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MasterScrotis

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Posts posted by MasterScrotis

  1. 4 minutes ago, stallionsden said:

    xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines.

    Appreciate The Information lol Last mod I released was like the day of Alpha 15 launch so i'm a bit rusty ;) 

  2. 23 minutes ago, MasterScrotis said:

    If there is another way to streamline it even further of course id love to learn about it.

    What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p 

     

    These are still Valid questions except

     

    16 minutes ago, stallionsden said:

    sweet thanks, will convert to xpath modlet to.

    now I have another lol.. What does that mean?

     

    Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit

    Spoiler

    <block name="AutoWallInfinite:Wood">
        <property name="CustomIcon" value="woodBlock"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Tags" value="wood"/>
        <property name="Material" value="Mwood_regular"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="300"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
        <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="10"/>
        <property name="EconomicBundleSize" value="1"/>
        <property name="FilterTags" value="fbuilding,fwood"/>
        <property name="SortOrder1" value="4020"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="woodMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="AutoWallInfinite:Wood" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>

    And a recipe for it cuz why not lmao maybe someone wants to use these.

    Spoiler

    <recipe name="AutoWallInfinite:Wood" count="1" craft_time="60">
        <ingredient name="woodFrameBlockVariantHelper" count="100"/>
        <ingredient name="resourceWood" count="6000"/>
    </recipe>

    Dont add this to the mod though XD just for fun.

     

    Edit: wouldn't be me without forgetting to say thanks for your time and support. 

  3. So after a bit of trial and error I nailed it perfectly.  Even though this kind of makes it my idea instead I present Valmars Auto Wall Mod V19

    Spoiler

    <block name="AutoWall:Wood">
        <property name="CustomIcon" value="woodBlock"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Tags" value="wood"/>
        <property name="Material" value="Mwood_regular"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="300"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
        <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="10"/>
        <property name="EconomicBundleSize" value="1"/>
        <property name="FilterTags" value="fbuilding,fwood"/>
        <property name="SortOrder1" value="4020"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="woodMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awWoodBlock2">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock3"/>
    </block>
    <block name="awWoodBlock3">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock4"/>
    </block>
    <block name="awWoodBlock4">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock5"/>
    </block>
    <block name="awWoodBlock5">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="woodMaster"/>
    </block>

    <block name="AutoWall:ScrapIron">
        <property name="CustomIcon" value="rScrapIronMaster"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Material" value="Mmetal_medium"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="1"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceScrapIron" value="30"/> </property>
        <drop event="Harvest" name="resourceScrapIron" count="17" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="40"/>
        <property name="FilterTags" value="fbuilding,firon"/>
        <property name="SortOrder1" value="40g0"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="rScrapIronMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awSIBlock2">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock3"/>
    </block>
    <block name="awSIBlock3">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock4"/>
    </block>
    <block name="awSIBlock4">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock5"/>
    </block>
    <block name="awSIBlock5">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="rScrapIronMaster"/>
    </block>

    <block name="AutoWall:Concrete">
        <property name="CustomIcon" value="pouredConcreteMaster"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Material" value="Mconcrete"/>
        <property name="Texture" value="176"/>
        <property name="FuelValue" value="1"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceConcreteMix" value="8"/> </property>
        <drop event="Harvest" name="resourceCement" count="8" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/>
        <property name="Class" value="UpgradeRated"/>
        <property name="UpgradeRated.ToBlock" value="concreteMaster"/>
        <property name="UpgradeRated.Rate" value="4"/>
        <drop event="Destroy" count="0"/>
        <property name="EconomicValue" value="50"/>
        <property name="EconomicBundleSize" value="20"/>
        <property name="FilterTags" value="fbuilding,fconcrete"/>
        <property name="SortOrder1" value="40m0"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="pouredConcreteMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awCBlock2">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock3"/>
    </block>
    <block name="awCBlock3">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock4"/>
    </block>
    <block name="awCBlock4">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock5"/>
    </block>
    <block name="awCBlock5">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="pouredConcreteMaster"/>
    </block>

     

    Its Not Exactly How Valmar Made it, But its the exact same thing Except in Alpha 19 baby!

    If there is another way to streamline it even further of course id love to learn about it.

    What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p 

     

    I actually Created a few Recipes for the blocks too but you'll have to gate them with quests or perks or whatever use them if/how you wish 😃

     

    Spoiler

    <recipe name="AutoWall:Wood" count="1" craft_time="6">
        <ingredient name="woodFrameBlockVariantHelper" count="6"/>
        <ingredient name="resourceWood" count="12"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    <recipe name="AutoWall:ScrapIron" count="1" craft_time="20">
        <ingredient name="scrapIronFrameBlockVariantHelper" count="6"/>
        <ingredient name="resourceScrapIron" count="90"/>
        <ingredient name="resourceClayLump" count="24"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    <recipe name="AutoWall:Concrete" count="1" craft_time="48">
        <ingredient name="resourceConcreteMix" count="60"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    Much Love All ❤️

  4. 36 minutes ago, stallionsden said:

    Valmar And I talk a bit. I updated his mods since a18 with his permission. No he is still around just not on 7 dtd no matter how hard I try to convince him to come back lol.

    I thought i got them all lol must a hid them. Sure send the ones i missed thru will add them for sure.
     

     

     

     

    BRUH.. You Still talk to him? I respect that he doesn't want to play and all but first ask him to add me on steam maybe I can convince him to at least play Rocket League with me HAHA. and second see if hes still got copies of his old mods perhaps? I'm sure you've already asked that though XD 

     

    Yeah ill Add it to the list of modding things to do and hit you back in here I don't think that was the only Valmod I had either but don't get your hopes up I haven't dug through that old code in ages and some of it just plain may no longer work 😃 Much love Fellow Valmar fan XD 

  5. Damn Lol only a few of his mods I'm not seeing in here. This is good work to salvage all this from the forum Jump mate my question now is.. where the hell is my old buddy Valmar? Does anyone even know? lol.. I dissapear for several years and I come back to this? XD

    I've actually managed to save my old Alpha 14 Mod showcase myself (from around the last time I was active in here it's actually been helping a lot in porting it to Alpha 19)  I'm sure if hes around hed have the rest of his mods? but the way you speak of him in past tense has me a bit worried considering He isn't even on my friends list in steam anymore.

    Anyway much love brother Well done ill see if I have my modded versions of some of his stuff to add to this list I could easily tweak it back the way he had it so it'll be OG.  

     

     

    Edit: Yup of course I used Valmars features on my old server XD would you like me to figure this out so it works for Alpha 19 so you can add it to the list bro?

    lookey.png

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