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re-add cell doors?


Drisky

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Hello,

I remember in Alpha 16 there was jail cell doors you could open and close. I looked through all the items in 18.2 and could only find jail cell doors that were decoration and couldn't be opened is there any chance of getting them added back in, in a future update they would be great for rp servers and people like me who like to build their own POI's.

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Hello,

I remember in Alpha 16 there was jail cell doors you could open and close. I looked through all the items in 18.2 and could only find jail cell doors that were decoration and couldn't be opened is there any chance of getting them added back in, in a future update they would be great for rp servers and people like me who like to build their own POI's.

 

No idea if they will return but....

 

Make a modlet out of it or add it to your/servers blocks.xml and you should be good to go:

 

<block name="Jail Bars">
	<property name="Material" value="Msteel"/>
	<property name="CreativeMode" value="Player"/>
	<property name="CustomIcon" value="jailBars" />
	<property name="Shape" value="ModelEntity"/>
	<property name="Model" value="Entities/Doors/jail_barsPrefab"/>
	<property name="MultiBlockDim" value="1,2,1"/>
	<property name="Collide" value="movement,melee,rocket"/>
	<property name="Place" value="TowardsPlacerInverted"/>
	<property name="DisplayType" value="blockHardenedMulti"/>
	<property name="ImposterExclude" value="true"/>
	<property name="DescriptionKey" value="jailBarsDesc"/>
	<property class="RepairItems">
		<property name="resourceForgedSteel" value="8"/>
	</property>
	<drop event="Harvest" name="resourceScrapIron" count="20,60" tag="allHarvest"/>
	<drop event="Destroy" count="0"/>
	<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
	<property name="Group" value="Building,advBuilding"/>
	<property name="FilterTags" value="fdecor,fdoors"/>
	<property name="SortOrder1" value="7060"/>
	<property name="SortOrder2" value="0070"/>
</block>

<block name="Jail Door">
	<property name="Class" value="DoorSecure"/>
	<property name="Material" value="Msteel"/>
	<property name="CustomIcon" value="jailDoorStatic" />
	<property name="PassThroughDamage" value="true"/>
	<property name="Shape" value="ModelEntity"/>
	<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->
	<property name="Tag" value="Door"/>
	<property name="Place" value="Door"/>
	<property name="PlaceEverywhere" value="true"/>
	<property name="Model" value="Entities/Doors/jail_doorPrefab"/> <property name="ModelOffset" value="0,.5,0"/>
	<property name="ImposterExclude" value="true"/>
	<property name="OpenSound" value="open_door_jail"/>
	<property name="CloseSound" value="close_door_jail"/>
	<property class="RepairItems">
	<property name="forgedSteel" value="12"/>
	</property>
	<drop event="Harvest" name="" count="0" tool_category="Disassemble"/>
	<drop event="Destroy" count="0"/>
	<drop event="Destroy" name="resourceSpring" count="0,2" prob="1" tool_category="Disassemble"/>
	<drop event="Destroy" name="resourceMechanicalParts" count="0,2" prob="1" tool_category="Disassemble"/>
	<drop event="Harvest" name="resourceScrapIron" count="20,60"/>
	<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
	<property name="Group" value="Building,advBuilding"/>
	<property name="FilterTags" value="fdecor,fdoors"/>
</block>

<block name="Jail Door (powered)">
	<property name="Class" value="PoweredDoor"/>
	<property name="CreativeMode" value="Player"/>
	<property name="Material" value="Msteel"/>
	<property name="CustomIcon" value="jailDoorStatic" />
	<property name="PassThroughDamage" value="true"/>
	<property name="Shape" value="ModelEntity"/>
	<property name="Collide" value="movement,melee,rocket"/>
	<property name="Tag" value="Door"/>
	<property name="Place" value="Door"/>
	<property name="PlaceEverywhere" value="true"/>
	<property name="Model" value="Entities/Doors/jail_doorPrefab"/>
	<property name="ModelOffset" value="0,.5,0"/>
	<property name="ImposterExclude" value="true"/>
	<property name="RequiredPower" value="5"/>
	<property name="OpenSound" value="open_door_jail"/>
	<property name="CloseSound" value="close_door_jail"/>
	<property class="RepairItems">
		<property name="resourceForgedSteel" value="10"/>
		<property name="resourceElectricParts" value="2"/>
	</property>
	<drop event="Harvest" name="" count="0" tool_category="Disassemble"/>
	<drop event="Destroy" count="0"/>
	<drop event="Destroy" name="resourceSpring" count="0,2" prob="1" tool_category="Disassemble"/>
	<drop event="Destroy" name="resourceMechanicalParts" count="0,2" prob="1" tool_category="Disassemble"/>
	<drop event="Destroy" name="resourceElectricParts" count="0,2" prob="1" tool_category="Disassemble"/>
	<drop event="Harvest" name="resourceScrapIron" count="20,60"/>
	<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
	<property name="Group" value="Building,advBuilding"/>
	<property name="FilterTags" value="fdecor,fdoors"/>
	<property name="UnlockedBy" value="perkAdvancedEngineering,poweredDoorsSchematic"/>
</block>

 

If you want them to be craftable you've to add a recipe as well.

You could also look in the mod section and use a released modlet.

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