hillbilly Posted May 18 Share Posted May 18 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. Link to comment Share on other sites More sharing options...
BFT2020 Posted May 18 Share Posted May 18 (edited) 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 May 18 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
Cranberry Monster Posted May 19 Share Posted May 19 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? Link to comment Share on other sites More sharing options...
hillbilly Posted May 19 Author Share Posted May 19 (edited) 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 May 19 by hillbilly (see edit history) 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now