SylenThunder Posted July 19, 2015 Share Posted July 19, 2015 So, I finally managed to make my fireplace. Figured I would share. It's actually pretty simple once it came down to it. Add this to blocks.xml <block id="1490" name="emberFire"> <property name="Material" value="wood" /> <property name="Class" value="Campfire" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.5,0.25,0.5" /> <property name="BuffsWhenWalkedOn" value="burningSmall"/> <drop event="Destroy" name="coal" count="1,3" prob="1" /> </block> Almost forgot a recipe. <recipe name="emberFire" count="1" scrapable="False" craft_time="5" learn_exp_gain="40" craft_exp_gain="20" > <ingredient name="rockSmall" count="1" grid="-1, -1"/> <ingredient name="stick" count="1" grid="0, -1"/> <ingredient name="stick" count="1" grid="1, -1"/> <ingredient name="stick" count="1" grid="-1, 0"/> <ingredient name="stick" count="1" grid="1, 0"/> <ingredient name="stick" count="1" grid="-1, 1"/> <ingredient name="stick" count="1" grid="0, 1"/> <ingredient name="stick" count="1" grid="1, 1"/> </recipe> Link to comment Share on other sites More sharing options...
yonderTheGreat Posted July 29, 2015 Share Posted July 29, 2015 Looks great but it's not usable in my game, is it supposed to emulate a campfire in terms of function? Link to comment Share on other sites More sharing options...
TehAgent Posted July 29, 2015 Share Posted July 29, 2015 Looks great but it's not usable in my game, is it supposed to emulate a campfire in terms of function? Just for looks if it's the same as mine You can never be too cozy in the zombie apocalypse. Link to comment Share on other sites More sharing options...
darque Posted July 29, 2015 Share Posted July 29, 2015 Should a parameter be added so that the fire decays after a while and stops burning? Link to comment Share on other sites More sharing options...
Valmar Posted July 29, 2015 Share Posted July 29, 2015 @Yonder Why would it not be usable, exactly? Does your game already modify that block? @TehAgent He has it classed as a campfire so I believe that means it actually does function like a real campfire. @Darque A neat idea and should be possible with clever use of the corpse block's code for decaying. You could have it set up in such a way that the fire dies out in a day (or three, for convenience) and needs to be "refueled" with logs. Link to comment Share on other sites More sharing options...
TehAgent Posted July 29, 2015 Share Posted July 29, 2015 Should a parameter be added so that the fire decays after a while and stops burning? Upgrade rated to non fire block, upgrade with wood to make fireplace again. Sounds good to me. However, I wouldn't want to do it on a campfire class. It will probably cause loss of food items when it changes if not null ref errors. I'd do that to an aesthetic fireplace only. Link to comment Share on other sites More sharing options...
yonderTheGreat Posted July 29, 2015 Share Posted July 29, 2015 @Valmar, blockID 1490 was already taken, so I made the # different, but that shouldn't make any difference should it? Link to comment Share on other sites More sharing options...
darque Posted July 29, 2015 Share Posted July 29, 2015 Upgrade rated to non fire block, upgrade with wood to make fireplace again. Sounds good to me. However, I wouldn't want to do it on a campfire class. It will probably cause loss of food items when it changes if not null ref errors. I'd do that to an aesthetic fireplace only. I agree. If it was a cooking fire, then it should only burn while fuel is added and it is cooking, just like the normal campfire. If it is only an aesthetic fire for a fireplace, then we can have it die out after awhile. Link to comment Share on other sites More sharing options...
Valmar Posted July 29, 2015 Share Posted July 29, 2015 @Yonder You should be grand. The only time changing the number might makes thing wonky is if you had that item placed in the world already. As this is a completely original block that shouldn't be a problem. No worries. Link to comment Share on other sites More sharing options...
yonderTheGreat Posted July 29, 2015 Share Posted July 29, 2015 Well huh. I'll look into it after I've slept on the project Again, thanks... I love the look of this all! Link to comment Share on other sites More sharing options...
GARRthePIRATE Posted September 5, 2015 Share Posted September 5, 2015 Thanks for this mod! Love the immersive immersion of a fireplace that functions as a fireplace! ... now. Do I hear someone willing to make a marshmellows on a stick mod? LOL Link to comment Share on other sites More sharing options...
Damonmeister Posted January 29, 2020 Share Posted January 29, 2020 How would I modify this to turn a wood burning stove into a heat source? Link to comment Share on other sites More sharing options...
Gazz Posted January 29, 2020 Share Posted January 29, 2020 There used to be a "particle" block class that I used for things like that. Long ago... Link to comment Share on other sites More sharing options...
Arma Rex Posted January 29, 2020 Share Posted January 29, 2020 Does this still work? Given this looks like its from A13 I'm not sure if it is compatible with A18. Link to comment Share on other sites More sharing options...
Laz Man Posted January 29, 2020 Share Posted January 29, 2020 Given the recipe involved the old grid crafting menu I think it would need to be updated Link to comment Share on other sites More sharing options...
Arma Rex Posted January 29, 2020 Share Posted January 29, 2020 Given the recipe involved the old grid crafting menu I think it would need to be updated That's what I thought. Do you know of any mods that are like this? Or any way to get this updated? Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2020 Share Posted January 30, 2020 This mod would be super easy to recreate, barely an inconvenience. It would be a great one start your modding journey with. Link to comment Share on other sites More sharing options...
Damonmeister Posted January 30, 2020 Share Posted January 30, 2020 Guppycur, I am definitely interested in learning how to do this. Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2020 Share Posted January 30, 2020 Guppycur, I am definitely interested in learning how to do this. Ok. So the good news here is that the old mod is mostly going to work, it just needs a few changes. So there are two things to do from what I can see. First is blocks.xml... make it look like the other block entries... you'll see the big difference is removing the item id, those are no longer used... It'll just go by the name. But go through the other lines and make sure those properties still exist in other blocks. The second thing to do is go through BOTH entries and replace the names of things that no longer exist (sticks as an example, coal...) with things that do (resourceWood as an example, probably resourceCoal), since tfp changed item names. ...that's probably pretty much it. I'm on my mobile pooping so I don't have a great look at the original mod. Link to comment Share on other sites More sharing options...
Damonmeister Posted February 2, 2020 Share Posted February 2, 2020 I have the info saved into a xml that I can edit, so I will take an indepth dive into it today! Wish me luck! Link to comment Share on other sites More sharing options...
Damonmeister Posted February 2, 2020 Share Posted February 2, 2020 Guppycur, Below is what I have pieced together. This may be overkill on my behalf, as I pulled in values from the campfire block. <block name="emberFireST"> <property name="Class" value="Campfire" /> <property name="Material" value="MstoneNoGlue" /> <property name="MaxDamage" value="100"/> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.5,0.25,0.5" /> <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/> <property name="Stacknumber" value="1"/> <property name="HeatMapStrength" value="5"/> <property name="HeatMapTime" value="5000"/> <property name="HeatMapFrequency" value="1000"/> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)"/> <drop event="Destroy" name="coal" count="1,3" prob="1" /> </block> <recipe name="emberFireST" count="1" scrapable="False" craft_time="5" learn_exp_gain="40" craft_exp_gain="20" > <ingredient name="rockSmall" count="1" grid="-1, -1"/> <ingredient name="wood" count="1" grid="0, -1"/> <ingredient name="wood" count="1" grid="1, -1"/> <ingredient name="wood" count="1" grid="-1, 0"/> <ingredient name="wood" count="1" grid="1, 0"/> <ingredient name="wood" count="1" grid="-1, 1"/> <ingredient name="wood" count="1" grid="0, 1"/> <ingredient name="wood" count="1" grid="1, 1"/> </recipe> Will saving this in my blocks.xml break my game file if the xml coding is not correct? Sincerely, Damonmeister Link to comment Share on other sites More sharing options...
Gouki Posted February 2, 2020 Share Posted February 2, 2020 Guppycur, Below is what I have pieced together. This may be overkill on my behalf, as I pulled in values from the campfire block. <block name="emberFireST"> <property name="Class" value="Campfire" /> <property name="Material" value="MstoneNoGlue" /> <property name="MaxDamage" value="100"/> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.5,0.25,0.5" /> <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/> <property name="Stacknumber" value="1"/> <property name="HeatMapStrength" value="5"/> <property name="HeatMapTime" value="5000"/> <property name="HeatMapFrequency" value="1000"/> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)"/> <drop event="Destroy" name="coal" count="1,3" prob="1" /> </block> <recipe name="emberFireST" count="1" scrapable="False" craft_time="5" learn_exp_gain="40" craft_exp_gain="20" > <ingredient name="rockSmall" count="1" grid="-1, -1"/> <ingredient name="wood" count="1" grid="0, -1"/> <ingredient name="wood" count="1" grid="1, -1"/> <ingredient name="wood" count="1" grid="-1, 0"/> <ingredient name="wood" count="1" grid="1, 0"/> <ingredient name="wood" count="1" grid="-1, 1"/> <ingredient name="wood" count="1" grid="0, 1"/> <ingredient name="wood" count="1" grid="1, 1"/> </recipe> Will saving this in my blocks.xml break my game file if the xml coding is not correct? Sincerely, Damonmeister Hi Damonmeister It does not break it, but when loading game you will get error. Because you don't do it modlet and so you avoid adding it to your original file. I have seen your recipe file and at least I would not put scrapable, learn_exp_gain, craft_exp_gain, nor grid, but if it does not mark any errors in the game, leave it as it is and in Material you can put Mwood_weak. I'm new to modding too, but I'm moving forward little by little. Good luck Gouki Link to comment Share on other sites More sharing options...
Damonmeister Posted February 2, 2020 Share Posted February 2, 2020 Gouki, I will take that advice, and apply it... and then go watch the tutorials on how to make a modlet. Sincerely, Damonmeister Link to comment Share on other sites More sharing options...
Damonmeister Posted February 3, 2020 Share Posted February 3, 2020 So, if my understanding is right... I needed to use xpath to append a block to take on the appearance and functions of the OP coding for the emberFire. After applying the changes suggested by Guppycur and Gouki (thanks to both of you, as well as the OP) the coding work I now have looks like this: <append xpath="/blocks"> <block name="campfire"> <property name="Class" value="Campfire" /> <property name="Material" value="Mwood_weak" /> <property name="MaxDamage" value="100"/> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.5,0.25,0.5" /> <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/> <property name="Stacknumber" value="1"/> <property name="HeatMapStrength" value="5"/> <property name="HeatMapTime" value="5000"/> <property name="HeatMapFrequency" value="1000"/> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)"/> <drop event="Destroy" name="coal" count="1,3" prob="1" /> </block> </append> <recipe name="emberFireST" count="1" craft_time="5" > <ingredient name="rockSmall" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> </recipe> But this leaves me with at least one question off the top of my head. How do I make the appended block take on the name emberFireST? It is in the recipe, but I am unsure if the block itself needs that actual name. Addendum: I have not put together the additional files for the modlet on this as of yet, as I want to make sure my base code work is correct before moving to the next step. Sincerely, Damonmeister Link to comment Share on other sites More sharing options...
Gouki Posted February 3, 2020 Share Posted February 3, 2020 So, if my understanding is right... I needed to use xpath to append a block to take on the appearance and functions of the OP coding for the emberFire. After applying the changes suggested by Guppycur and Gouki (thanks to both of you, as well as the OP) the coding work I now have looks like this: <append xpath="/blocks"> <block name="campfire"> <property name="Class" value="Campfire" /> <property name="Material" value="Mwood_weak" /> <property name="MaxDamage" value="100"/> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="OutdoorDecor/ember_pile_2" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="ParticleName" value="campfire" /> <property name="ParticleOffset" value="0.5,0.25,0.5" /> <property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/> <property name="Stacknumber" value="1"/> <property name="HeatMapStrength" value="5"/> <property name="HeatMapTime" value="5000"/> <property name="HeatMapFrequency" value="1000"/> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)"/> <drop event="Destroy" name="coal" count="1,3" prob="1" /> </block> </append> <recipe name="emberFireST" count="1" craft_time="5" > <ingredient name="rockSmall" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> <ingredient name="wood" count="1"/> </recipe> But this leaves me with at least one question off the top of my head. How do I make the appended block take on the name emberFireST? It is in the recipe, but I am unsure if the block itself needs that actual name. Addendum: I have not put together the additional files for the modlet on this as of yet, as I want to make sure my base code work is correct before moving to the next step. Sincerely, Damonmeister Hi Damonmeister The name is emberPileDeco1 or emberPileDeco2, but you can change it to the name you want, in your blocks.xml file you give it the name of campfire but in your recipes.xml you give it emberFireST, it's wrong, the two names must match. In recipes.xml do not put much <ingredient name = "wood" count = "1" />, reduce it like this <ingredient name = "wood" count = "7" /> and you will only have one line with the same amount of wood. You also need xpath for recipes.xml, don't forget it. I hope that helps you. Gouki Link to comment Share on other sites More sharing options...
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