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Custom forge, and workstation

https://imgur.com/Gn3OAz2

THAT'S ENOUGH... I ONLY WANTED A FORGE TYPE THING WITH MY OWN RECIPES.... AND THE GAME IS A SUCKER AND DONT LET ME DO IT.

I tried everything. And Im really angry now, so I will delete this block from the earth... you guys try to help me, but there is a game blocking all of the ideas, and nothing helps on it. I dont have patience for just stuck at ONE BLOCK.... ONE MINDBLOWIN' BLOCK THAT I HAVE TO TRY TO MAKE A CODE THAT "WORKS" FOR THAT CRAP

Im trying to make this crap about 3 days and my brain is out of patience completely... Patience now about -99999999999999 so I dont know what to do now....

The last thing I try to do is paste it in the original file, and if it works in that, I will knife myself in the balls

 
Last edited by a moderator:
Okay guys, the problem was at this part:

<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,input"/>

<property name="InputMaterials" value="iron,brass,lead,glass,stone,clay"/>

</property>

And the correct that I needed:

<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,material_input"/>

<property name="InputMaterials" value="iron,brass,lead,glass,stone,clay"/>

</property>

So that small "material_" caused all of my problems hooooollly mooooollly

my code now:

<block name="WoodBurningFurnace">

<property name="Class" value="Forge"/>

<property name="UnlockedBy" value="perkAdvancedEngineering,forgeSchematic"/>

<property name="Material" value="Mstone_scrap"/>

<property name="MaxDamage" value="800"/>

<property name="StabilitySupport" value="true"/>

<property name="Shape" value="ModelEntity"/>

<property name="Path" value="solid"/>

<property name="Model" value="#@modfolder:Resources/Testfurnace.unity3d?Testfurnace" />

<property name="Place" value="TowardsPlacerInverted"/>

<property name="OnlySimpleRotations" value="true"/>

<property name="IsTerrainDecoration" value="true"/>

<property name="ParticleName" value="forge"/>

<property name="ParticleOffset" value="0.5,0,0.5"/>

<property name="ImposterDontBlock" value="true"/>

<property name="Stacknumber" value="1"/>

<property name="HeatMapStrength" value="6"/>

<property name="HeatMapTime" value="5000"/>

<property name="HeatMapFrequency" value="1000"/>

<property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/>

<property name="ActiveRadiusEffects" value="buffCampfireAOE(5)"/>

<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,material_input"/>

<property name="InputMaterials" value="lead,glass,stone,clay"/>

</property>

<property name="WorkstationIcon" value="ui_game_symbol_forge"/>

<property name="OpenSound" value="forge_open"/>

<property name="CloseSound" value="forge_close"/>

<property name="CraftSound" value="forge_smelt_click"/>

<property name="CraftCompleteSound" value="forge_item_complete"/>

<property name="WorkstationJournalTip" value="forgeTip"/>

<property class="RepairItems">

<property name="resourceRockSmall" value="50"/>

<property name="resourceClayLump" value="60"/>

<property name="resourceLeather" value="20"/>

</property>

<drop event="Harvest" name="resourceRockSmall" count="30" tag="allHarvest"/>

<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>

<drop event="Harvest" name="resourceRockSmall" count="20" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceClayLump" count="20" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceLeather" count="5" tag="salvageHarvest"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/>

<property name="TakeDelay" value="15"/>

<property name="Group" value="Building,advBuilding"/>

<property name="DescriptionKey" value="forgeDesc"/>

<property name="EconomicValue" value="1000"/>

<property name="FilterTags" value="fdecor,fother,ffurniture"/>

<property name="SortOrder1" value="70i0"/>

</block>

and it works in the original files....

https://imgur.com/atiRRSx

THANKS FOR HELP EVERYONE!!!

And I have a question.. how to position the smoke effect on the top? My furnace is 2 block high, and looks like this: https://skfb.ly/6Mpup I want to make the smoke come out of the chimney, and the light from the top and the bottom bars.(the smoke neccessary, but the light not. how is it possible?)

 
Last edited by a moderator:
There is an offset value in the particle effect. If I remember correctly the light is part of the unity file and not able to be changed in code. (Might be wrong)

Congrats on getting your block working! It does get easier... until the next alpha 😁

 
So that small "material_" caused all of my problems hooooollly mooooollly

my code now:
hmm... it correctly was written in the screenshot...

Line:

<property name="ParticleOffset" value="0.5,0,0.5"/>


located of particle effects (X,Y,Z relative to the block)

Unfortunately, integrated particle can not be divided into parts, and you can't use more than one.

Here you need a specially created particle for such a model.

 
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I will download the a18.2(b5) depot from steam, and I hope thenext alpha will have tha "same" coding as the a18.2 has, because the a18.2's coding almost the same if we compare to a17.4. Thanks for congrats, I was really upset to the game that not wanted to tell me what's wrong with my code.

 
Ty for posting your whole proccess - I was a lurker for a long time doing my own thing and these kinds of threads helped a lot

 
Hi venom2019

I have seen your images and there are several things.

1. In XUi delete the ruleset line you put, at the beginning it should be like this <append xpath = "/ xui / ruleset"> I have it that way.

2. In windows put windowToolsForge not as you put windowToolsWoodBurningFurnace.

3. You need to add ui_display so that the icons appear as in the normal forge (resources, building, tools, etc).

4. I think that in windows you also need to add windowFuel, windowForgeInput and windowOutpot.

I hope that helps you.

Happy start of the year for everyone

 
convergent, I'm happy to see that my tries helped you with your block, and hope that it will work as you want, and modding 7dtd can blow your mind sometimes, because 1 wrong capital letter for example <property name="model" ..../> is not the same with <property name="Model" ..../>... Or, material_input and input are matter a lot for the game. So be careful with the codes.

 
Okay guys, the problem was at this part:<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,input"/>

<property name="InputMaterials" value="iron,brass,lead,glass,stone,clay"/>

</property>

And the correct that I needed:

<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,material_input"/>

<property name="InputMaterials" value="iron,brass,lead,glass,stone,clay"/>

</property>

So that small "material_" caused all of my problems hooooollly mooooollly

my code now:

<block name="WoodBurningFurnace">

<property name="Class" value="Forge"/>

<property name="UnlockedBy" value="perkAdvancedEngineering,forgeSchematic"/>

<property name="Material" value="Mstone_scrap"/>

<property name="MaxDamage" value="800"/>

<property name="StabilitySupport" value="true"/>

<property name="Shape" value="ModelEntity"/>

<property name="Path" value="solid"/>

<property name="Model" value="#@modfolder:Resources/Testfurnace.unity3d?Testfurnace" />

<property name="Place" value="TowardsPlacerInverted"/>

<property name="OnlySimpleRotations" value="true"/>

<property name="IsTerrainDecoration" value="true"/>

<property name="ParticleName" value="forge"/>

<property name="ParticleOffset" value="0.5,0,0.5"/>

<property name="ImposterDontBlock" value="true"/>

<property name="Stacknumber" value="1"/>

<property name="HeatMapStrength" value="6"/>

<property name="HeatMapTime" value="5000"/>

<property name="HeatMapFrequency" value="1000"/>

<property name="BuffsWhenWalkedOn" value="buffBurningEnvironment"/>

<property name="ActiveRadiusEffects" value="buffCampfireAOE(5)"/>

<property class="Workstation">

<property name="CraftingAreaRecipes" value="forge"/>

<property name="Modules" value="tools,output,fuel,material_input"/>

<property name="InputMaterials" value="lead,glass,stone,clay"/>

</property>

<property name="WorkstationIcon" value="ui_game_symbol_forge"/>

<property name="OpenSound" value="forge_open"/>

<property name="CloseSound" value="forge_close"/>

<property name="CraftSound" value="forge_smelt_click"/>

<property name="CraftCompleteSound" value="forge_item_complete"/>

<property name="WorkstationJournalTip" value="forgeTip"/>

<property class="RepairItems">

<property name="resourceRockSmall" value="50"/>

<property name="resourceClayLump" value="60"/>

<property name="resourceLeather" value="20"/>

</property>

<drop event="Harvest" name="resourceRockSmall" count="30" tag="allHarvest"/>

<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>

<drop event="Harvest" name="resourceRockSmall" count="20" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceClayLump" count="20" tag="salvageHarvest"/>

<drop event="Harvest" name="resourceLeather" count="5" tag="salvageHarvest"/>

<drop event="Destroy" count="0"/>

<drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/>

<property name="TakeDelay" value="15"/>

<property name="Group" value="Building,advBuilding"/>

<property name="DescriptionKey" value="forgeDesc"/>

<property name="EconomicValue" value="1000"/>

<property name="FilterTags" value="fdecor,fother,ffurniture"/>

<property name="SortOrder1" value="70i0"/>

</block>

and it works in the original files....

https://imgur.com/atiRRSx

THANKS FOR HELP EVERYONE!!!

And I have a question.. how to position the smoke effect on the top? My furnace is 2 block high, and looks like this: https://skfb.ly/6Mpup I want to make the smoke come out of the chimney, and the light from the top and the bottom bars.(the smoke neccessary, but the light not. how is it possible?)
Hi venom2019 and congrats,You managed to make it work.

Put the code in that part that caused you error was fine, well the important thing is that it worked.

You only need to add ui_display to have the icons as in the normal forge.

 
Gouki, I have to make it in the blocks.xml or the xui, or the windows.xml? and how?

 
Last edited by a moderator:
Actually, the particle effect is the smoke and the fire too!!!!
Hi venom2019

Yes, the effect must be like that.

Hi venom2019

I have my files like that

Blocks.xml

<configs>

<append xpath="/blocks" >

<block name="BigForge">

<property name="CustomIcon" value="BigForge" />

<property name="DescriptionKey" value="BigForgeDesc"/>

<property name="Extends" value="forge" />

<property name="Shape" value="ModelEntity" />

<property name="Model" value="#@modfolder:Resources/Workstations.unity3d?BigForge.prefab" />

<property name="MultiBlockDim" value="2,3,1" />

<!-- <property name="ParticleName" value="campfire" />

<property name="ParticleOffset" value="0,1.2,0.5" /> -->

<property name="ImposterDontBlock" value="true" />

<property name="Class" value="Forge"/>

<property name="UnlockedBy" value="BigForgeSchematic"/>

</block>

</append>

</configs>

XUi.xml

<configs>

<append xpath="/xui/ruleset" >

<window_group name="workstation_BigForge" controller="XUiC_WorkstationWindowGroup">

<window name="windowCraftingList"/>

<window name="craftingInfoPanel"/>

<window name="windowCraftingQueue"/>

<window name="windowToolsBigForge" />

<window name="windowFuelBigForge" />

<window name="windowBigForgeInput" />

<window name="windowBigForgeOutput" />

<window name="windowNonPagingHeader" />

</window_group>

</append>

</configs>

Windows.xml

<configs>

<append xpath="/windows">

<window name="windowToolsBigForge" width="228" height="121" panel="Right" cursor_area="true" >

<!--#$-IGS END.-$#-->

<panel style="header.panel" pos="0,77">

<sprite style="header.icon" sprite="ui_game_symbol_wrench"/>

<label style="header.name" text="TOOLS" text_key="xuiTools" />

</panel>

<rect name="content" depth="0" pos="0,32" height="75" disablefallthrough="true" >

<grid name="inventory" rows="2" cols="2" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationToolGrid" repeat_content="true" allow_sort_order="false"

required_tools="toolAnvil,toolForgeCrucible,toolAndDieSet,toolBellows" required_tools_only="true">

<required_item_stack name="0"/>

</grid>

</rect>

</window>

<window name="windowFuelBigForge" width="228" height="166" panel="Right" cursor_area="true">

<!--#$-IGS END.-$#-->

<panel style="header.panel" pos="0,2">

<sprite style="header.icon" sprite="ui_game_symbol_fire"/>

<label style="header.name" text="FUEL" text_key="xuiFuel" />

<label style="header.timer"/>

</panel>

<rect name="content" depth="0" pos="0,-43" height="79" >

<rect disablefallthrough="true">

<grid rows="1" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationFuelGrid" repeat_content="true" allow_sort_order="false">

<item_stack name="0"/>

</grid>

</rect>

<grid name="slot_preview" depth="1" rows="1" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="SlotPreview">

<rect>

<sprite name="slot" depth="2" width="64" height="64" sprite="resourceWood" atlas="ItemIconAtlasGreyscale" pos="35,-35" pivot="center" foregroundlayer="true"/>

</rect>

<rect>

<sprite name="slot" depth="2" width="64" height="64" sprite="resourceWood" atlas="ItemIconAtlasGreyscale" pos="35,-35" pivot="center" foregroundlayer="true"/>

</rect>

<rect>

<sprite name="slot" depth="2" width="64" height="64" sprite="resourceWood" atlas="ItemIconAtlasGreyscale" pos="35,-35" pivot="center" foregroundlayer="true"/>

</rect>

</grid>

</rect>

<panel name="buttonContent" depth="5" pos="0, -119" height="40" backgroundcolor="[black]" bordercolor="[black]">

<sprite depth="5" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" />

<rect depth="1" pos="3,-3" width="225" height="34">

<button name="button" sprite="menu_empty" defaultcolor="[mediumGrey]" disabledcolor="[mediumGrey]" hoversprite="ui_game_select_row" hovercolor="[white]" type="sliced" width="222" hoverscale="1.0" />

<sprite depth="2" name="flameIcon" style="icon32px" pos="5,0" sprite="ui_game_symbol_fire" />

<label depth="2" name="onoff" pos="0,-6" justify="center" text="TURN ON" text_key="xuiTurnOn" font_size="26" />

</rect>

</panel>

</window>

<!--#$-IGS BEGIN: Adding cursor area. -$#-->

<window name="windowBigForgeInput" width="228" height="229" panel="Right"

controller="WorkstationMaterialInputWindow" materials_accepted="iron,brass,lead,glass,stone,clay" valid_materials_color="[green]" invalid_materials_color="[red]" cursor_area="true" >

<panel style="header.panel" pos="0,2">

<sprite style="header.icon" sprite="ui_game_symbol_forge"/>

<label style="header.name" text="INPUT" text_key="xuiSmelting" />

</panel>

<sprite depth="3" name="backgroundMain" sprite="menu_empty3px" pos="0,-43" height="228" color="[black]" type="sliced" fillcenter="false" on_press="true" />

<rect name="content" depth="1" pos="0,-121" height="153">

<grid depth="7" rows="3" cols="1" pos="3,75" cell_width="75" cell_height="75" controller="WorkstationMaterialInputGrid" repeat_content="true">

<item_stack name="0"/>

</grid>

</rect>

<rect name="content2" depth="0" pos="78, -46" width="147" height="223">

<sprite depth="1" color="[mediumGrey]" type="sliced" on_press="true"/>

<grid rows="7" cols="1" pos="3,-3" cell_width="147" cell_height="32" repeat_content="true">

<forge_material name="0"/>

</grid>

</rect>

</window>

<window name="windowBigForgeOutput" pos="0,-48" width="228" height="152" anchor="CenterTop" panel="Right" cursor_area="true" >

<panel style="header.panel" pos="0,-38">

<sprite style="header.icon" sprite="ui_game_symbol_loot_sack"/>

<label style="header.name" text="OUTPUT" text_key="xuiOutput" />

</panel>

<rect name="content" depth="0" pos="0,-83" height="150" disablefallthrough="true" on_press="true">

<sprite depth="2" name="backgroundMain" sprite="menu_empty3px" height="150" color="[black]" type="sliced" fillcenter="false" on_press="true" />

<grid name="inventory" rows="2" cols="3" pos="3,-3" cell_width="75" cell_height="75" controller="WorkstationOutputGrid" repeat_content="true">

<item_stack name="0"/>

</grid>

</rect>

</window>

</append>

</configs>

To my forge I also added it to melt copper and zinc, I struggled to do it but I made it work, it also has 3 slots in the input.

I hope that helps you.

Happy start of the year for everyone

 
Last edited by a moderator:
Gouki, that's really nice job man! Keep it up, and I will try that

and as I see this :<property name="ParticleName" value="campfire" />

Am I able to put a custom particle effect there for example: <property name="ParticleName" value="#@modfolder:Resources/Smoke.unity3d?smoke" /> ?

 
How can I remove the fire effect? or separate it, or mak a custom effect to the game?
In that part I don't know much, but maybe it would be edit

<property name = "ParticleOffset" value = "0,1.2,0.5" /> ->

It would be a matter of trial and error,Or maybe it's not there.

You should leave it that way, I don't see what the problem is or it's because of having your unique forge.

I just made a functional wall oven of the hernanxx mod and when activated it has the sound of the campfire and then it goes out, but it still works, it does not show me any type of fire or smoke.

Check my pictures,the mod is called Unnecessary but Beautiful Mod from hernanxx.

 
Last edited by a moderator:
Gouki, that's really nice job man! Keep it up, and I will try thatand as I see this :<property name="ParticleName" value="campfire" />

Am I able to put a custom particle effect there for example: <property name="ParticleName" value="#@modfolder:Resources/Smoke.unity3d?smoke" /> ?

Thank you, the idea is to help us all, every day you learn something new.

I don't know for sure, venom2019, but you could try.

I think not

Your prefab of the forge is beautiful, old style, like the stove before.

Keep it up

 
Last edited by a moderator:
The mortician drawer sound (found in loot containers in loot.xml) would sound great for a furnace if you want that sort of custom sound.

 
Actually guys, my "version" for custom particle effect is works.

https://i.imgur.com/B9Yde41.png

This is a bit out positioned, but I will fix it. but it works.

the code:

<property name="ParticleName" value="#@modfolder:Resources/Smoke.unity3d?Smoke"/>

And I think why: The game uses campfire or forge as the effect, because that's how the effect called in the file, and the original code don't need the path for that effect. so the original can use campfire or forge. but we modders we have to put the exact path for that.

 
Actually guys, my "version" for custom particle effect is works.
https://i.imgur.com/B9Yde41.png

This is a bit out positioned, but I will fix it. but it works.

the code:

<property name="ParticleName" value="#@modfolder:Resources/Smoke.unity3d?Smoke"/>

And I think why: The game uses campfire or forge as the effect, because that's how the effect called in the file, and the original code don't need the path for that effect. so the original can use campfire or forge. but we modders we have to put the exact path for that.
Congrats venom2019,wanting is power.

Just lower the brightness of the smoke a little.

Regards

 
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