Neb2566 Posted September 23, 2016 Share Posted September 23, 2016 Is anyone out there able to make xml version of steel bars? Either as a new block or as upgradable Iron Bars? Would be really appreciated! Neb Link to comment Share on other sites More sharing options...
Valmar Posted September 23, 2016 Share Posted September 23, 2016 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 More sharing options...
Neb2566 Posted September 23, 2016 Author Share Posted September 23, 2016 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 More sharing options...
lug Posted September 23, 2016 Share Posted September 23, 2016 betting the recipe should be for steelBars instead of ironBars Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 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 More sharing options...
KorruptkSwades Posted September 23, 2016 Share Posted September 23, 2016 hey thanks valmar for this ! added , 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 ? Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 hey thanks valmar for this ! added , 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 More sharing options...
Valmar Posted September 23, 2016 Share Posted September 23, 2016 betting the recipe should be for steelBars instead of ironBars You saw nothing! >.> hey thanks valmar for this ! added , 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 More sharing options...
KorruptkSwades Posted September 23, 2016 Share Posted September 23, 2016 ahh, cool to know ! yea im staying in 14.7 for a while. ultimately modding the crap outta it, im using your expanded mod as a base, and sirmodd smx as my hud with a few tweaks here and there for a ultimate play-through with my roommate ! Link to comment Share on other sites More sharing options...
UnseenOni Posted September 23, 2016 Share Posted September 23, 2016 Valmar, fyi, your upgrade code on this has to be fixed, just tested it and the bars just keep upgrading over and over, the durability is there, but you can upgrade infinite times after the initial upgrade. Link to comment Share on other sites More sharing options...
KorruptkSwades Posted September 23, 2016 Share Posted September 23, 2016 just checked and i was able to even add a downgrade to iron bars but yea it does infinitely upgrade . but i compared his blocks to other vanilla blocks and the codes seem right :/ Link to comment Share on other sites More sharing options...
Valmar Posted September 23, 2016 Share Posted September 23, 2016 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 More sharing options...
KorruptkSwades Posted September 23, 2016 Share Posted September 23, 2016 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 ) <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 might as well add this new block to your valmods yyou can use my icon .if ya want. Link to comment Share on other sites More sharing options...
Valmar Posted September 24, 2016 Share Posted September 24, 2016 I dont believe it is possible ot change the block's texture. The block itself is not a real "block" in a traditional sense. It is a 3d model. Its not just a shape with a texture slapped on it. Link to comment Share on other sites More sharing options...
Neb2566 Posted September 24, 2016 Author Share Posted September 24, 2016 how do I change the amount of steel used to upgrade? 2 steel is a bit cheap Link to comment Share on other sites More sharing options...
Neb2566 Posted September 24, 2016 Author Share Posted September 24, 2016 Edit: double post. Link to comment Share on other sites More sharing options...
terrytheturrets Posted September 24, 2016 Share Posted September 24, 2016 how do I change the amount of steel used to upgrade? 2 steel is a bit cheap <property name="Item" value="forgedSteel" /> <property name="ItemCount" value="2" /> In the line that starts with <property name="ItemCount" change the number "2" to different amount. Link to comment Share on other sites More sharing options...
Neb2566 Posted September 24, 2016 Author Share Posted September 24, 2016 Thanks Link to comment Share on other sites More sharing options...
Mhyth Posted June 6, 2017 Share Posted June 6, 2017 How would you go about making the steelBars blocks look visibly different from the ironBars block in the game world? Link to comment Share on other sites More sharing options...
oneshot23 Posted June 11, 2017 Share Posted June 11, 2017 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 More sharing options...
rewtgr Posted June 13, 2017 Share Posted June 13, 2017 how do I change the amount of steel used to upgrade? 2 steel is a bit cheap 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 More sharing options...
xxx73 Posted August 17, 2017 Share Posted August 17, 2017 I tried to add concrete bars but I did not manage to get it to work, going direct from iron to steel is too OP. Maybe a better solution is to add a forged iron bar, maybe around 3500-4000 Hitpoints. Link to comment Share on other sites More sharing options...
xxx73 Posted August 17, 2017 Share Posted August 17, 2017 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. 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Neb2566 Posted October 2, 2017 Author Share Posted October 2, 2017 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 More sharing options...
xxx73 Posted October 3, 2017 Share Posted October 3, 2017 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 More sharing options...
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