripts! I'll post the mod tomorrow sometime.

  8. Can anyone give me an example of a patch script that replaces an existing method with my own code? I'm trying to add my code in BlockPowerDoor.ActivateBlock but it keeps coming up like this, I get basically the same result when trying to add new methods as well, I can create the method but cant put anything in it.

     

    // BlockPoweredDoor
    public override bool ActivateBlock(WorldBase _world, int _cIdx, Vector3i _blockPos, BlockValue _blockValue, bool isOn, bool isPowered)
    {
        //IL_0006: Expected I4, but got O
        return ((BlockPoweredDoorPatchFunctions)/*Error near IL_0006: Stack underflow*/).ActivateBlock_Patch((WorldBase)/*Error near IL_0006: Stack underflow*/, (int)/*Error near IL_0006: Stack underflow*/, (Vector3i)/*Error near IL_0006: Stack underflow*/, (BlockValue)/*Error near IL_0006: Stack underflow*/, (byte)/*Error near IL_0006: Stack underflow*/ != 0, (byte)(int)this != 0);
    }

     

  9. Nice work Hal, I finally got the chance to try out A18 tonight and so far all my A17 SDX mods are working with this without any changes. Except my custom icons don't show up anymore, was there a change to how they work?

  10. Awwwww snap, ok ok I see your style lol loving it!

     

    I was getting an error with this part though

    <remove xpath="/items/item/[@name='resourceSteelPolish']/property[@name='CreativeMode']" />

    Does that not remove the property with that name on the item? or did I screw that up somehow.

     

    Took me awhile to spot, but you have an extra / after item, it should be

    <remove xpath="/items/item[@name='resourceSteelPolish']/property[@name='CreativeMode']" />

     

    You could also just change the value of CreativeMode like this instead of removing it

    <set xpath="/items/item[@name='resourceSteelPolish']/property[@name='CreativeMode']/@value">Player</set>

  11. OMG it's working, now don't I feel like an idiot, I've spent most of the night trying to get this going and all I had to do was restart the server, I can't believe I didn't do that already. Sorry to waste your time. :dispirited:

     

    Well, then restart the server now and check if it works ;)
  12. It doesn't appear to be in the connection_log_25330.txt on my servers log folder, there's another log in the control panel but I was watching that stream as I tested just a minute ago and I don't think it logged anything, I guess that means I've missed something. Do I have to give it a start command after copying the webserver folder? I have the folder in the same folder as the serveradmin file. It's a rented server from purepings.

     

    This is what came up while testing

    2014-12-18T13:35:45 90741.504 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:35:45 90741.542 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:35:50 90746.499 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:35:50 90746.534 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:35:55 90751.512 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:35:55 90751.546 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:00 90756.524 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:00 90756.576 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:03 90759.589 Time: 1512.50m FPS: 279.50 Heap: 303.3MB Max: 493.8MB Chunks: 1012 CGO: 32 Ply: 0 Zom: 8 Ent: 8 (259) Items: 91
    2014-12-18T13:36:03 90759.590 STATS: 1512.50,279.50,303.3,493.8,1012,32,0,8,8,259,91
    2014-12-18T13:36:05 90761.522 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:05 90761.565 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:10 90766.534 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:10 90766.562 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:16 90771.672 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:16 90771.702 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:20 90776.543 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:20 90776.582 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:26 90781.695 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:26 90781.731 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:30 90786.558 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:30 90786.592 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:33 90789.599 Time: 1513.00m FPS: 375.11 Heap: 357.8MB Max: 493.8MB Chunks: 1012 CGO: 32 Ply: 0 Zom: 8 Ent: 8 (259) Items: 91
    2014-12-18T13:36:33 90789.599 STATS: 1513.00,375.11,357.8,493.8,1012,32,0,8,8,259,91
    2014-12-18T13:36:35 90791.572 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:35 90791.598 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:40 90796.582 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:40 90796.624 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:45 90801.580 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:45 90801.612 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:50 90806.592 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:50 90806.634 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:55 90811.602 Telnet executed "lp" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:55 90811.632 Telnet executed "gt" from: 210.xx.xx.xx9:50554
    2014-12-18T13:36:59 90814.826 Telnet connection closed: 210.xx.xx.xx9:50554
    2014-12-18T13:37:03 90819.641 Time: 1513.50m FPS: 406.67 Heap: 422.1MB Max: 493.8MB Chunks: 1012 CGO: 32 Ply: 0 Zom: 8 Ent: 8 (259) Items: 91
    2014-12-18T13:37:03 90819.641 STATS: 1513.50,406.67,422.1,493.8,1012,32,0,8,8,259,91
    2014-12-18T13:37:34 90849.684 Time: 1514.00m FPS: 336.55 Heap: 320.7MB Max: 493.8MB Chunks: 1012 CGO: 32 Ply: 0 Zom: 8 Ent: 8 (259) Items: 91
    2014-12-18T13:37:34 90849.685 STATS: 1514.00,336.55,320.7,493.8,1012,32,0,8,8,259,91
    2014-12-18T13:38:04 90879.714 Time: 1514.50m FPS: 240.75 Heap: 304.3MB Max: 493.8MB Chunks: 1012 CGO: 32 Ply: 0 Zom: 8 Ent: 8 (259) Items: 91
    2014-12-18T13:38:04 90879.714 STATS: 1514.50,240.75,304.3,493.8,1012,32,0,8,8,259,91
    

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