Jump to content

Mod request: Steel bars?


Neb2566

Recommended Posts

Blocks.xml (give it a new ID that isn't used)

<block id="XXXX" name="steelBars">

<property name="Extends" value="ironBars" />

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

<property name="CustomIconTint" value="a0a0ff" />

<property name="Material" value="Msteel" />

</block>

 

 

Recipes.xml

<recipe name="steelBars" count="1" craft_area="forge" craft_tool="anvil" material_based="true">

<ingredient name="unit_iron" count="200"/>

<ingredient name="unit_clay" count="20"/>

</recipe>

 

 

If you want to be able to upgrade iron bars you'd need to add this to the vanilla block:

 

<block id="558" name="ironBars">

<property name="Material" value="Mmetal_hard" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="OutdoorDecor/iron_bars" param1="main_mesh" />

<property name="Place" value="TowardsPlacer" />

<property name="Collide" value="movement,melee,rocket" /> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10" /> </property>

<drop event="Destroy" name="scrapIron" count="15,50" prob="1" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property name="Group" value="Building" />

<property name="EconomicValue" value="10" />

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBars" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="2" />

<property name="UpgradeHitCount" value="4" />

</property>

</block>

Link to comment
Share on other sites

Blocks.xml (give it a new ID that isn't used)

<block id="XXXX" name="steelBars">

<property name="Extends" value="ironBars" />

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

<property name="CustomIconTint" value="a0a0ff" />

<property name="Material" value="Msteel" />

</block>

 

 

Recipes.xml

<recipe name="ironBars" count="1" craft_area="forge" craft_tool="anvil" material_based="true">

<ingredient name="unit_iron" count="200"/>

<ingredient name="unit_clay" count="20"/>

</recipe>

 

 

If you want to be able to upgrade iron bars you'd need to add this to the vanilla block:

 

<block id="558" name="ironBars">

<property name="Material" value="Mmetal_hard" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="OutdoorDecor/iron_bars" param1="main_mesh" />

<property name="Place" value="TowardsPlacer" />

<property name="Collide" value="movement,melee,rocket" /> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10" /> </property>

<drop event="Destroy" name="scrapIron" count="15,50" prob="1" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property name="Group" value="Building" />

<property name="EconomicValue" value="10" />

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBars" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="2" />

<property name="UpgradeHitCount" value="4" />

</property>

</block>

 

AWESOME! Thank you so muh Valmar!

Link to comment
Share on other sites

Blocks.xml (give it a new ID that isn't used)

<block id="XXXX" name="steelBars">

<property name="Extends" value="ironBars" />

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

<property name="CustomIconTint" value="a0a0ff" />

<property name="Material" value="Msteel" />

</block>

 

 

Recipes.xml

<recipe name="ironBars" count="1" craft_area="forge" craft_tool="anvil" material_based="true">

<ingredient name="unit_iron" count="200"/>

<ingredient name="unit_clay" count="20"/>

</recipe>

 

 

If you want to be able to upgrade iron bars you'd need to add this to the vanilla block:

 

<block id="558" name="ironBars">

<property name="Material" value="Mmetal_hard" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="OutdoorDecor/iron_bars" param1="main_mesh" />

<property name="Place" value="TowardsPlacer" />

<property name="Collide" value="movement,melee,rocket" /> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10" /> </property>

<drop event="Destroy" name="scrapIron" count="15,50" prob="1" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property name="Group" value="Building" />

<property name="EconomicValue" value="10" />

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBars" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="2" />

<property name="UpgradeHitCount" value="4" />

</property>

</block>

 

Go one step further and add the upgrade to stainless steel.

Also why did you add the recipe in the post? Unless you meant it to be its own separate recipe, in which case you made an error, that recipe adds a second iron bar recipe to the forge for double the cost.

Link to comment
Share on other sites

hey thanks valmar for this ! :) added :p, wondering thought how do i augment the HitPoints of the new steelBars since the goal is for it to be stronger then iron bars ?

also what is this line:

<property name="EconomicValue" value="10" />

i do not have it anywhere in my blocks.xml ?

 

Economic value represents how much its worth to a trader based off a multiplier.

Link to comment
Share on other sites

betting the recipe should be for steelBars instead of ironBars

 

You saw nothing! >.>

 

hey thanks valmar for this ! :) added :p, wondering thought how do i augment the HitPoints of the new steelBars since the goal is for it to be stronger then iron bars ?

also what is this line:

<property name="EconomicValue" value="10" />

i do not have it anywhere in my blocks.xml ?

 

Well normally a block will get its hitpoints from the material. In the above given example I made the steelBars be the material of steel so they have the same HP as steel blocks. You can also manually tell a specific block to have a specific HP by adding this line to the block's code:

<property name="MaxDamage" value="1500" />

 

For example that would give the block 1500 health.

 

EconomicValue Im pretty sure is the value placed on the item/block when sold to a vendor. Its A15 code.

Link to comment
Share on other sites

Ah. That makes sense. Since its extending it would carry over the upgrade path too. Bugger.

 

Use this then:

 

A14.7

 

<block id="XXXX" name="steelBars">

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

<property name="CustomIconTint" value="a0a0ff" />

<property name="Material" value="Msteel" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="OutdoorDecor/iron_bars" param1="main_mesh" />

<property name="Place" value="TowardsPlacer" />

<property name="Collide" value="movement,melee,rocket" /> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="2" /> </property>

<drop event="Destroy" name="scrapIron" count="1,2" prob="1" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property name="Group" value="Building" />

</block>

 

 

 

A15

 

<block id="XXXX" name="steelBars">

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

<property name="CustomIconTint" value="a0a0ff" />

<property name="Material" value="Msteel" />

<property name="Shape" value="Ext3dModel" />

<property name="Mesh" value="models" />

<property name="Model" value="OutdoorDecor/iron_bars" param1="main_mesh" />

<property name="Place" value="TowardsPlacer" />

<property name="Collide" value="movement,melee,rocket" /> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10" /> </property>

<drop event="Destroy" name="scrapIron" count="15,50" prob="1" />

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1" />

<property name="Group" value="Building" />

<property name="EconomicValue" value="10" />

</block>

Link to comment
Share on other sites

hola, i put this together as the icon using true steel textures as my base !

also optimized with pngGauntlet.

just drop in your icons path as usual. (right-click - save-image as steelBar.png )

 

steelBar.png.ba2811af6397d96d917cf844f32879b9.png

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

 

-edit- i am fooling around trying to figure out how to change its texture / color ingame, not its form or mesh...

 

i thought addin this here (steelblock master texture) would do it, but no change at all >.<

<property name="Texture" value="355,355,356,356,356,356" />

 

your new code fixed everything and i was able to add the downgrade code to it :p

might as well add this new block to your valmods :p yyou can use my icon .if ya want.

Link to comment
Share on other sites

  • 8 months later...
How would you go about making the steelBars blocks look visibly different from the ironBars block in the game world?

 

A user would have to create a new model that would be installed into the game. It would need more than just a simple texture IE .png file. the files would need to include an Icon, 3D model and some files to arrange it accordingly of placement in game.

Link to comment
Share on other sites

how do I change the amount of steel used to upgrade? 2 steel is a bit cheap :p

 

here

 

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBars" />

<property name="Item" value="forgedSteel" />

<property name="ItemCount" value="2" />

<property name="UpgradeHitCount" value="4" />

Link to comment
Share on other sites

  • 2 months later...

Here is steel bars with concrete and reinforced concrete. The ideas and some blocks is taken from other modders like Zipcore and Valmar. It work in A16 b1, have note tested other A16 versions but I see no reason why it should not work. The only minor issue is that the steel bars centered dont look like normal steel blocks, they get some kind of twisted steel color, it still look cool, but not as intended.

 

The question is then, is this OP? I dont know, I have not used them in a game yet, but balancing is important for me and I will report back my findings. For now I have set concretebars to 3500, reinforcedconcretebars to 4500 and steelbars to 7500.

 

steelBarsCentered

<block id="1868" name="pouredConcreteBarCentered">

<property name="CreativeMode" value="Player"/>

<property name="Extends" value="pouredConcreteMaster"/>

<property name="Shape" value="New"/>

<property name="Model" value="iron_bars_centered"/>

<property name="UseGlobalUV" value="Local"/>

<property name="ImposterExchange" value="imposterDontBlockBlock" param1="2"/>

<property name="UpgradeRated.ToBlock" value="concreteBarsCentered"/>

</block>

 

<block id="1860" name="concreteBarsCentered">

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

<property name="Material" value="Mconcrete"/>

<property name="Shape" value="New"/>

<property name="LightOpacity" value="0"/>

<property name="Model" value="iron_bars_centered"/>

<property name="Texture" value="8"/>

<property name="MaxDamage" value="3500"/>

<property name="ImposterExclude" value="true"/>

<property name="UseGlobalUV" value="Local"/>

<property name="Place" value="TowardsPlacer"/>

<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->

<property class="RepairItems"> <property name="concreteMix" value="8"/> </property>

<property class="UpgradeBlock">

<property name="ToBlock" value="pouredRConcreteBarCentered"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="4"/>

</property>

<drop event="Harvest" name="rockSmall" count="25"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="destroyedStone" count="1" prob="0.75" stick_chance="1"/>

<property name="Group" value="Building"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

</block>

 

<block id="1870" name="pouredRConcreteBarCentered">

<property name="Extends" value="pouredRConcreteMaster"/>

<property name="CreativeMode" value="Player"/>

<property name="Shape" value="New"/>

<property name="Model" value="iron_bars_centered"/>

<property name="UseGlobalUV" value="Local"/>

<property name="ImposterExchange" value="imposterDontBlockBlock" param1="162"/>

<property name="UpgradeRated.ToBlock" value="rconcreteBarsCentered"/>

</block>

 

<block id="1862" name="rconcreteBarsCentered">

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

<property name="Material" value="Mconcrete"/>

<property name="Shape" value="New"/>

<property name="LightOpacity" value="0"/>

<property name="Model" value="iron_bars_centered"/>

<property name="Texture" value="315"/>

<property name="MaxDamage" value="4500"/>

<property name="ImposterExclude" value="true"/>

<property name="UseGlobalUV" value="Local"/>

<property name="Place" value="TowardsPlacer"/>

<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->

<property class="RepairItems"> <property name="concreteMix" value="8"/> </property>

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBarsCentered"/>

<property name="Item" value="buildingsteel"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="4"/>

</property>

<drop event="Harvest" name="rockSmall" count="25"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="destroyedStone" count="1" prob="0.75" stick_chance="1"/>

<property name="Group" value="Building"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

<property name="DowngradeBlock" value="concreteBarsCentered"/>

</block>

 

<block id="1865" name="steelBarsCentered">

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

<property name="Material" value="Msteel"/>

<property name="Shape" value="New"/>

<property name="LightOpacity" value="0"/>

<property name="Model" value="iron_bars_centered"/>

<property name="Texture" value="355,355,356,356,356,356"/>

<property name="MaxDamage" value="7500"/>

<property name="ImposterExclude" value="true"/>

<property name="UseGlobalUV" value="Local"/>

<property name="Place" value="TowardsPlacer"/>

<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->

<property class="RepairItems"> <property name="buildingsteel" value="10"/> </property>

<drop event="Harvest" name="scrapIron" count="32"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="scrapMetalPile" count="1" prob=".75" stick_chance="1"/>

<property name="Group" value="Building"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

<property name="DowngradeBlock" value="rconcreteBarsCentered"/>

</block>

 

 

steelBars

<block id="1869" name="pouredConcreteBar">

<property name="CreativeMode" value="Player"/>

<property name="Extends" value="pouredConcreteMaster"/>

<property name="Shape" value="New"/>

<property name="Model" value="iron_bars"/>

<property name="UseGlobalUV" value="Local"/>

<property name="ImposterExchange" value="imposterDontBlockBlock" param1="2"/>

<property name="UpgradeRated.ToBlock" value="concreteBars"/>

</block>

 

<block id="1861" name="concreteBars">

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

<property name="Extends" value="concreteBarsCentered"/>

<property name="Model" value="iron_bars"/>

<property name="Place" value="TowardsPlacerInverted"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="pouredRConcreteBar"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="8"/>

<property name="UpgradeHitCount" value="4"/>

</property>

</block>

 

<block id="1871" name="pouredRConcreteBar">

<property name="Extends" value="pouredRConcreteMaster"/>

<property name="CreativeMode" value="Player"/>

<property name="Shape" value="New"/>

<property name="Model" value="iron_bars"/>

<property name="UseGlobalUV" value="Local"/>

<property name="ImposterExchange" value="imposterDontBlockBlock" param1="162"/>

<property name="UpgradeRated.ToBlock" value="rconcreteBars"/>

</block>

 

<block id="1867" name="rconcreteBars">

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

<property name="Extends" value="rconcreteBarsCentered"/>

<property name="Model" value="iron_bars"/>

<property name="Place" value="TowardsPlacerInverted"/>

<property name="DowngradeBlock" value="concreteBars"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="steelBars"/>

<property name="Item" value="buildingsteel"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="4"/>

</property>

</block>

 

<block id="1866" name="steelBars">

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

<property name="Extends" value="steelBarsCentered"/>

<property name="Model" value="iron_bars"/>

<property name="Place" value="TowardsPlacerInverted"/>

<property name="DowngradeBlock" value="rconcreteBars"/>

</block>

 

I have no idea if all code in the blocks is needed but it works now.

Link to comment
Share on other sites

  • 1 month later...

I figured out the issue I had with concrete bars. Needed to add some lines.

 

<block id="558" name="ironBarsCentered">

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

<property name="Material" value="Mmetal_hard"/>

<property name="Shape" value="New"/>

<property name="LightOpacity" value="0"/>

<property name="Model" value="iron_bars_centered"/>

<property name="Texture" value="571"/>

<property name="ImposterExclude" value="true"/>

<property name="UseGlobalUV" value="Local"/>

<property name="Place" value="TowardsPlacer"/>

<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10"/> </property>

<drop event="Harvest" name="scrapIron" count="32"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>

<property name="Group" value="Building"/>

<property name="EconomicValue" value="10"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="concreteBarsCentered"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="1"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

</property>

</block>

 

<block id="1126" name="ironBars">

<property name="Extends" value="ironBarsCentered"/>

<property name="Model" value="iron_bars"/>

<property name="Place" value="TowardsPlacerInverted"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="concreteBars"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="1"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

</property>

</block>

 

And change <property name="Item" value="buildingsteel"/> to <property name="Item" value="forgedSteel"/>

Link to comment
Share on other sites

I figured out the issue I had with concrete bars. Needed to add some lines.

 

<block id="558" name="ironBarsCentered">

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

<property name="Material" value="Mmetal_hard"/>

<property name="Shape" value="New"/>

<property name="LightOpacity" value="0"/>

<property name="Model" value="iron_bars_centered"/>

<property name="Texture" value="571"/>

<property name="ImposterExclude" value="true"/>

<property name="UseGlobalUV" value="Local"/>

<property name="Place" value="TowardsPlacer"/>

<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->

<property class="RepairItems"> <property name="forgedIron" value="10"/> </property>

<drop event="Harvest" name="scrapIron" count="32"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>

<property name="Group" value="Building"/>

<property name="EconomicValue" value="10"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="concreteBarsCentered"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="1"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

</property>

</block>

 

<block id="1126" name="ironBars">

<property name="Extends" value="ironBarsCentered"/>

<property name="Model" value="iron_bars"/>

<property name="Place" value="TowardsPlacerInverted"/>

<property class="UpgradeBlock">

<property name="ToBlock" value="concreteBars"/>

<property name="Item" value="concreteMix"/>

<property name="ItemCount" value="10"/>

<property name="UpgradeHitCount" value="1"/>

<property name="DescriptionKey" value="ironBarsDesc"/>

</property>

</block>

 

And change <property name="Item" value="buildingsteel"/> to <property name="Item" value="forgedSteel"/>

 

aha nice, In forgot, I use building steel for buildings and forged steel for tools and small things. Sorry for not see that.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...