The_Great_Sephiroth
Refugee
I'm currently working on a mod I started on in A17, left for A18, and am working on again in A19. The goal is to eliminate a majority of visible wires where we would normally have wiring in the walls. I have created a fusebox which can be turned on and off and shows no wire running from it to the target item, but am having two problems. The fusebox accepts a wire from the power source (generator, battery box, solar, etc) but it is WAY out in front, floating in the air. I need to adjust this and cannot figure out how. I believe this is what had me stop working on it ages ago.
The second issue is duplicating a motion sensor, but making the wire leading to the traps invisible. A single motion sensor may activate half a dozen traps, and those wires seriously block my line of sight. I cannot remember how I made the wires leaving the fusebox invisible. Can somebody point me in the right direction?
The item code:
The second issue is duplicating a motion sensor, but making the wire leading to the traps invisible. A single motion sensor may activate half a dozen traps, and those wires seriously block my line of sight. I cannot remember how I made the wires leaving the fusebox invisible. Can somebody point me in the right direction?
The item code:
Code:
<block name="DHTA_Fusebox">
<property name="Extends" value="corrugatedMetalNoUpgradeMaster"/>
<property name="CustomIcon" value="fusebox"/>
<property name="DescriptionKey" value="DHTA_Fusebox_Desc"/>
<property name="RuntimeSwitch" value="true"/>
<property name="Class" value="Switch"/>
<property name="UnlockedBy" value="perkAdvancedEngineering"/>
<property name="Shape" value="Ext3dModel"/>
<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Industrial/fusebox" param1="main_mesh"/>
<property name="HandleFace" value="South"/>
<property name="Material" value="Mmetal_hard"/>
<property name="StabilitySupport" value="true"/>
<property name="DamageReceived" value="0.5"/>
<property name="LightOpacity" value="0"/>
<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
<property class="RepairItems">
<property name="resourceElectricParts" value="1"/>
<property name="resourceForgedIron" value="1"/>
</property>
<property name="RequiredPower" value="0"/>
<property name="DisplayType" value="blockElectrical"/>
<property name="TriggerType" value="Switch"/>
<property name="Group" value="Science"/>
<drop event="Harvest" name="resourceElectricParts" count="1,2" tag="salvageHarvest"/>
<drop event="Harvest" name="resourceScrapIron" count="0" tag="allHarvest"/>
<drop event="Destroy" name="resourceScrapIron" count="1,20" prob="1"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="150"/>
<property name="FilterTags" value="fdecor,fother,felectrical"/>
<property name="SortOrder1" value="70e0"/>
</block>
<block name="DHTA_MotionSensor">
<property name="CreativeMode" value="Player"/>
<property name="Class" value="MotionSensor"/>
<property name="UnlockedBy" value="perkAdvancedEngineering,motionsensorSchematic"/>
<property name="Material" value="Mmetal_weak"/>
<property name="StabilitySupport" value="false"/>
<property name="Shape" value="ModelEntity"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Entities/Electrical/motion_sensorPrefab"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="ImposterDontBlock" value="true"/>
<property name="Collide" value="movement,melee,bullet,arrow,rocket"/>
<property name="RequiredPower" value="5"/>
<property name="DisplayType" value="blockElectrical"/>
<property name="YawRange" value="90"/>
<property name="PitchRange" value="90"/>
<property name="Group" value="Science"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="2"/>
<property name="resourceElectricParts" value="1"/>
</property>
<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
<drop event="Harvest" name="resourceElectricParts" count="0,2" tag="salvageHarvest"/>
<drop event="Harvest" name="resourceScrapIron" count="5,10" tag="allHarvest"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="EconomicValue" value="135"/>
<property name="PickupJournalEntry" value="cameraTip,triggerDelayDurationTip,passthroughTriggeringTip"/>
<property name="FilterTags" value="fdecor,felectrical,ftraps"/>
<property name="SortOrder1" value="70a0"/>
</block>