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Raw diamonds as an upgrade, not working


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So I am adding wood log spikes back in to the game, imo they should have never been removed, and I have them all working properly except I added a diamond log spike that requires diamonds to upgrade. Problem is that when I try to upgrade from steel it makes the ding sound and shows the diamond on the bottom right screen as if I didnt have the appropriate resource in my inventory, when I do, what am I missing? here are the corresponding blocks,


 

<block name="steelLogSpike6">
<property name="Class" value="TrunkTip"/>
<property name="BlockTag" value="Spike"/>
<property name="CreativeMode" value="None"/>
<property name="Damage" value="10"/>
<property name="Damage_received" value="20"/>
<property name="DisplayType" value="blockHardened"/>
<property name="Material" value="Msteel"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="6"/>
<property name="Path" value="solid"/>
<property name="Model" value="cone1m"/>
<property name="Texture" value="356,355,356,356,356,356"/>
<property name="ImposterExchange" value="imposterPyramid" param1="112"/>
<property name="ImposterDontBlock" value="true"/>
<property name="UseGlobalUV" value="Local"/>
<property class="RepairItems">
    <property name="resourceForgedSteel" value="10"/>
</property>
<property name="CustomUpgradeSound" value="place_block_metal"/>
<property class="UpgradeBlock">
    <property name="ToBlock" value="DiamondLogSpike7"/>
    <property name="Item" value="resourceRawDiamond"/>
    <property name="ItemCount" value="3"/>
    <property name="UpgradeHitCount" value="2"/>
</property>
<property name="DowngradeBlock" value="rScrapIronLogSpike5"/>
<drop event="Destroy" name="resourceScrapIron" count="10,20"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="160"/>
<property name="Group" value="Tools/Traps"/>
<property name="DescriptionKey" value="woodLogSpike1Desc"/>
<property name="FilterTags" value="MC_building,SC_traps"/>
<property name="SortOrder1" value="70g0"/>
</block>

<block name="DiamondLogSpike7">
<property name="Class" value="TrunkTip"/>
<property name="BlockTag" value="Spike"/>
<property name="CreativeMode" value="None"/>
<property name="Damage" value="35"/>
<property name="Damage_received" value="5"/>
<property name="DisplayType" value="blockHardened"/>
<property name="Material" value="Msteel"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="6"/>
<property name="Path" value="solid"/>
<property name="Model" value="cone1m"/>
<property name="Texture" value="358,358,358,358,358,358"/>
<property name="ImposterExchange" value="imposterPyramid" param1="112"/>
<property name="ImposterDontBlock" value="true"/>
<property name="UseGlobalUV" value="Local"/>
<property class="RepairItems">
    <property name="resourceRawDiamond" value="1"/>
</property>
<property name="CustomUpgradeSound" value="place_block_metal"/>
<property name="DowngradeBlock" value="steelLogSpike6"/>
<drop event="Destroy" name="resourceScrapIron" count="10,20"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="160"/>
<property name="Group" value="Tools/Traps"/>
<property name="DescriptionKey" value="woodLogSpike1Desc"/>
<property name="FilterTags" value="MC_building,SC_traps"/>
<property name="SortOrder1" value="70g0"/>
</block>

 

 

Also how would I add these blocks to the creative menu, and why don't they have an icon in the recipe list despite my adding a recipe for them,

 

<recipe name="woodLogSpike1" count="1">
	<ingredient name="resourceWood" count="30"/>
</recipe>

<recipe name="DiamondLogSpike7" count="1" craft_area="workbench" tags="workbenchCrafting">
	<ingredient name="resourceForgedSteel" count="25"/>
	<ingredient name="resourceGlue" count="1"/>
	<ingredient name="resourceMechanicalParts" count="1"/>
	<ingredient name="resourceRawDiamond" count="3"/>
</recipe>

 

 

Any help is greatly appreciated.

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For the new spikes, don't you also need to have a new spike master in the materials file?  For example wood spikes

 

From blocks

<block name="trapSpikesWoodMaster">
    <property name="CreativeMode" value="None"/>
    <property name="Class" value="TrunkTip"/>
    <property name="BlockTag" value="Spike"/>
    <property name="Damage" value="33"/>
    <property name="Damage_received" value="33"/>
    <property name="Material" value="MtrapSpikesWood"/>
    <property name="MaxDamage" value="33"/>
    <property name="Shape" value="ModelEntity"/>
    <property name="Model" value="Entities/Traps/woodSpikesTrapPrefab"/>
    <property name="IsTerrainDecoration" value="false"/>
    <property name="ImposterExclude" value="true"/>
    <property name="Collide" value="movement,melee"/>
    <property name="LightOpacity" value="6"/>
    <property name="Path" value="solid"/>
    <property name="FuelValue" value="1000"/>
    <!-- <property name="BuffsWhenWalkedOn" value="trapDamageZombie"/> -->
    <property class="RepairItems">
        <property name="resourceWood" value="10"/>
    </property>
    <property name="CustomUpgradeSound" value="place_block_wood"/>
    <drop event="Destroy" name="resourceWood" count="2,6"/>
    <drop event="Fall" count="0"/>
    <property name="Group" value="Tools/Traps"/>
    <property name="DescriptionKey" value="trapSpikesGroupDesc"/>
    <property name="EconomicValue" value="30"/>
    <property name="EconomicBundleSize" value="20"/>
    <property name="FilterTags" value="MC_building,SC_traps"/>
    <property name="SortOrder1" value="70g0"/>
</block>

 

From materials

<material id="MtrapSpikesWood">
    <property name="damage_category" value="wood"/>
    <property name="surface_category" value="wood"/>
    <property name="forge_category" value="wood"/>
    <property name="Hardness" type="float" value="1"/>
    <property name="stepsound" value="wood"/>
    <property name="stability_glue" value="20"/>
    <property name="Mass" type="int" value="5"/>
    <property name="MaxDamage" value="33"/>
    <property name="movement_factor" value="0.18"/>
    <property name="Experience" value="2"/>
</material>

 

I would start there first (if I was you, I could be wrong though).

 

As for the second part, it doesn't show an icon because you haven't defined an icon for it

 

            <property name="CustomIcon" value="foodCropYuccaFruit"/>

 

Creative Mode needs to be set to Player, not None

Edited by BFT2020 (see edit history)
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6 hours ago, BFT2020 said:

For the new spikes, don't you also need to have a new spike master in the materials file?  For example wood spikes

 

From blocks

<block name="trapSpikesWoodMaster">
    <property name="CreativeMode" value="None"/>
    <property name="Class" value="TrunkTip"/>
    <property name="BlockTag" value="Spike"/>
    <property name="Damage" value="33"/>
    <property name="Damage_received" value="33"/>
    <property name="Material" value="MtrapSpikesWood"/>
    <property name="MaxDamage" value="33"/>
    <property name="Shape" value="ModelEntity"/>
    <property name="Model" value="Entities/Traps/woodSpikesTrapPrefab"/>
    <property name="IsTerrainDecoration" value="false"/>
    <property name="ImposterExclude" value="true"/>
    <property name="Collide" value="movement,melee"/>
    <property name="LightOpacity" value="6"/>
    <property name="Path" value="solid"/>
    <property name="FuelValue" value="1000"/>
    <!-- <property name="BuffsWhenWalkedOn" value="trapDamageZombie"/> -->
    <property class="RepairItems">
        <property name="resourceWood" value="10"/>
    </property>
    <property name="CustomUpgradeSound" value="place_block_wood"/>
    <drop event="Destroy" name="resourceWood" count="2,6"/>
    <drop event="Fall" count="0"/>
    <property name="Group" value="Tools/Traps"/>
    <property name="DescriptionKey" value="trapSpikesGroupDesc"/>
    <property name="EconomicValue" value="30"/>
    <property name="EconomicBundleSize" value="20"/>
    <property name="FilterTags" value="MC_building,SC_traps"/>
    <property name="SortOrder1" value="70g0"/>
</block>

 

From materials

<material id="MtrapSpikesWood">
    <property name="damage_category" value="wood"/>
    <property name="surface_category" value="wood"/>
    <property name="forge_category" value="wood"/>
    <property name="Hardness" type="float" value="1"/>
    <property name="stepsound" value="wood"/>
    <property name="stability_glue" value="20"/>
    <property name="Mass" type="int" value="5"/>
    <property name="MaxDamage" value="33"/>
    <property name="movement_factor" value="0.18"/>
    <property name="Experience" value="2"/>
</material>

 

I would start there first (if I was you, I could be wrong though).

 

As for the second part, it doesn't show an icon because you haven't defined an icon for it

 

            <property name="CustomIcon" value="foodCropYuccaFruit"/>

 

Creative Mode needs to be set to Player, not None

Thank you!

1 hour ago, Cranberry Monster said:

Have you added raw diamonds as an upgrade material to the building tools (pretty sure you only need to add it to the stone axe, and the others extend from that)? Or do you just upgrade from a stack of diamonds on your belt that have a use action?

You sir, are a gentleman and a scholar, thank you, problem solved!

Edited by hillbilly (see edit history)
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