ecksfiftyone Posted December 20, 2018 Share Posted December 20, 2018 Ive searched but cant find this issue anywhere. I'm not quite sure on the proper terms to search on. I'm also not sure if this belongs in bug reports, or mod help. What I'm really looking for is whether or not this a known issue or if I need to do more troubleshooting and info gathering and submit a bug report. I created a modlet that adds some new craftable storage blocks and a working oven into the game. For example: x51_book_case and x51_pill_case. These work just fine, but later (after adding other mods, or game updates) the blocks change to different blocks. (So Far) They still use the proper lootcontainer and the items I placed inside are still there, but, for example, the block changes from a BookCase to a Munitions Box or a ChemLabLootHelper object. The block also takes on the display name and properties of the new block (Material and HP). It's like the new system for dynamically assigning Object IDs is assigning new IDs to Modded Blocks each time. Then the game uses the old ID and that ID is now a different block. Link to comment Share on other sites More sharing options...
Guppycur Posted December 20, 2018 Share Posted December 20, 2018 You'll need to post your xml, but I suspect you're using the random helper block in some way. Link to comment Share on other sites More sharing options...
ecksfiftyone Posted December 20, 2018 Author Share Posted December 20, 2018 You'll need to post your xml, but I suspect you're using the random helper block in some way. Blocks.xml <configs> <!-- ##### Player Containter Blocks ##### --> <append xpath="/blocks" > <block name="x51_Book_Case"> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntBookcaseFull"/> <property name="Material" value="MwoodReinforced"/> <property name="Shape" value="New"/> <property name="Model" value="bookcase_full"/> <property name="Place" value="TowardsPlacer90"/> <property name="Texture" value="67,269,269,269,269,269"/> <property name="UseGlobalUV" value="Local"/> <property name="LootList" value="208"/> <drop event="Destroy" name="resourceWood" count="1,3"/> <property name="FilterTags" value="floot,ffurniture"/> <property name="SortOrder2" value="0060"/> <!-- SortShape --> <property name="DescriptionKey" value="furnitureGroupDesc"/> <property class="RepairItems"> <property name="resourceWood" value="10"/> </property> </block> <block name="x51_Munitions_Box"> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntMunitionsBox"/> <property name="Material" value="Mmetal"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="LootContainers/munitions_box01" param1="main_mesh"/> <property name="Place" value="TowardsPlacer"/> <property name="ImposterExchange" value="imposterHalf" param1="112"/> <property name="IsTerrainDecoration" value="true"/> <property name="LootList" value="201"/> <drop event="Harvest" name="resourceForgedIron" count="2,4" prob="1" tag="allHarvest"/> <drop event="Harvest" name="resourceForgedSteel" count="2,4" prob="0.5" tag="allHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="30" prob="1" tag="allHarvest"/> <drop event="Destroy" count="0"/> <property name="EconomicValue" value="250"/> <!-- disassemble value --> <property name="FilterTags" value="floot"/> <property class="RepairItems"> <property name="resourceForgedIron" value="2"/> </property> </block> <block name="x51_Pill_Case"> <property name="Extends" value="cntNightstandOpen"/> <property name="CustomIcon" value="cntPillCase"/> <property name="CreativeMode" value="Player"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/LootContainers/pill_case_closedPrefab"/> <property name="HandleFace" value="South"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Class" value="SecureLoot"/> <property name="LootList" value="203"/> <property class="RepairItems"> <property name="resourceWood" value="10"/> </property> </block> <block name="x51_Lockers"> <property name="Extends" value="cntNightstandOpen"/> <property name="CustomIcon" value="cntLockersShortClosed"/> <property name="CreativeMode" value="Player"/> <property name="Material" value="Mmetal_hard"/> <property name="Model" value="Entities/LootContainers/locker_ver3_lootPrefab"/> <property name="Class" value="SecureLoot"/> <property name="LootList" value="202"/> <property name="OnlySimpleRotations" value="true"/> <property class="RepairItems"> <property name="resourceForgedIron" value="2"/> </property> </block> <block name="x51_Wall_Safe"> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntWallSafe"/> <property name="DisplayType" value="blockHardened" /> <property name="Material" value="Mmetal_hard"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="LootContainers/safe_wall" param1="main_mesh"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="LootList" value="204"/> <property name="DescriptionKey" value="cntGunSafeDesc"/> <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="300"/> <property name="FilterTags" value="floot,ffurniture"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> </block> <block name="x51_Gun_Safe"> <property name="Group" value="Building"/> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntGunSafe"/> <property name="DisplayType" value="blockHardenedMulti" /> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Path" value="solid"/> <property name="Model" value="Entities/LootContainers/gun_safePrefab"/> <property name="DisplayType" value="blockMulti" /> <property name="MultiBlockDim" value="1,2,1"/> <property name="ImposterExchange" value="imposterBlock" param1="18"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="IsTerrainDecoration" value="true"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="LootList" value="204"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="690"/> <property name="FilterTags" value="floot,ffurniture"/> <property class="RepairItems"> <property name="resourceForgedIron" value="10"/> </property> </block> <block name="x51_Working_Oven"> <property name="Class" value="Campfire"/> <property name="CustomIcon" value="cntWallOven"/> <property name="Material" value="Mmetal"/> <property name="MaxDamage" value="1000"/> <property name="Texture" value="346,345,341,345,262,345"/> <property name="ImposterDontBlock" value="true"/> <property name="IsTerrainDecoration" value="true"/> <property name="ParticleName" value="campfire"/> <property name="ParticleOffset" value="0.5,0,0.5"/> <property name="Stacknumber" value="1"/> <property name="HeatMapStrength" value="0.5"/> <property name="HeatMapTime" value="1000"/> <property name="HeatMapFrequency" value="25"/> <property name="ActiveRadiusEffects" value="buffCampfireAOE(3)"/> <property class="Workstation"> <property name="Modules" value="tools,output,fuel,input"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <property name="CraftingAreaRecipes" value="x51_Working_Oven,campfire"/> </property> <property name="WorkstationIcon" value="ui_game_symbol_campfire" /> <property name="CraftActionName" value="lblContextActionCook" /> <property name="CraftIcon" value="ui_game_symbol_spatula" /> <property name="OpenSound" value="campfire_open" /> <property name="CloseSound" value="campfire_close" /> <property name="CraftSound" value="campfire_cook_click" /> <property name="CraftCompleteSound" value="campfire_complete_item" /> <property name="WorkstationJournalTip" value="campfireTip" /> <property class="RepairItems"> <property name="resourceForgedIron" value="4"/> </property> <drop event="Destroy" count="0"/> <property name="Group" value="Food/Cooking,Basics,Building"/> <property name="DescriptionKey" value="campfireDesc"/> <property name="EconomicValue" value="5"/> <property name="EconomicBundleSize" value="1"/> <property name="SellableToTrader" value="false"/> <property name="FilterTags" value="fdecor,fother,ffurniture"/> <property name="SortOrder1" value="70i0"/> </block> </append> </configs> I have a number of mods... So I searched all XML files for the words Random or Helper in the mods folder to be sure. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 20, 2018 Share Posted December 20, 2018 I think maybe it has to do with the way the game loads modlets and the order they are loaded in might determine the internal ID the blocks are given, so if you add a new modlet that adds blocks and that modlet loads before the first mod then it might change the block ID's internally for any mods that follow. Link to comment Share on other sites More sharing options...
Guppycur Posted December 20, 2018 Share Posted December 20, 2018 Yeh it loads them alphabetically. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 20, 2018 Share Posted December 20, 2018 You also can NOT change out block id mods on the same save. I learned this the hard way. Made a game with deco blocks and plants, tested them. Logged out and added more deco blocks. Logged back into the same save and all the models for the plants were now vanities and closets. So you definitely can't switch out block mods on the same game. It internally creates id numbers on start up. If you place new block mods AFTER the initial loaded ones its fine, but alphabetically if you add something before the ones in your already running save it changes them in game. Link to comment Share on other sites More sharing options...
Guppycur Posted December 20, 2018 Share Posted December 20, 2018 Good catch. I just assumed a new save... Link to comment Share on other sites More sharing options...
ecksfiftyone Posted December 21, 2018 Author Share Posted December 21, 2018 Thanks so much for the replies. ok. It's on my server so I guess I'll just avoid using these blocks until I'm sure I'm done modding. The problem is every day I think of something new I want to add. Link to comment Share on other sites More sharing options...
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