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Valmars A20 MODLETS (Outdated)


stallionsden

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On 7/24/2020 at 5:48 AM, MasterScrotis said:

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

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<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 😃

 

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<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 ❤️

 

Thanks for updating this btw but I'm having an issue - the 'footprint' of the blocks seems to be greater than 1x1 in certain locations, preventing it from being deployed in some areas near walls or in single width spaces such as along bedrock where I'm trying to build a wall alongside rock. I haven't tested every map height but I don't seem to have any issues building above ground.

 

I have looked over the original block properties in the original block config files and find nothing obvious which would be causing the issue

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Problems with Mod : Startet Class

Hello,

we download it and start oure Server but at the first join we dont get the quest or startet Items.

Mod is installed (we see the Class Craft Items under the craft options)

 

Whats oure problem ?

 

Thanks for the Help

Edited by Lude
edit some txt (see edit history)
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1 hour ago, Xandra said:

Hello! I was wondering if it would be possible to modify the Starter Class mod so that it could be run completely server side? Thank you for all you do!

Just have to change the icons to vanilla icons. As these are vals mods I am keeping them how he had them. You can however change the icons to vanilla for your requirements 🙂

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5 hours ago, stallionsden said:

Just have to change the icons to vanilla icons. As these are vals mods I am keeping them how he had them. You can however change the icons to vanilla for your requirements 🙂

Thank you very much stallionsen! As a completely amature modder, I had tried this prior to posting and while I did manage to change the "class key" icon to the lockpick icon, I also broke the quest (after using the key on the case, it was not openable.) So, I wanted to make sure this was possible before I spent the next many hours of my life trying to figure it out. 😛  Thank you very much for the help! :)

 

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Привет)мне понравился ваш мод, но я хотел бы понять, как можно создавать блоки не в верхней, а в левой или правой стороне, чтобы изначально можно было делать фундаменты, а не стены?)Если возможно, пожалуйста, ответьте мне)

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8 hours ago, Xandra said:

Thank you very much stallionsen! As a completely amature modder, I had tried this prior to posting and while I did manage to change the "class key" icon to the lockpick icon, I also broke the quest (after using the key on the case, it was not openable.) So, I wanted to make sure this was possible before I spent the next many hours of my life trying to figure it out. 😛  Thank you very much for the help! :)

 

Changing the icon shouldnt have messed the quest...

 

But yeh no worries good luck with it. Let me know any issues. 

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22.12.2020 в 07: 05 сталлионсден сказал::

Вы можете отредактировать его в соответствии с вашими игровыми потребностями

Здравствуйте, не могли бы вы помочь мне в создании определенных блоков?

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On 12/24/2020 at 12:54 AM, stallionsden said:

Привет, орнилкс.

 

Мне жаль, что я не могу читать на любом другом языке, кроме английского. Приношу свои извинения. Не могли бы Вы перевести, если это возможно

Can you create an AutoWall mod from Valmars?But only so that you can build not walls up, but foundations to the sides?

Edited by Ornilx (see edit history)
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On 26.12.2020 at 00:07, stallionsden said:

Я могу взглянуть на него и дать вам знать, когда вернусь из отпуска.

In general, I am an ordinary player, but somehow I learned to understand the game code and did some things myself. But to create a large block of 9 cells, it does not work. It would be interesting to see your work, maybe you can create new large blocks. Let's say 4 squares and 9 and of course, somehow fit them under wood, stone and metal)

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On 12/20/2020 at 4:30 PM, Xandra said:

Hello! I was wondering if it would be possible to modify the Starter Class mod so that it could be run completely server side? Thank you for all you do!

yes you can you just have to change the icons used in each item/block to a vanilla icon of your choosing.

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15 minutes ago, Ornilx said:

In general, I am an ordinary player, but somehow I learned to understand the game code and did some things myself. But to create a large block of 9 cells, it does not work. It would be interesting to see your work, maybe you can create new large blocks. Let's say 4 squares and 9 and of course, somehow fit them under wood, stone and metal)

i will try to. do the auotwall for a surface area just taking a small break from modding and will  do it as soon as i return. and will let you know.

1 minute ago, Ornilx said:

Screen1.png

Screen2.png

oh so you did it lol already nice

 

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7 hours ago, stallionsden said:

я постараюсь. сделайте auotwall для поверхности, просто сделав небольшой перерыв в моддинге, и сделаю это, как только вернусь. и даст вам знать.

о так ты это сделал лол уже неплохо

 

No, these are the blocks I want. I can't make one of these blocks be solid and consist of 4 or 9 cubes. Our task is to try to create prefabs for large cubes and throw them into the game like a mod.

Edited by Ornilx (see edit history)
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8 hours ago, stallionsden said:

О КК я понимаю разберется в этом для тебя

You sound so promising that I think you're my best foreign friend, but if you're a friendly person, why not)Very nice to hear from you)

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On 10/13/2020 at 10:14 AM, Teye said:

Currently with expanded Ammo modlet, the Incendiary rounds light the xombies on fire for about a half of a second visually, but they keep taking burn damage for several more seconds. Does anyone know how to match the duration of the graphical effect to the duration of the damage debuff?

As a secondary question, does anyone know how to make bullets explode in a small radius on impact? I've tried a few things but nothing seems to be working. I'd also like to have a spear that explodes when thrown. 

Thank you for any help offered. 

 

Seconding what Teye said, the fire particle effect should last as long as the On Fire buff, but it doesn't. Furthermore, I've noticed that enemies that you restart on fire with the incendiary ammo won't light up with the fire particle effect, even if they are losing life from the On Fire buff starting again.

 

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On 12/19/2020 at 11:38 PM, Lude said:

Problems with Mod : Startet Class

Hello,

we download it and start oure Server but at the first join we dont get the quest or startet Items.

Mod is installed (we see the Class Craft Items under the craft options)

 

Whats oure problem ?

 

Thanks for the Help

My apologies i missed your comment. 

 

Do you have any other nods that change the  items you spawn with by chance

1 hour ago, Balthazarrr said:

 

Seconding what Teye said, the fire particle effect should last as long as the On Fire buff, but it doesn't. Furthermore, I've noticed that enemies that you restart on fire with the incendiary ammo won't light up with the fire particle effect, even if they are losing life from the On Fire buff starting again.

 

Will take a look at this and get back to you.

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