three08 Posted February 9, 2016 Share Posted February 9, 2016 Updated for Alpha 17 Experimental Works in single player and on servers. I've changed the way I do this so it only effects the forges output slot instead of all the output slots. The download only includes the modded xmls for now, a SDX installer will be added later. Download the a17 version Back-Up Link (A17) Just add the folder from the rar to yourgamefolder/Mods The changes bellow are for a16, if you want it for a17 use the file above. Download the modded xml files A16 Or make the following changes manually. In XUi/windows.xml Replace the original "windowForgeInput" with this. <window name="windowForgeInput" width="228" height="229" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay" valid_materials_color="[green]" invalid_materials_color="[red]" cursor_area="true" > <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_forge"/> <label style="header.name" text="INPUT" text_key="xuiSmelting" /> </panel> <sprite depth="3" name="backgroundMain" sprite="menu_empty3px" pos="0,-46" height="228" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <rect name="content" depth="1" pos="0,-46" height="153"> <grid depth="7" rows="3" cols="1" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> <rect name="content2" depth="0" pos="78, -49" width="147" height="223"> <sprite depth="1" color="[mediumGrey]" type="sliced" on_press="true"/> <grid rows="6" cols="1" pos="3,-3" cell_width="147" cell_height="37" repeat_content="true"> <forge_material name="0"/> </grid> </rect> </window> And add this new window to the bottom of the file before the </window> <window name="windowForgeOutput" pos="0,-48" width="228" height="152" anchor="CenterTop" panel="Right" cursor_area="true" > <panel style="header.panel" pos="0,-40" height="43" depth="1" disableautobackground="false" > <sprite style="header.icon" pos="4,-4" sprite="ui_game_symbol_loot_sack"/> <label style="header.name" pos="42,-6" text="OUTPUT" text_key="xuiOutput" /> </panel> <rect name="content" depth="0" pos="0,-88" height="150" disablefallthrough="true" on_press="true"> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" height="150" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <grid name="inventory" rows="2" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationOutputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> </window> Go back to the Config folder and in xui.xml find the window group "workstation_forge" Replace <window name="windowOutput" /> With <window name="windowForgeOutput" /> Link to comment Share on other sites More sharing options...
Chous Posted February 9, 2016 Share Posted February 9, 2016 Pretty cool.. I am gonna test it tonight Link to comment Share on other sites More sharing options...
mrsteej Posted February 11, 2016 Share Posted February 11, 2016 Um this removes the spots for Avil etc, please fix Link to comment Share on other sites More sharing options...
three08 Posted February 11, 2016 Author Share Posted February 11, 2016 Um this removes the spots for Avil etc, please fix Sounds like you deleted the window for forge tools when pasting it in. I'll upload the patched file later tonight to make it easier for people to install. Link to comment Share on other sites More sharing options...
Brian9824 Posted February 11, 2016 Share Posted February 11, 2016 Tested and it works great, any reason why 3 and not 4 for instance? I fooled around and added a 2nd row and despite overalapping it worked, but looked like it only pulled resources from the 3 slots. So curious if its hard coded to 3. Link to comment Share on other sites More sharing options...
mrsteej Posted February 11, 2016 Share Posted February 11, 2016 Sounds like you deleted the window for forge tools when pasting it in. I'll upload the patched file later tonight to make it easier for people to install. hmm, ok will retry.... Link to comment Share on other sites More sharing options...
Killermoench Posted February 11, 2016 Share Posted February 11, 2016 Tested and it works great, any reason why 3 and not 4 for instance? I fooled around and added a 2nd row and despite overalapping it worked, but looked like it only pulled resources from the 3 slots. So curious if its hard coded to 3. yes, it's hardcoded and without dll modding it can not be more then 3 slots. Link to comment Share on other sites More sharing options...
Guest Nyteshade12134 Posted March 29, 2016 Share Posted March 29, 2016 Alpha 14 Could you post an updated code which will work on Alpha 14? I have tried your code and other than changing "Panel" to "Rect" it seems to work OK, BUT the OUTPUT window is mis aligned.... The input windows cover the label OUTPUT. This is what I am using on ALPHA 14 based on your original code... <window name="windowForgeInput" width="228" height="229" anchor="CenterTop" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay"> <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_campfire"/> <label style="header.name" text="INPUT"/> </panel> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" pos="0,-46" color="[black]" type="sliced" fillcenter="false" /> <rect name="content" depth="0" pos="0,-46"> <grid rows="3" cols="1" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> <rect name="content2" depth="1" pos="78, -49" width="147" height="223"> <grid rows="6" cols="1" pos="3,-3" cell_width="147" cell_height="36" repeat_content="true"> <forge_material name="0"/> </grid> </rect> </window> Any ideas on how to make it line up more cosmetically correct? Link to comment Share on other sites More sharing options...
three08 Posted March 29, 2016 Author Share Posted March 29, 2016 I haven't looked at this yet but it's on my to do list, hopefully I'll have sorted in the next few days. Link to comment Share on other sites More sharing options...
three08 Posted March 29, 2016 Author Share Posted March 29, 2016 Okay you need the change both input and output this time, heres the code I came up with. I haven't tested it on the server yet but its working on single player. It does effect the output windows on the other workstations doing it like this, you could add a new output window just for the forge if you wanted to fix that. (empty all existing forge output slots first if you change the forges output window) <window name="windowForgeInput" width="228" height="229" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay"> <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_campfire"/> <label style="header.name" text="INPUT" text_key="xuiInput" /> </panel> <sprite depth="3" name="backgroundMain" sprite="menu_empty3px" pos="0,-46" height="228" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <rect name="content" depth="1" pos="0,-46" height="228"> <grid depth="7" rows="3" cols="1" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> <rect name="content2" depth="0" pos="78, -49" width="147" height="223"> <sprite depth="1" color="[mediumGrey]" type="sliced" on_press="true"/> <grid rows="6" cols="1" pos="3,-3" cell_width="147" cell_height="37" repeat_content="true"> <forge_material name="0"/> </grid> </rect> </window> <window name="windowOutput" width="228" height="152" anchor="CenterBottom" panel="Right"> <panel style="header.panel" pos="0,-43"> <sprite style="header.icon" sprite="ui_game_symbol_campfire"/> <label style="header.name" text="OUTPUT" text_key="xuiOutput" /> </panel> <rect name="content" depth="0" pos="0,-88" height="150" disablefallthrough="true" on_press="true"> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" height="150" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <grid name="inventory" rows="2" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationOutputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> </window> Link to comment Share on other sites More sharing options...
three08 Posted June 21, 2016 Author Share Posted June 21, 2016 I've changed the way I do this so it only effects the forges output slot instead of all the output slots. The download includes the modded xmls and a SDX installer for those that want it. Download link [ATTACH]15407[/ATTACH] In XUi/windows.xml Replace the original "windowForgeInput" with this. <window name="windowForgeInput" width="228" height="229" panel="Right" controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay"> <panel style="header.panel"> <sprite style="header.icon" sprite="ui_game_symbol_campfire"/> <label style="header.name" text="INPUT" text_key="xuiInput" /> </panel> <sprite depth="3" name="backgroundMain" sprite="menu_empty3px" pos="0,-46" height="228" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <rect name="content" depth="1" pos="0,-46" height="228"> <grid depth="7" rows="3" cols="1" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> <rect name="content2" depth="0" pos="78, -49" width="147" height="223"> <sprite depth="1" color="[mediumGrey]" type="sliced" on_press="true"/> <grid rows="6" cols="1" pos="3,-3" cell_width="147" cell_height="37" repeat_content="true"> <forge_material name="0"/> </grid> </rect> </window> And add this new window to the bottom of the file before the </window> <window name="windowForgeOutput" width="228" height="152" anchor="CenterBottom" panel="Right"> <panel style="header.panel" pos="0,-43"> <sprite style="header.icon" sprite="ui_game_symbol_campfire"/> <label style="header.name" text="OUTPUT" text_key="xuiOutput" /> </panel> <rect name="content" depth="0" pos="0,-88" height="150" disablefallthrough="true" on_press="true"> <sprite depth="2" name="backgroundMain" sprite="menu_empty3px" height="150" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <grid name="inventory" rows="2" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationOutputGrid" repeat_content="true"> <item_stack name="0"/> </grid> </rect> </window> Go back to the Config folder and in xui.xml find the window group "workstation_forge" Replace <window name="windowOutput" /> With <window name="windowForgeOutput" /> 3 Forge Input Slots.zip Link to comment Share on other sites More sharing options...
Styles828 Posted September 2, 2016 Share Posted September 2, 2016 I installed this, and it looks and works great. One thing I noticed though, it bugs out the ouput window for the cement mixer. I had to manually edit the cement mixer for the windowforgeouput before it would show up again. Link to comment Share on other sites More sharing options...
three08 Posted September 9, 2016 Author Share Posted September 9, 2016 I installed this, and it looks and works great. One thing I noticed though, it bugs out the ouput window for the cement mixer. I had to manually edit the cement mixer for the windowforgeouput before it would show up again. Make sure your using the latest version of the mod, only the older versions did that. Link to comment Share on other sites More sharing options...
Numberz Posted September 10, 2016 Share Posted September 10, 2016 three08, quick question... What is the reason for the separate or even the modified windowOutput? I left the windowOutput unchanged and I didn't come across any issue... (although I did re-arrange the windows such that the forge input was horizontal across the top as opposed to vertical on the left) Thx Link to comment Share on other sites More sharing options...
three08 Posted September 11, 2016 Author Share Posted September 11, 2016 In the latest release the windowOutput needed to be moved a little and because the windowOutput is used in the other workstations it effects them as well. By making a new window just for the forge the changes aren't seen in the other workstations. Link to comment Share on other sites More sharing options...
Guest Nyteshade12134 Posted July 15, 2017 Share Posted July 15, 2017 Have you got a version updated for Alpha 16? I love the forge, but each new update means re-doing the xmls. Link to comment Share on other sites More sharing options...
three08 Posted July 16, 2017 Author Share Posted July 16, 2017 I haven't updated any of my xml mods yet, but I'll be updating this first so check back in a few days. Nyteshade, I always use SDX to install my mods, even the xml only ones, it makes re-installing after a minor update like the one we had yesterday a one click job most of the time. Link to comment Share on other sites More sharing options...
three08 Posted July 17, 2017 Author Share Posted July 17, 2017 Updated for A16.1, I haven't tested it on a server yet but it should be fine. Working nicely in SP. Link to comment Share on other sites More sharing options...
oakraven Posted July 17, 2017 Share Posted July 17, 2017 Just tested it on my server and works Link to comment Share on other sites More sharing options...
three08 Posted July 17, 2017 Author Share Posted July 17, 2017 Yep, its up and running on my server too now Link to comment Share on other sites More sharing options...
Guest Nyteshade12134 Posted July 17, 2017 Share Posted July 17, 2017 Thank you for updating so quickly. I am not familiar with SDX, I still do it the old fashioned way. I use WinMerge to determine the changes and edit that way. Between Major overhauls, like A15 to A16, it can be a pain though... so many changes. Link to comment Share on other sites More sharing options...
Latheos Posted October 27, 2017 Share Posted October 27, 2017 This is some good stuff, three08. One of the fans of Crafworx recently asked for this functionality, so I've got it set up for the next release, with credit for your work, as usual, in the change notes. Link to comment Share on other sites More sharing options...
GTX2GvO Posted March 29, 2018 Share Posted March 29, 2018 I did the code changes as described in the first post, but somehow my output window is still (slightly) being overlapped by my input window. It's not really hindering the gameplay, but it is however annoying. Link to comment Share on other sites More sharing options...
Sirillion Posted March 29, 2018 Share Posted March 29, 2018 I did the code changes as described in the first post, but somehow my output window is still (slightly) being overlapped by my input window. [ATTACH=CONFIG]24238[/ATTACH] It's not really hindering the gameplay, but it is however annoying. This happens because you haven't increased the height of the forge input window to meet the increased size due to the extra slot. Increase the height equally to the added slot and it should remedy itself. Link to comment Share on other sites More sharing options...
GTX2GvO Posted March 29, 2018 Share Posted March 29, 2018 Whoops. Looks like I indeed missed that part somehow. It is fixed now. And here I thought it was the alignment of the output window. Link to comment Share on other sites More sharing options...
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