dretch Posted July 26, 2017 Share Posted July 26, 2017 While Electric Relays are fine for exterior transmission of power, for lighting interior spaces, wires tend to clutter up and hang everywhere. I made this mod that is basically a relay thats a concrete block. You see wires during connecting, but disappears once connection is made. Its great for keeping interior spaces neat and tidy. Enjoy. Just add this to your blocks.xml file <block id="2046" name="JunctionBox"> <property name="Class" value="ElectricWire"/> <property name="Material" value="metal"/> <property name="Texture" value="8"/> <property name="StabilitySupport" value="true"/> <property name="Shape" value="New"/> <property name="MaxDamage" value="1000"/> <property name="DamageReceived" value="0.5"/> <property name="Model" value="cube"/> <property class="RepairItems"> <property name="electronicParts" value="1"/> <property name="scrapIron" value="1"/> </property> <property name="ModelOffset" value="0,0.5,0"/> <property name="ImposterDontBlock" value="true"/> <property name="RequiredPower" value="5"/> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="forgedIron" value="4"/> <property name="electricParts" value="1"/> </property> <drop event="Harvest" name="electricParts" count="0,1" tool_category="Disassemble"/> <drop event="Harvest" name="scrapIron" count="5,40"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="62"/> <property name="TakeDelay" value="15"/> </block> And add this to recipes.xml <recipe name="JunctionBox" count="1" craft_area="workbench"> <ingredient name="forgedIron" count="4"/> <ingredient name="electricParts" count="1"/> <ingredient name="concreteMix" count="10"/> Its my first mod, so if there are any obvious errors please let me know. Link to comment Share on other sites More sharing options...
Gamer_62 Posted July 27, 2017 Share Posted July 27, 2017 Absolutely brilliant. Thankyou Link to comment Share on other sites More sharing options...
Gamer_62 Posted July 27, 2017 Share Posted July 27, 2017 @ dretch this is a brilliant mod you have done and i use it now in my game. I altered the junction box to show the fusebox on the wall instead of the concrete block....Alter recipe to what you like see what you think. And thanks again. BLOCKS XML:- ----------------- <block id="2042" name="JunctionBox"> <property name="Class" value="ElectricWire"/> <property name="Material" value="metal"/> <property name="Texture" value="8"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="MaxDamage" value="1000"/> <property name="DamageReceived" value="0.5"/> <property name="Model" value="Industrial/fusebox" param1="main_mesh"/> <property name="HandleFace" value="South"/> <property name="CustomIcon" value="fusebox"/> <property class="RepairItems"> <property name="electronicParts" value="1"/> <property name="scrapIron" value="1"/> </property> <property name="ModelOffset" value="0,0.5,0"/> <property name="ImposterDontBlock" value="true"/> <property name="RequiredPower" value="0"/> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="forgedIron" value="4"/> <property name="electricParts" value="1"/> </property> <drop event="Harvest" name="electricParts" count="0,1" tool_category="Disassemble"/> <drop event="Harvest" name="scrapIron" count="5,40"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="62"/> </block> RECIPES XLM :- ------------------ <recipe name="JunctionBox" count="1" craft_area="workbench"> <ingredient name="electronicParts" count="3"/> <ingredient name="forgedSteel" count="1"/> </recipe> Link to comment Share on other sites More sharing options...
Spectral Force Posted July 27, 2017 Share Posted July 27, 2017 @Gamer_62, I'd like to recommend a change in your recipe. I don't think there's really a need for both steel and iron, either would suffice. In all reality they're made out of aluminium. I would change one of those to an insulator or relay. Just my .02s. Link to comment Share on other sites More sharing options...
masel Posted July 27, 2017 Share Posted July 27, 2017 amazing, thank you Link to comment Share on other sites More sharing options...
owl79 Posted July 27, 2017 Share Posted July 27, 2017 AWESOME. Thanks guys! Link to comment Share on other sites More sharing options...
Gamer_62 Posted July 28, 2017 Share Posted July 28, 2017 @ owl79 ...the fuse box can be picked up already no need to do anything more Link to comment Share on other sites More sharing options...
owl79 Posted July 28, 2017 Share Posted July 28, 2017 @ owl79 ...the fuse box can be picked up already no need to do anything more Wow, I should've tried it out of the box first! *feels stupid* Is it cause the class is wire and that's player-made by default? Deleting my post then, since it adds nothing new. Link to comment Share on other sites More sharing options...
dretch Posted July 29, 2017 Author Share Posted July 29, 2017 Thank you Gamer_62, I appreciate your edit, however my plan was to make another mod using the fusebox, or breaker panel, and see if I could make a UI to control multiple switches from one panel. My junction boxes are meant to be hidden and interior to the wall. Google image search 'junction box' and you will see what I mean. Its a bit more advanced than I am capable of right now, but I have a vision. Cheers, Link to comment Share on other sites More sharing options...
Gamer_62 Posted July 29, 2017 Share Posted July 29, 2017 @dretch My up most apologies to you if i offended you/your work in anyway I understand totally and respect your work and didn't mean to turn your mod around. People like you make the game even better and I look forward to seeing more of your work. Link to comment Share on other sites More sharing options...
dretch Posted July 29, 2017 Author Share Posted July 29, 2017 Did I come across ass offended? I did not meant to in the least. Link to comment Share on other sites More sharing options...
sandor87a Posted July 30, 2017 Share Posted July 30, 2017 There is a possibility to make the blocks so that they can not be canceled /pick up -Off Link to comment Share on other sites More sharing options...
dretch Posted July 30, 2017 Author Share Posted July 30, 2017 Im not great at this yet and I spent a lot of time trying to fill your request. The best I can do is put a delay timer on the pickup, hope thats enough. Link to comment Share on other sites More sharing options...
Cadamier Posted July 30, 2017 Share Posted July 30, 2017 Hmm! May have to try it. Although I still would prefer conduits and a 'real breaker box' lol Link to comment Share on other sites More sharing options...
Tok Posted July 30, 2017 Share Posted July 30, 2017 Great mod, i was hoping someone would make a mod to help with hiding wires. I managed to add some under cabinet lighting in the kitchen in the base I am making that would have been impossible using the default relays. Link to comment Share on other sites More sharing options...
sandor87a Posted July 30, 2017 Share Posted July 30, 2017 Im not great at this yet and I spent a lot of time trying to fill your request. The best I can do is put a delay timer on the pickup, hope thats enough. Has unfortunately not worked ... I want the function "pick up" generally with this block off Link to comment Share on other sites More sharing options...
dretch Posted July 30, 2017 Author Share Posted July 30, 2017 Has unfortunately not worked ... I want the function "pick up" generally with this block off I tried, but in the end I am not familiar enough with the coding yet. Sorry it wasnt good enough. Link to comment Share on other sites More sharing options...
sandor87a Posted July 30, 2017 Share Posted July 30, 2017 it was worth a try, someone else has any ideas for a solution? Link to comment Share on other sites More sharing options...
julicoyo Posted August 12, 2017 Share Posted August 12, 2017 is possible to change the current skin for fusebox ? i thinkI think it would be better Link to comment Share on other sites More sharing options...
yoko Posted August 13, 2017 Share Posted August 13, 2017 is possible to change the current skin for fusebox ? i thinkI think it would be better Umm...... The very FIRST person to comment, Gamer_62 did just that on post #3. Link to comment Share on other sites More sharing options...
Ranger_Ric Posted September 29, 2017 Share Posted September 29, 2017 This works fine but the wires do not disappear when the wire tool is un-equipped, they are shown just as a normal relay. I've double/triple checked both files, everything is fine. Was this updated for 16.3? Additionally, is there supposed to be an icon for inventory? It is just blank and shows the count. When you hover it shows the text Junctionbox but no graphic. Link to comment Share on other sites More sharing options...
Darkaft Posted September 29, 2017 Share Posted September 29, 2017 It cost me since I had to change some things, I have two versions but the cables no longer see them, a version console panel and another a block of cement. They are the same as the post # 1 and post # 3. The first post is missing the icon, and look for how to put the icon and instead of putting a FuseBox use that of a control panel. I put what I have put in if it serves you. Remember to pick them up by putting claim and pressing the key to collect, E default. Archive blocks.xml Control panel 1 <block id="2046" name="JunctionBox"> <property name="Class" value="ElectricWire"/> <property name="Material" value="metal"/> <property name="StabilitySupport" value="true"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="MaxDamage" value="1000"/> <property name="DamageReceived" value="0.5"/> <property name="Model" value="Industrial/control_panel_base_02" param1="main_mesh"/> <property name="CustomIcon" value="controlPanelBase02"/> <property class="RepairItems"> <property name="electronicParts" value="1"/> <property name="scrapIron" value="1"/> </property> <property name="ModelOffset" value="0,0.5,0"/> <property name="ImposterDontBlock" value="true"/> <property name="RequiredPower" value="0"/> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="forgedIron" value="100"/> <property name="electricParts" value="1"/> </property> <drop event="Harvest" name="electricParts" count="6,9" tool_category="Disassemble"/> <drop event="Harvest" name="scrapIron" count="5,40"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="75"/> <property name="TakeDelay" value="5"/> </block> Control panel 2 is concrete <block id="2045" name="junctionBoxNew"> <property name="Extends" value="rConcreteMaster"/> <property name="CustomIcon" value="controlPanelBase02"/> <property name="Class" value="ElectricWire"/> <property name="Model" value="cube"/> <property name="Material" value="metal"/> <property name="StabilitySupport" value="true"/> <property name="Shape" value="New"/> <property name="MaxDamage" value="1000"/> <property name="DamageReceived" value="0.5"/> <property class="RepairItems"> <property name="electronicParts" value="1"/> <property name="scrapIron" value="1"/> </property> <property name="ModelOffset" value="0,0.5,0"/> <property name="ImposterDontBlock" value="true"/> <property name="RequiredPower" value="0"/> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="forgedIron" value="4"/> <property name="electricParts" value="1"/> </property> <drop event="Harvest" name="electricParts" count="7,5" tool_category="Disassemble"/> <drop event="Harvest" name="scrapIron" count="5,40"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="100"/> <property name="TakeDelay" value="5"/> </block> archive recipes.xml <recipe name="JunctionBox" count="1" craft_area="workbench"> <ingredient name="forgedIron" count="2"/> <ingredient name="electricParts" count="1"/> </recipe> <recipe name="junctionBoxNew" count="1" craft_area="workbench"> <ingredient name="JunctionBox" count="1"/> </recipe> Sorry for English is not my native language. I hope it helps you on something. Serves for 16.3 Link to comment Share on other sites More sharing options...
Ranger_Ric Posted September 29, 2017 Share Posted September 29, 2017 Thank you for the reply! Your English is better than in some high schools here I'm sorry to say ok, first problem... I still see wires when the wire tool is not equiped... https://steamuserimages-a.akamaihd.net/ugc/907896748369885222/5ADCE0A7AD3CDCA728B1B5262401F53250147A95/ https://steamuserimages-a.akamaihd.net/ugc/907896748369887403/D6542D962A1A80FBBD20A47F8D3AB224360D35C6/ Isn't this supposed to be wireless when the tool is not equipped? Link to comment Share on other sites More sharing options...
Darkaft Posted September 30, 2017 Share Posted September 30, 2017 If in fact it is invisible what seems strange to me you have some mod that changes that situation. Because I see myself totally invisible in my game. Link to comment Share on other sites More sharing options...
stallionsden Posted September 30, 2017 Share Posted September 30, 2017 There is code you can add that makes the item not pickupable... <property name="CanPickup" value="true"/> CHANGE TO <property name="CanPickup" value="false"/> add that line to yours and it shouldnt be able to be picked up Link to comment Share on other sites More sharing options...
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