Boidster Posted September 19, 2020 Share Posted September 19, 2020 If you forge the empty jars do you at least get glass out of them? I'm guessing you don't. Link to comment Share on other sites More sharing options...
Kalen Posted September 19, 2020 Share Posted September 19, 2020 1 minute ago, Boidster said: If you forge the empty jars do you at least get glass out of them? I'm guessing you don't. Hmmm.... didn't try that, but you're most likely correct. Link to comment Share on other sites More sharing options...
Liesel Weppen Posted September 19, 2020 Share Posted September 19, 2020 1 hour ago, Boidster said: Hey, if you know how to solve it by all means please tell us! Here's the XML which seems to control what murky water scraps into. Please show us how to make this accept empty jars, you'd be a hero. I did not say that i know how it works, i just said it was already done in a modlet... a year or more ago, when the exactly same question came up here. I guess Kalen already pointed out how this can be done in the meanwhile. Link to comment Share on other sites More sharing options...
Kalen Posted September 19, 2020 Share Posted September 19, 2020 2 minutes ago, Liesel Weppen said: I did not say that i know how it works, i just said it was already done in a modlet... a year or more ago, when the exactly same question came up here. I guess Kalen already pointed out how this can be done in the meanwhile. Yup, but like I said you definitely don't want to do it. Much better to use the recipe method posted earlier. Link to comment Share on other sites More sharing options...
Data Posted September 19, 2020 Share Posted September 19, 2020 you need to make an xml modlet to "pour" stuff down toilets etc this is what i use in my modlets <insertBefore xpath="/items/item[starts-with(@name, 'drinkJar') and not(contains(@name, 'drinkJarEmpty'))]/property[@name='Group']"> <property class="Action1"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="drinkJarEmpty"/> <property name="Do_block_action" value="deplete1"/> <property name="Sound_start" value="bucketfill_water"/> <property name="Focused_blockname_1" value="cntToilet01"/> <property name="Focused_blockname_2" value="cntToilet02"/> <property name="Focused_blockname_3" value="cntToilet03"/> <property name="Focused_blockname_4" value="cntGraniteSink"/> <property name="Focused_blockname_5" value="cntCabinetOldSink"/> <property name="Focused_blockname_6" value="utilitySink"/> <property name="Focused_blockname_7" value="wallHungSink"/> </property> </insertBefore> <insertBefore xpath="/items/item[starts-with(@name, 'drinkYucca') and not(contains(@name, 'drinkJarEmpty'))]/property[@name='Group']"> <property class="Action1"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="drinkJarEmpty"/> <property name="Do_block_action" value="deplete1"/> <property name="Sound_start" value="bucketfill_water"/> <property name="Focused_blockname_1" value="cntToilet01"/> <property name="Focused_blockname_2" value="cntToilet02"/> <property name="Focused_blockname_3" value="cntToilet03"/> <property name="Focused_blockname_4" value="cntGraniteSink"/> <property name="Focused_blockname_5" value="cntCabinetOldSink"/> <property name="Focused_blockname_6" value="utilitySink"/> <property name="Focused_blockname_7" value="wallHungSink"/> </property> </insertBefore> Link to comment Share on other sites More sharing options...
Boidster Posted September 20, 2020 Share Posted September 20, 2020 That's exactly what my Pour One Out modlet does, only it lists the terrain blocks (water, dirt, snow, etc.). I should add those toilet/sink things to it... Link to comment Share on other sites More sharing options...
Data Posted September 20, 2020 Share Posted September 20, 2020 then add this <append xpath="/items/item[@name='drinkJarEmpty']/property[@class='Action1']"> <property name="Focused_blockname_6" value="cntToilet01"/> <property name="Focused_blockname_7" value="cntToilet02"/> <property name="Focused_blockname_8" value="cntToilet03"/> </append> so basically, your pouring out any jar and then gaining, murky water, so you can convert/cook it to boiled water or use in other ingredients Link to comment Share on other sites More sharing options...
Boidster Posted September 20, 2020 Share Posted September 20, 2020 5 minutes ago, Data said: so basically, your pouring out any jar and then gaining, murky water, so you can convert/cook it to boiled water or use in other ingredients I think we used to be able to fill jars from toilets. Or I could be hallucinating. Maybe they decided that that water was too murky to actually be used? 😉 Link to comment Share on other sites More sharing options...
Data Posted September 20, 2020 Share Posted September 20, 2020 might of done in previous alphas cant remember, current xml is <property name="Focused_blockname_1" value="water"/> <property name="Focused_blockname_2" value="waterMoving"/> <property name="Focused_blockname_3" value="waterStaticBucket"/> <property name="Focused_blockname_4" value="waterMovingBucket"/> <property name="Focused_blockname_5" value="terrWaterPOI"/> so i just added the toilets some of the other additions i made was to get a "bone" when eating charred or grilled meat, if you think of it, when you eat those, what would you be left with? <append xpath="/items/item[@name='foodGrilledMeat']/property[@class='Action0']"> <property name="Create_item" value="resourceBone"/> </append> <append xpath="/items/item[@name='foodCharredMeat']/property[@class='Action0']"> <property name="Create_item" value="resourceBone"/> </append> which i also added, to my charred/grilled rabbit/chicken/pork food changes Link to comment Share on other sites More sharing options...
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