Jump to content

Junction Box Block


dretch

Recommended Posts

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

@ 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

@ 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

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

@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

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

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

  • 2 weeks later...
  • 1 month later...

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

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

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

Archived

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

×
×
  • Create New...