Valmar Posted September 2, 2016 Author Share Posted September 2, 2016 No, changing the IDs will be enough. Doesn't matter what IDs they have. Link to comment Share on other sites More sharing options...
BFBlazer Posted September 2, 2016 Share Posted September 2, 2016 Ok, thanks One more question. If I have items that were added with another mod, like say armor made with modded materials, can these be made in your armory or do I need to change things for that to happen? Link to comment Share on other sites More sharing options...
Valmar Posted September 3, 2016 Author Share Posted September 3, 2016 If you add other recipes to show up in the armory workstation you will have to edit their recipes to point to that craft_area. Link to comment Share on other sites More sharing options...
DieTillDay7 Posted September 3, 2016 Share Posted September 3, 2016 <recipe name="clayLump" count="1" scrapable="False" [color="#FF0000"]craft_area="forge"[/color] material_based="true" craft_time = "1" craft_exp_gain="0"> <ingredient name="unit_clay" count="5"/> </recipe> Color code need to change/added to the recipe to the name of the workstation, also depends on what kind of workstation - does it use units ? then use above if it uses items then use code bellow.. <recipe name="antibiotics" count="1" scrapable="False" [color="#FF0000"]craft_area="campfire" craft_tool="beaker"[/color]> <ingredient name="moldyBread" count="1"/> <ingredient name="potassiumNitratePowder" count="1"/> </recipe> Link to comment Share on other sites More sharing options...
Latheos Posted September 19, 2016 Share Posted September 19, 2016 The trapFire and trapAdhesive, and trapAdhesiveSpike blocks are missing repair items. I added them for LathMod; code below for your convenience. <block id="2004" name="trapFire"> <property name="DescriptionKey" value="trapFireDesc"/> <property name="CustomIcon" value="trapFire"/> <property name="Class" value="Damage" /> <property name="Damage" value="1" /> <property name="Damage_received" value="13" /> <property name="BuffsWhenWalkedOn" value="burning" /> <property name="Material" value="Msteel" /> <property name="Texture" value="355,352,352,352,352,352" /> <property name="DowngradeBlock" value="trapFireEmpty" /> <drop event="Destroy" count="0" prob="1" /> <drop event="Fall" name="scrapMetalPile" count="1" prob="1.0" stick_chance="1" /> [color=#ffff00] <property class="RepairItems"> <property name="forgedIron" value="5" /> </property>[/color] <property name="Group" value="Tools/Traps" /> </block> <block id="2006" name="trapAdhesive"> <property name="DescriptionKey" value="trapAdhesiveDesc"/> <property name="CustomIcon" value="drywallWhitePlate" /> <property name="Material" value="MbarbedFence" /> <property name="Shape" value="Plate" /> <property name="Texture" value="217" /> <drop event="Destroy" count="0" /> [color=#ffff00] <property class="RepairItems"> <property name="wood" value="5" /> </property>[/color] <property name="Group" value="Tools/Traps" /> <drop event="Fall" count="0"/> </block> <block id="2007" name="trapAdhesiveSpike"> <property name="DescriptionKey" value="trapAdhesiveSpikeDesc"/> <property name="CustomIcon" value="trapAdhesiveSpike"/> <property name="Extends" value="woodLogSpike1" /> <property name="Material" value="MbarbedFence" /> <property name="Texture" value="245" /> <property name="MaxDamage" value="200" /> [color=#ffff00] <property class="RepairItems"> <property name="wood" value="5" /> </property>[/color] <property name="Group" value="Tools/Traps" /> </block> Link to comment Share on other sites More sharing options...
Valmar Posted September 19, 2016 Author Share Posted September 19, 2016 The fire trap intentionally lacks a repair item. When it "breaks" it simulates the trap running out of fuel. Meaning you will have to refill it again with gas. Adhesive... oversight. lol. Link to comment Share on other sites More sharing options...
Latheos Posted September 19, 2016 Share Posted September 19, 2016 I'd wondered about the reloading. Now that I know how it's supposed to work, I'll take the repair option back out. Link to comment Share on other sites More sharing options...
Neb2566 Posted September 23, 2016 Share Posted September 23, 2016 Any chance to get this updated? Link to comment Share on other sites More sharing options...
Valmar Posted September 23, 2016 Author Share Posted September 23, 2016 Any chance to get this updated? What do you mean? For the experimental A15 build? If it doesn't work I'll look in on it but honestly the code shouldn't need to be changed. It should still work as-is in the A15 build. Does it not? Link to comment Share on other sites More sharing options...
gcomerfo Posted September 23, 2016 Share Posted September 23, 2016 I know we have been asking for new traps for a long time, and I think the devs have a few of them sitting shelved until they get the core functions in place. I seem to remember something about burning motes of gasoline... Link to comment Share on other sites More sharing options...
Neb2566 Posted September 23, 2016 Share Posted September 23, 2016 What do you mean? For the experimental A15 build? If it doesn't work I'll look in on it but honestly the code shouldn't need to be changed. It should still work as-is in the A15 build. Does it not? Might have been me doing something wrong when trying to add the text into my xml files. Will retry a bit later today and let you know. Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 I got this to work in A15, only thing you have to do is add the upgrade path to the scrap spike to the steel spike. Link to comment Share on other sites More sharing options...
Neb2566 Posted September 23, 2016 Share Posted September 23, 2016 I got this to work in A15, only thing you have to do is add the upgrade path to the scrap spike to the steel spike. Can you show me what you did and where? From what you are saying log spike can be upgraded all the way to steel? Link to comment Share on other sites More sharing options...
Valmar Posted September 23, 2016 Author Share Posted September 23, 2016 Can you show me what you did and where? From what you are saying log spike can be upgraded all the way to steel? You'd just have to add an upgrade path to the final vanilla spike stage. Using A15 Experimental code as an example: <block id="1433" name="rScrapIronLogSpike5"> <!-- log spike 5 --> <property name="Class" value="TrunkTip" /> <property name="Damage" value="7" /> <property name="Damage_received" value="20" /> <property name="Material" value="Mmetal_medium" /> <property name="Shape" value="New" /> <property name="Model" value="cone1m" /> <property name="Texture" value="352" /> <property name="BuffsWhenWalkedOn" value="trapDamage1Trigger"/> <property class="RepairItems"> <property name="scrapIron" value="40" /> </property> <property name="DowngradeBlock" value="scrapIronLogSpike4" /> <drop event="Destroy" name="scrapIron" count="15" /> <drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" /> <property class="UpgradeBlock"> <property name="ToBlock" value="trapSteelSpike" /> <property name="Item" value="forgedSteel" /> <property name="ItemCount" value="10" /> <property name="UpgradeHitCount" value="4" /> </property> </block> Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 You'd just have to add an upgrade path to the final vanilla spike stage. Using A15 Experimental code as an example: <block id="1433" name="rScrapIronLogSpike5"> <!-- log spike 5 --> <property name="Class" value="TrunkTip" /> <property name="Damage" value="7" /> <property name="Damage_received" value="20" /> <property name="Material" value="Mmetal_medium" /> <property name="Shape" value="New" /> <property name="Model" value="cone1m" /> <property name="Texture" value="352" /> <property name="BuffsWhenWalkedOn" value="trapDamage1Trigger"/> <property class="RepairItems"> <property name="scrapIron" value="40" /> </property> <property name="DowngradeBlock" value="scrapIronLogSpike4" /> <drop event="Destroy" name="scrapIron" count="15" /> <drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" /> <property class="UpgradeBlock"> <property name="ToBlock" value="trapSteelSpike" /> <property name="Item" value="forgedSteel" /> <property name="ItemCount" value="10" /> <property name="UpgradeHitCount" value="4" /> </property> </block> Thanks Val, woulda answered him but I was too busy playing lol. Link to comment Share on other sites More sharing options...
Beard_One Posted April 8, 2017 Share Posted April 8, 2017 The fire trap here is absolutely wonderful. One quick question - is there any way to add a particle on the block, such as a very small flame, to show that it is "active", and then "Donwgrade" to the same SteelBock but without the particle to show it is empty? I know you have the DowngradeBlock to show when it is "empty", but I was wondering if its possible to have a block have a particle effect? Link to comment Share on other sites More sharing options...
the_rad_pothead Posted October 3, 2017 Share Posted October 3, 2017 Is it possible to get the 16 version of it cuz I can't get these to run :v or something similar to this I wanna make a zombie grill :$ but xD idk if that ruins it to far :$$ Link to comment Share on other sites More sharing options...
Beard_One Posted February 19, 2018 Share Posted February 19, 2018 This trap is great, but 16.4 doesn't seem to be working properly... I keep getting this error message: "No loot entry defined for loot list id 1" and "Object reference not set to an instance of an object"... (though it only seems to happen when zombies die??? - i've disabled the Firetrap mod and the error doesnt happen... cant work it out!!!) Any suggestions? This seems like coding 101 but i'm pretty much a totally beginner at it! Thank you! Link to comment Share on other sites More sharing options...
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