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Gouki

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Everything posted by Gouki

  1. I'm glad the code was useful to you. Param1=Class: it means that you are giving it the same class that the dewcollector has, which is why I eliminated it, it was not necessary. Regards Gouki
  2. Sometimes all of this is confusing, but I'll keep an eye on it after you check it with my code. The connection is between the block name in conjunction with the Xui file and Windows.
  3. Well, it allowed me to pick it up halfway (even though I didn't see anything in the interface), when the count was almost finished it gave me an error, but when I deleted it and put a new one in, it worked.
  4. If you already have the block on the ground, pick it up and if it gives you an error, delete it, and put another one again and it will work.
  5. You have to change the blocks file, as I put it for you.
  6. And so I have it in blocks. Blocks: <append xpath="/blocks"> <block name="zzUnfilteredDewCollector"> <property name="Extends" value="cntDewCollector"/> <property name="ConvertToItem" value="drinkJarRiverWater"/> <property name="CustomIcon" value="cntDewCollector"/> <property name="HeatMapStrength" value="0.5"/> <property name="HeatMapTime" value="4000"/> <property name="HeatMapFrequency" value="1000"/> <property name="SortOrder1" value="B281"/> <property name="SortOrder2" value="0100"/> </block> </append> I just checked it and it works perfect. Regards Gouki
  7. You can try this, it should work for you, it's how I have it done. Be sure to pick up and put the block back in case it doesn't work. XUi.xml: <append xpath="/xui/ruleset"> <window_group name="zzUnfilteredDewCollector" left_panel_valign_top="false" controller="XUiC_DewCollectorWindowGroup" close_compass_on_open="true"> <window name="windowzzUnfilteredDewCollector"/> <window name="windowNonPagingHeader" /> </window_group> </append> Windows.xml: <append xpath="/windows"> <window name="windowzzUnfilteredDewCollector" width="{windowWidth}" height="378" controller="DewCollectorWindow" panel="Left" anchor_side="bottomright" visible="false" cursor_area="true" > <panel name="header" height="43" depth="0" disableautobackground="true" anchor_left="queue,0,-3" anchor_right="queue,1,0" > <sprite depth="1" name="headerbackground" sprite="ui_game_panel_header" anchor_left="queue,0,-3" anchor_right="queue,1,0" /> <sprite depth="3" name="windowIcon" style="icon32px" pivot="center" pos="21,-21" sprite="ui_game_symbol_loot_sack" /> <label depth="2" name="lootName" pos="39,-6" width="180" height="32" text_key="xuiDewCollector" font_size="32" /> <rect anchor_left="queue,1,-300" anchor_right="queue,1,0" pivot="topleft" pos="0,0" controller="ContainerStandardControls" createuiwidget="true" visible="false"> <!-- <button depth="3" name="btnSort" sprite="ui_game_symbol_sort" tooltip_key="lblSortContainer" pos="194, -22" style="icon32px, press, hover" pivot="center" sound="[paging_click]" /> --> <!-- <button depth="3" name="btnMoveAll" sprite="ui_game_symbol_store_all_up" tooltip="{take_all_tooltip}" pos="274, -22" style="icon32px, press, hover" pivot="center" sound="[paging_click]" /> --> <!-- <button depth="3" name="btnMoveFillAndSmart" sprite="ui_game_symbol_store_similar_up" tooltip_key="xuiLootTakeFillAndSmart" pos="234, -22" style="icon32px, press, hover" pivot="center" sound="[paging_click]" /> --> </rect> </panel> <rect name="content" pos="3,-49" > <sprite depth="0" name="bg" color="255,255,255,1" type="sliced" sprite="menu_empty" anchor_left="queue,0,-3" anchor_bottom="queue,0,0" anchor_right="queue,1,0" anchor_top="queue,1,49" on_press="true" /> <grid depth="12" name="queue" rows="1" cols="3" cell_width="75" cell_height="75" repeat_content="true" controller="DewCollectorContainer" required_item="drinkJarEmpty"> <dewcollector_stack controller="DewCollectorStack" override_stack_count="1" name="0"/> </grid> </rect> </window> </append> Regards Gouki
  8. Hi Zztong For the first question, you need to add the UI for the new block, that's why you get an error. Second question, I think the action is fine that way, but that is a matter of taste. It should work as you have it, but it may be hardcode, I don't know. Another option that you can use instead of setattribute, use set, just an opinion, I may be wrong. Regards Gouki
  9. Nice mod Blue mame. I like it better as a complement to vanilla. Regards Gouki
  10. Thank you very much Arramus. Great job you and Oakraven do, thanks for the Ammobench mod. Regards Gouki Happy Holydays to all.
  11. Gouki

    Guppy Mods - A21

    You're welcome, I like zombie mods. Regards Gouki Happy Holydays to all. I haven't had any problems so far. What a great job you do. Regards Gouki Happy Holydays to all.
  12. Hi Arramus Oakraven workstations is functional with A21.2 b30 or things have to be fixed with the workstations, I mention this because I plan to put the mod back. Regards Gouki Happy Holidays to all.
  13. Gouki

    Guppy Mods - A21

    Hi everyone The error mentioned by Ahugehit and Brugas is solved by blocking or eliminating the line of code mentioned by ZombiesWastelandDowntown in entitygroups. That line has nothing. Regards Gouki Happy Holidays to all.
  14. Hi Noisy Pants I have looked at your mod and I fixed the error you have with crafting_category_list, the game loads correctly, but when the character enters the world it gives me a toolbelt error related to SMX. I have checked that SMX works up to this version A21.0B317, I don't know which version you have, but it is possible that the A21.1 B16 has modified something that causes incompatibility. I don't know, it's just a thought. Check my solution and see if it works for you without the error it gives me. This is the solution for the Error, delete these lines. (Make a backup before.) <insertAfter xpath="/ui_display_info/crafting_category_display/crafting_category_list[@display_type='forge']"> </insertAfter> Regards Gouki
  15. Hi AaronG85 It's like Doughphunghus says, you have to add the material with which you are going to improve the block to each tool with which you want the block to be improved. You can check my GK old sysyem upgrade mod or Sephiroth mod or any other Nexus mod, to give you an idea. Regards Gouki
  16. Hi Crock The resourceBricks item does not exist in the game, I added it with my GK Old System Upgrade mod, if you make the changes that I mentioned when scraping the brick it will give you clay (I suppose you are using my mod). Now if you are referring to the brick block that is in the game, that is only for level design. You can find that block in the blocks.xml file, it's called brickShapes, if you want it to give you clay when you harvest it, change the Harvest from resourceRockSmall to resourceClayLump and also change the amount you prefer. When you find any brick POI, harvest the blocks and they will give you clay instead of stone. Regards Gouki
  17. Hi Crock Open the items.xml file with notepad++ or whatever you use, if you look at the resourceBricks item, I extended it from the resourceRockSmall. To make it clay when you scrape it you need to change the resource where I extended it from resourceRockSmall to resourceClayLump. It should stay like this: <item name="resourceBricks"> <property name="Extends" value="resourceClayLump"/> <property name="CustomIcon" value="Bricks"/> <property name="DescriptionKey" value="resourceBricksDesc"/> </item> Regards Gouki
  18. Cool bro!!!, it's good to know that everything works fine. Regards Gouki
  19. Hi Rickachae Thanks for reporting it. There is already a new version. Regards Gouki GK SnowberryReturnsAndHerbalPainkillers New v0.3 Fixed errors in items. To know how the recipes are unlocked, you have to read the description. Regards Gouki
  20. Sorry man, I don't use discord. Finally, did you try to check it with a new game? Regards Gouki
  21. Leave all the Masters as they were originally and only modify the shapes. The only thing I modified was the brickShapes and concreteShapes, it worked without problem. Regards Gouki
  22. GK CleanMoneyATM New v0.2 Fixed bug with items parent mesh folder. GK UsefulTires New v0.2 Fixed bug with items parent mesh folder. I forgot to mention that the recipe for the wheels does not require acid. Regards Gouki
  23. It's weird that it doesn't work for you. I guess it's because you edited the masters and didn't return them to their default settings. You should only have edited the Shapes. Check it out and comment. Regards Gouki Hi Wolverine576 It's done. Regards Gouki
  24. Gouki

    Rev's Simple UI

    Thank you very much Stedman420, I love the simple UI and Big Bag 120, it goes perfect with my workstation mod. Welcome back to modding. Regards Gouki
  25. Practically the mod deals with how it was cultivated in previous alphas of the game. 1-- You can plow the land to farm. 2-- There are three types of fertilized land, each land gives a little more crop. 3-- The Hoe returns (now it is a shovel without animation when plowing the land), the fertilizer and its materials to manufacture it, you can also find it when harvesting the new fertilizer pallets. 4-- The recipe of the Farmplot changed, the Farmplot now no longer returns anything when harvesting them. 5-- Farmplots can now be fertilized and you get the benefit as if you plowed the land. 6-- You can harvest crops with (E) and the recipe to make seeds was reduced. 7-- Added a plant, its seed and three recipes to make food. Regards Gouki
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