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Gouki´s A19/A20/A21/V1.0 Modlets


Gouki

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2 hours ago, DanielHazmat said:

Hi Man. 
I have 2 problems . 
I edit when upgrade block to take more resources....but didnt change...
Example :
First One !

    <remove xpath="/blocks/block[@name='brickMaster']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='brickMaster']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="concreteMaster"/>
            <property name="Item" value="resourceConcreteMix"/>
            <property name="ItemCount" value="30"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>

He take 20 all time  but i set 30 ....

Second One !

    <remove xpath="/blocks/block[@name='concreteMaster']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='concreteMaster']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="steelMaster"/>
            <property name="Item" value="resourceForgedSteel"/>
            <property name="ItemCount" value="40"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>

It takes 25 , and i place 40 .... 
The others works perfectly
 

 

Hi Man


Edit brickShapes and concreteShapes, not the master, I've tested it and it works, take the 30 bricks and the 40 steel ones.
Regards
Gouki

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On 6/16/2023 at 6:31 PM, Greymantle said:

Could anyone please explain what the old farmland does besides what is listed here? I have never used the mod and would like to bring back when farming was fun.

 

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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16 hours ago, Gouki said:

 

Hi Man


Edit brickShapes and concreteShapes, not the master, I've tested it and it works, take the 30 bricks and the 40 steel ones.
Regards
Gouki

image.png.2392d618437c3bf03ca431686242eb1e.png
No working man ......


    <remove xpath="/blocks/block[@name='brickShapes']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='brickShapes']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="concreteShapes"/>
            <property name="Item" value="resourceConcreteMix"/>
            <property name="ItemCount" value="40"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>
    
    <remove xpath="/blocks/block[@name='concreteShapes']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='concreteShapes']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="steelShapes"/>
            <property name="Item" value="resourceForgedSteel"/>
            <property name="ItemCount" value="50"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>
    

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1 hour ago, DanielHazmat said:

image.png.2392d618437c3bf03ca431686242eb1e.png
No working man ......


    <remove xpath="/blocks/block[@name='brickShapes']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='brickShapes']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="concreteShapes"/>
            <property name="Item" value="resourceConcreteMix"/>
            <property name="ItemCount" value="40"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>
    
    <remove xpath="/blocks/block[@name='concreteShapes']/property[@class='UpgradeBlock']"/>
    <append xpath="/blocks/block[@name='concreteShapes']">
        <property class="UpgradeBlock">
            <property name="ToBlock" value="steelShapes"/>
            <property name="Item" value="resourceForgedSteel"/>
            <property name="ItemCount" value="50"/>
            <property name="UpgradeHitCount" value="4"/>
            </property>
    </append>
    

 

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

 

3 hours ago, wolverine576 said:

In your First post, can you add a little description to what the mod does? Not sure based off the part where we download the mod, for example GK Storage Size

 

Hi Wolverine576

It's done.

 

Regards

Gouki

Edited by Gouki (see edit history)
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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

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29 minutes ago, Gouki said:

 

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

No working man :(:( i try 3 times......... 3 times....and didnt whant...how its works for you i didnt understand.....
all work just concretmix and steel no .....

And file its default settings

Edited by DanielHazmat (see edit history)
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Just now, DanielHazmat said:

No working man :(:( i try 3 times......... 3 times....and didnt whant...how its works for you i didnt understand.....
all work just concretmix and steel no .....

 

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

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3 minutes ago, Gouki said:

 

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

No working bro :( just give your discord for better quality help if you whant....
And i dont edit nothing on master Block. Only shapes
622004616242135040 my discord if you whant to add me .

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23 hours ago, DanielHazmat said:

No working bro :( just give your discord for better quality help if you whant....
And i dont edit nothing on master Block. Only shapes
622004616242135040 my discord if you whant to add me .

 

Sorry man, I don't use discord.
Finally, did you try to check it with a new game?
Regards
Gouki

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12 hours ago, Rickachae said:

Hi, Herbal painkillers and snowberries mod A21 : throws a continual "XUI error in crafting menu" when doing a search for the herbal painkillers and then clicking on/just clicking on them in inventory...

 

V2

Modded - Yes

berry good otherwise   : )

 

 

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

Edited by Gouki (see edit history)
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  • 2 weeks later...

I have a general modding question for Alpha 20.   I am trying to find where it shows how much clay you get when you scrap bricks.

 

My Goal is (I hate mining for clay), is to change the amount of clay you get back when you scrap bricks.   Please help.  Dont know how to do the xml changes or where it is located to change the coding.

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1 hour ago, Crock said:

I have a general modding question for Alpha 20.   I am trying to find where it shows how much clay you get when you scrap bricks.

 

My Goal is (I hate mining for clay), is to change the amount of clay you get back when you scrap bricks.   Please help.  Dont know how to do the xml changes or where it is located to change the coding.

 

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

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Just now, Crock said:

Thank you for your quick response but .. .it still can be found in the file ... i dropped the file  here so you can look:

 

https://www.dropbox.com/s/57bdajxq86it9gc/items.xml?dl=0

 

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

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  • Gouki changed the title to Gouki´s A19/A20/A21/V1.0 Modlets

Thanks for the updates!
About "GK Old System Upgrade", is it possible to, instead of replacing or superimposing the old mechanic on the new, IS IT POSSIBLE... because I've been wondering about this mechanic for a few mod ideas... is it possible to simply have it as an extra add-in, using a new block master or new t0/t1 that you can upgrade using the old methods, so that you would have the choice to build/craft the new ones or the additional old ones.  The old ones would use your methods and tier upgrades and the current v1.0+ would still do their upgrade paths.

Reason I ask, been wondering about separate starting blocks for different materials since so many modders have something to upgrade from steel blocks... been wondering if we just had a set of different base blocks to use for those special materials, we could have more options for blocks to use instead of stuck with just one hierarchy of blocks upgrading & downgrading.

Do you think we could get something like that from your GK Old System Upgrade?
Just wondering if you could, would, or if it was even possible.  I've never tried to work mechanics at the base/master level of blocks, so I lack experience and insight on it.

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1 hour ago, LordSoth01 said:

Thanks for the updates!
About "GK Old System Upgrade", is it possible to, instead of replacing or superimposing the old mechanic on the new, IS IT POSSIBLE... because I've been wondering about this mechanic for a few mod ideas... is it possible to simply have it as an extra add-in, using a new block master or new t0/t1 that you can upgrade using the old methods, so that you would have the choice to build/craft the new ones or the additional old ones.  The old ones would use your methods and tier upgrades and the current v1.0+ would still do their upgrade paths.

Reason I ask, been wondering about separate starting blocks for different materials since so many modders have something to upgrade from steel blocks... been wondering if we just had a set of different base blocks to use for those special materials, we could have more options for blocks to use instead of stuck with just one hierarchy of blocks upgrading & downgrading.

Do you think we could get something like that from your GK Old System Upgrade?
Just wondering if you could, would, or if it was even possible.  I've never tried to work mechanics at the base/master level of blocks, so I lack experience and insight on it.

 

Hi LordSoth01

 

If I understand you correctly, what you want is for the current v1.0 block upgrades to remain as they are originally and the old blocks to be separate and able to be crafted in the workbench or in the backpack and from there you can upgrade them.
That's how you're thinking.

 

If you want to add new blocks, by upgrading steel, you can do so.
Now, if you want to create new blocks as a base and upgrade them to stronger blocks from materials like titanium, adamantium, etc., you can also do so.
What blocks do you have planned?

 

Regards

Gouki

Edited by Gouki (see edit history)
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1 hour ago, Gouki said:

 

Hi LordSoth01

 

If I understand you correctly, what you want is for the current v1.0 block upgrades to remain as they are originally and the old blocks to be separate and able to be crafted in the workbench or in the backpack and from there you can upgrade them.
That's how you're thinking.

 

If you want to add new blocks, by upgrading steel, you can do so.
Now, if you want to create new blocks as a base and upgrade them to stronger blocks from materials like titanium, adamantium, etc., you can also do so.
What blocks do you have planned?

 

Regards

Gouki

That is correct, a separate construction path for building blocks using similar resources, in this case the new system AND the old system.

One of the things I saw people do is when the usual tiered systems got to the steel tier, they'd all use the same "upgrade" steelshapes from that tier with whatever kind of block they were using in their mod (titanium, cobalt, hardened, etc). So I was thinking we could just start off with another set of blocks for exotic materials.  They could function similarly, but look different, had different values, and possibly had different resistances, bonuses, buffs, etc depending on tier and rarity of resource.

My idea was to have it alongside the current system, vanilla build blocks and tier system, then add in more, like your system tier of blocks.
Then, if it was possible, have exotic materials make new blocks from t0/t1 that upgraded like the current system.  Could be gem blocks using glass block prefab with color tinting and/or emissives or particles. Same for exotic metals, stone, wood, etc.  This way, you could have additional blocks without trying to override each other when you got to the tier5/tier6 block when upgrading.  You could attach even more precious or exotic materials to the other sections to take them past t6 if you wanted to.

This way you'd have plenty of resources to search and gather for that would offer different aesthetics, resistances, buffs, bonuses, etc.

The next step I was thinking, and this is one of the closest example I can use to explain some of the differences, is to use something akin to Ultima Online's material bonus, like how they had different colored ore that all had different bonuses and rarity to find like agapite, verite, etc.
Examples here Ultima Online - Material Bonuses

These would even confer bonuses to weapons and gear. So, I was looking for the possibility to even get in extra base block systems to, not only get more build options, but for the basis of other ideas. Then once those were working, start adding in other materials then offer bonuses and gear stats, etc. But one step at a time.  Since you work with the blocks, I figured you would have a better grasp of what I am talking about.

Thanks for listening btw! 

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7 hours ago, Life_For_Dead said:

GK Walk Run Swimming Fast

 

The swim speed can't be modifed anymore since it's hardcoded, before we could do it with old version before +/- a18 but now that will only affect when we walk/run by be on water only but not with the swim...

 

Hi Life _For_Dead

 

It's exactly as you say, but having this is better than nothing.

You don't believe it?

 

Regards

Gouki

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