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Sinks Dispense Clean Water


Deeds4life

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Below is the original Empty jar code.

 

<!-- Empty Jar -->
<item id="227" name="emptyJar" material="glass" stacknumber="15" mesh_file="Items/Food/mason_jar" hold_type="3">
       <property name="Weight" value="12" />
	<use_action
       	class="ExchangeItem"
		delay="1.0"
		change_item_to      = "bottledRiverWater"
		focused_blockname_1 = "water"
		focused_blockname_2 = "waterMoving"
		focused_blockname_3 = "waterStaticBucket"
		focused_blockname_4 = "waterMovingBucket"
		focused_blockname_5 = "toilet01"
		focused_blockname_6 = "toilet02"
		focused_blockname_7 = "toilet03"
           sound_start="UseActions/bucketfill_water"
	/>		
       <preview zoom="28" pos="0,-0.05" rot="90,45,0" />
	<property name="Group" value="Resources" />
   </item>

 

Add another use action I believe after the /> and before the <preview zoom (see below)

 

<!-- Empty Jar -->
<item id="227" name="emptyJar" material="glass" stacknumber="15" mesh_file="Items/Food/mason_jar" hold_type="3">
       <property name="Weight" value="12" />
	<use_action
       	class="ExchangeItem"
		delay="1.0"
		change_item_to      = "bottledRiverWater"
		focused_blockname_1 = "water"
		focused_blockname_2 = "waterMoving"
		focused_blockname_3 = "waterStaticBucket"
		focused_blockname_4 = "waterMovingBucket"
		focused_blockname_5 = "toilet01"
		focused_blockname_6 = "toilet02"
		focused_blockname_7 = "toilet03"
           sound_start="UseActions/bucketfill_water"
	/>		
	<use_action
       	class="ExchangeItem"
		delay="1.0"
		change_item_to      = "bottledWater"
		focused_blockname_1 = "graniteSink"
		focused_blockname_2 = "cabinetOldSink"
           sound_start="UseActions/bucketfill_water"
	/>		
       <preview zoom="28" pos="0,-0.05" rot="90,45,0" />
	<property name="Group" value="Resources" />
   </item>

 

Not totally sure this will work.... ? At work and no time to check. Anyone?

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Can't test but I don't think so. I am pretty sure that in 10.4 you could only have 1 use action block and 1 attack action block. This may have changed for A11 or they may have made it so you can have multiple change_item_to lines in the same use action.

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What if i just changed bottled river water and removed blocks 1-7 and replaced with just sink so you can only fill from sinks?

 

I don't see a problem with that, it should work fine, basically just replacing the original use action for murky water, with the second one that was posted above:

<use_action

class="ExchangeItem"

delay="1.0"

change_item_to = "bottledWater"

focused_blockname_1 = "graniteSink"

focused_blockname_2 = "cabinetOldSink"

sound_start="UseActions/bucketfill_water"

/>

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alright so i tried using the code below and semi does what I want it to do. I got the sink to work to make clean water, but broke the river water. It doesn't seem like there is a way to make both possible.

 

<!-- Empty Jar -->
   <item id="227" name="emptyJar">
       <property name="Meshfile" value="Items/Food/mason_jar" />
       <property name="Material" value="glass" />
       <property name="HoldType" value="3" />
       <property name="Stacknumber" value="15" />
       <property name="Weight" value="12" />
       <property class="Action1">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledRiverWater" />
           <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="toilet01" />
           <property name="Focused_blockname_6" value="toilet02" />
           <property name="Focused_blockname_7" value="toilet03" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
<property class="Action1">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledWater" />
           <property name="Focused_blockname_1" value="graniteSink" />
           <property name="Focused_blockname_2" value="cabinetOldSink" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
       <property name="Group" value="Resources" />
       <property class="Preview">
           <property name="Zoom" value="28" />
           <property name="Pos" value="0,-0.05" />
           <property name="Rot" value="90,45,0" />
       </property>
   </item>

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Yeah, I didn't think it would. If you really want to be able to use a jar for both types of water, a workaround would be to use a variant of the 'machine' mods, where in this case, you could 'upgrade' the sink with an empty jar, and have it respawn the sink with a filled bottle. It's a lot more hassle, but the only way I can think of to do it.

 

edit: Well, you could have a second empty jar item, with a recipe to be able to interchange them, have one jar that works with murky water and another for the sinks, but again, it's not ideal.. :/

 

Seems simplest to just have the jar only work with sinks for clean water, and use the cans for murky water, maybe make the filled cans stackable to compensate, and possibly interchangeable with some cooking recipes, or a recipe to turn can of boiled water + empty jar into a filled jar, otherwise you're screwed if you can't find a sink nearby to get clean water to if you want to make stews and stuff.

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It may be even easier, if you really want a simple solution, to just make clean water craftable in your crafting grid without fire or pots or anything and a craft time of 1. Then it's almost instant and you don't have to fight with recoding the world.

 

 

** And, once you do this, you could make anything you want dispense murky water and have clean water. For example, the fountains in the game. I mean, if you're going to abuse the water mechanics anyway, why not? (Note: I don't remotely care if you chose to do this, it's your game and you can do what you want.)

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Yeah, I didn't think it would. If you really want to be able to use a jar for both types of water, a workaround would be to use a variant of the 'machine' mods, where in this case, you could 'upgrade' the sink with an empty jar, and have it respawn the sink with a filled bottle. It's a lot more hassle, but the only way I can think of to do it.

 

edit: Well, you could have a second empty jar item, with a recipe to be able to interchange them, have one jar that works with murky water and another for the sinks, but again, it's not ideal.. :/

 

Seems simplest to just have the jar only work with sinks for clean water, and use the cans for murky water, maybe make the filled cans stackable to compensate, and possibly interchangeable with some cooking recipes, or a recipe to turn can of boiled water + empty jar into a filled jar, otherwise you're screwed if you can't find a sink nearby to get clean water to if you want to make stews and stuff.

 

I like the idea with the cans and just make them stack-able. Sometimes its the most simple of things that give you the most problems.

 

I'll keep plugging away and researching to see what i can find.

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All you have to do is add another focused block line to the existing use action in emptyJar

<property name="Focused_blockname_8" value="cabinetOldSink" />
<property name="Focused_blockname_9" value="graniteSink" />

 

For fresh water it can't be done, at least it couldn't be in A10.4 Not with the same jar unless you want the rivers to give fresh water as well , then you could just change the exchange item from bottledRiverWater to bottledWater as well as adding the code above.

 

I make another block so the sinks have to be upgraded myself but I haven't added it to A11 yet, I'll post the code for it once it's done.

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Ok so i have a work around. Had to think outside the box a bit on this one but got it so that it is actually pretty simple. For freshwater in sinks, left click with empty jar. For murky water in rivers just right click as usual.

 

<!-- Empty Jar -->
   <item id="227" name="emptyJar">
       <property name="Meshfile" value="Items/Food/mason_jar" />
       <property name="Material" value="glass" />
       <property name="HoldType" value="3" />
       <property name="Stacknumber" value="15" />
       <property name="Weight" value="12" />
       <property class="Action0">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledWater" />
           <property name="Focused_blockname_1" value="graniteSink" />
           <property name="Focused_blockname_2" value="cabinetOldSink" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
<property class="Action1">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledRiverWater" />
           <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="toilet01" />
           <property name="Focused_blockname_6" value="toilet02" />
           <property name="Focused_blockname_7" value="toilet03" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
	<property name="Group" value="Resources" />
       <property class="Preview">
           <property name="Zoom" value="28" />
           <property name="Pos" value="0,-0.05" />
           <property name="Rot" value="90,45,0" />
       </property>
   </item>

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three08 has the correct answer

 

Yes if you wanted sinks to dispense murky water. I wanted sinks to dispense clean water and everything else be the same. This covers people just starting out on the server and people who have been on for a while.

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  • 3 years later...

Good Stuff

 

Ok so i have a work around. Had to think outside the box a bit on this one but got it so that it is actually pretty simple. For freshwater in sinks, left click with empty jar. For murky water in rivers just right click as usual.

 

<!-- Empty Jar -->
   <item id="227" name="emptyJar">
       <property name="Meshfile" value="Items/Food/mason_jar" />
       <property name="Material" value="glass" />
       <property name="HoldType" value="3" />
       <property name="Stacknumber" value="15" />
       <property name="Weight" value="12" />
       <property class="Action0">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledWater" />
           <property name="Focused_blockname_1" value="graniteSink" />
           <property name="Focused_blockname_2" value="cabinetOldSink" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
<property class="Action1">
           <!-- UseAction -->
           <property name="Class" value="ExchangeItem" />
           <property name="Delay" value="1.0" />
           <property name="Change_item_to" value="bottledRiverWater" />
           <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="toilet01" />
           <property name="Focused_blockname_6" value="toilet02" />
           <property name="Focused_blockname_7" value="toilet03" />
           <property name="Sound_start" value="UseActions/bucketfill_water" />
       </property>
	<property name="Group" value="Resources" />
       <property class="Preview">
           <property name="Zoom" value="28" />
           <property name="Pos" value="0,-0.05" />
           <property name="Rot" value="90,45,0" />
       </property>
   </item>

 

This code works on A16.4 but you will get errors when loading the game so to fix that simply put cnt infront of the sinks and toilets and make sure it has the capital letters for example: cntGraniteSink

then this will work 100%

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