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Sam's Stuff - v1.0

Okay, well it's definitely working fine on my servers.. any other mods in play? Do you know where to find the ConfigDump for your game?
Yes I do. Odd that it's working for you. If you need me to pull it, let me know. It's a dedicated server, so I'd have to kick people off to jump on the FTP

 
what is error guys?? i put the fridge and it's happening

<img src="https://imgtr.ee/images/2023/07/09/17ad4162c65ef8427aa4356425000cd5.jpeg" alt="17ad4162c65ef8427aa4356425000cd5.jpeg" border="0">
17ad4162c65ef8427aa4356425000cd5.jpeg


 
Question, For the SCarRespawner, in order to increase the respawn rate, do we adjust the "PlantGrowing.GrowthRate" variable? It is set to 180 by default, but I know on my server vehicles respawn each day. I want to adjust them to respawn after 14 days. 

 
Regarding the Sam's Working Stuff mod. Is there any way that you could update the mod so that the working sink will actually work if used indoors? Currently it does not function if placed inside of a building since it is based on the dew collector and requires open sky above it. 

 
Question.. I might be blind and over looking lol.... is the trader Smoke stack in any of the building recipes you have or is it left out? If left out would that be some you would add or no? 

2nd question.. in creative menu I see multiple color flags. But I seem to only see like 2 flags with 2 options in regular menu. Think they just the vanilla flags not part of your mod. Does any of the block options in your mod have the other color flags?..... like I said I might be blind and just didn't see it lol. 

 
Regarding the Sam's Working Stuff mod. Is there any way that you could update the mod so that the working sink will actually work if used indoors? Currently it does not function if placed inside of a building since it is based on the dew collector and requires open sky above it. 


I'm having the same trouble. If you give the sink 6 blocks clearance above (same as for the vanilla Dew Collector) it will work inside/under a roof. Also, bars and some other blocks like vents don't count as a roof over it, if you place them in the roof/floor above of your building. But these are only workarounds, and not very thematic for a supposedly working sink.

 
Question, For the SCarRespawner, in order to increase the respawn rate, do we adjust the "PlantGrowing.GrowthRate" variable? It is set to 180 by default, but I know on my server vehicles respawn each day. I want to adjust them to respawn after 14 days. 
That is in game minutes. If they respawn "every day", you're daynight length apparently is 180. On a daynight of 60 it would take two days

@saminal could you tell me if FireTrucks would respawn aswell with your SCarRespawner? From what i have seen in the blockplaceholders it probably don't. If not, do you plan to add them?

 
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Hey Sam.

I've downloaded your SS stack tweaks, and I love it.  Not too OP, but is relatively a good halfway medium

However...I just opened a stack can of gas and it only gave me 5000 gas, when default in game is 10000.

 
Hi, been using the Storage, Deco and Working stuff mods for a few days now, really enjoying them.   Have one request tho if possible.   Any way to add the blue/white water cooler into the Working Stuff Mod to make water?   Just seems like it would be a perfect fit 🙂

Thanks!!!

 
Hi Sam,

Thanks heaps for getting your mods updated to A21. However, I have an error when using your "Sam's Working Stuff" Mod:

WRN XML patch for "progression.xml" from mod "Sam_Working_Stuff_NoSinks" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags" (line14 at pos 6)

As the result, I can't make any of the lights as they remain locked, even though my electrician skill is at 75.

Thanks,

 
Hi Sam,

Thanks heaps for getting your mods updated to A21. However, I have an error when using your "Sam's Working Stuff" Mod:

WRN XML patch for "progression.xml" from mod "Sam_Working_Stuff_NoSinks" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags" (line14 at pos 6)

As the result, I can't make any of the lights as they remain locked, even though my electrician skill is at 75.

Thanks,
I'm noticing the same console warning message, but with the "with sinks" version.  I've tried this mod standalone to try and rule out any conflicts.  And still have the same issue.  I can grab the lights from the creative menu and place them.  But am unable to craft them.

 
Hi Sam,

Thanks heaps for getting your mods updated to A21. However, I have an error when using your "Sam's Working Stuff" Mod:

WRN XML patch for "progression.xml" from mod "Sam_Working_Stuff_NoSinks" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked' and @level='25,100']/@tags" (line14 at pos 6)

As the result, I can't make any of the lights as they remain locked, even though my electrician skill is at 75.

Thanks,


I'm noticing the same console warning message, but with the "with sinks" version.  I've tried this mod standalone to try and rule out any conflicts.  And still have the same issue.  I can grab the lights from the creative menu and place them.  But am unable to craft them.


I have no idea why it's not working for you both. I've double-checked and the code is right, and it runs fine on my local machine and my three servers. Could one of you send me the ConfigsDump for your progression.xml from your appdata Saves folder?

Subasu said:
Hey Sam.

I've downloaded your SS stack tweaks, and I love it.  Not too OP, but is relatively a good halfway medium

However...I just opened a stack can of gas and it only gave me 5000 gas, when default in game is 10000.
Thanks for the heads up - I'll fix the recipe. The gas can stacks changed to 5000 in Alpha 21 and I didn't notice.

Stack Tweaks has been updated, download again and replace the existing files and it'll fix the gas can bundle recipe.

 
I have no idea why it's not working for you both. I've double-checked and the code is right, and it runs fine on my local machine and my three servers. Could one of you send me the ConfigsDump for your progression.xml from your appdata Saves folder?
I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.

Thank you so much for looking into it though. 😊

 
I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.

Thank you so much for looking into it though. 😊
Yeah, that would definitely affect it. 

 
I played around the loading order by putting a "01" in front of the mod name, and it seems to fixed the problem. The only thing I can think of is I also has "CraftQ6" mod installed, which changed the number of magazines required for each craft level. Maybe that messed with this mod in some way.
I have similar craft tier 6 mod as well.  It changes the crafting skill "craftingElectrician" max level to 200.  Where working stuff mod maxes out the same skill at 100.  I didn't expect that to create a conflict.  But I took your advice and it got rid of that warning message.  Nice find.  Thanks.

Also Saminal, it appeared that I must have had the first version of you're A21 port of working stuff.  Downloading it again fixed everything.  By the way, did you intend to have the grills with a raging fire?

I found that these look nicer.

Charcoal Grill

<property name="ParticleName" value="chemistryStation"/>
<property name="ParticleOffset" value="-0.55,1.0,0.4"/>


Gas Grill

<property name="ParticleName" value="chemistryStation"/>
<property name="ParticleOffset" value="-0.55,1.1,0.35"/>


Let me know what you think?

 
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