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Experimental Recipes

Ok Ive been staring at XML code for several hours now, so forgive my blindness - but those 2 snippets look the same, which specific part do you believe is wrong?

 
I downloaded the initial link, and was going through the code to make changes when I noticed this....

Code:
	<recipe name="Ammunition Nation II Book" count="1" scrapable="False" craft_time="60" craft_exp_gain="2" learn_exp_gain="20" >        <ingredient name="paper" count="100" grid="0, 0" />
       <ingredient name="5.45x39mm_Bullet" count="1" grid="-2, -2" />
       <ingredient name="5.56x45mm_NATO" count="1" grid="-1, -2" />
       <ingredient name="5.7x28ذ¼ذ¼_Bullet" count="1" grid="0, -2" />
       <ingredient name="7.62x51mm_NATO" count="1" grid="1, -2" />
       <ingredient name="7.62x39mm_Bullet" count="1" grid="2, -2" />
       <ingredient name="8.6أ—70mm_Bullet" count="1" grid="-2, -1" />
       <ingredient name="bulletTipMold" count="1" grid="-1, -1" />
       <ingredient name="bulletCasingMold" count="1" grid="0, -1" />
</recipe>
I'm assuming that the code got corrupted while downloading or extracting, but that means I have to manually go through the rest of it to check it.

....

Ok Ive been staring at XML code for several hours now, so forgive my blindness - but those 2 snippets look the same, which specific part do you believe is wrong?
In the first snippet of code, there are weird non-english letter/number characters in the spelling of "5.7x28mm_Bullet" and "8.6x70mm_Bullet" (at least, those are the 2 problems I see.).

Yeah, I hope more of the code isn't like that...that's a lot of code to have to check line-by-line. ::cringe::

 
The mod has been updated to version V12.00, moved from alpha version of the game 10.4 (b10) on the alpha 11.2 (b4).....
Any chance you have an updated sharedassets2 file for v.11.2? Just curious. Thanks. :)

 
I downloaded the initial link, and was going through the code to make changes when I noticed this....

Code:
	<recipe name="Ammunition Nation II Book" count="1" scrapable="False" craft_time="60" craft_exp_gain="2" learn_exp_gain="20" >        <ingredient name="paper" count="100" grid="0, 0" />
       <ingredient name="5.45x39mm_Bullet" count="1" grid="-2, -2" />
       <ingredient name="5.56x45mm_NATO" count="1" grid="-1, -2" />
       <ingredient name="5.7x28ذ¼ذ¼_Bullet" count="1" grid="0, -2" />
       <ingredient name="7.62x51mm_NATO" count="1" grid="1, -2" />
       <ingredient name="7.62x39mm_Bullet" count="1" grid="2, -2" />
       <ingredient name="8.6أ—70mm_Bullet" count="1" grid="-2, -1" />
       <ingredient name="bulletTipMold" count="1" grid="-1, -1" />
       <ingredient name="bulletCasingMold" count="1" grid="0, -1" />
</recipe>
I'm assuming that the code got corrupted while downloading or extracting, but that means I have to manually go through the rest of it to check it.

From what I can see, I believe it should look like this....

Code:
	<recipe name="Ammunition Nation II Book" count="1" scrapable="False" craft_time="60" craft_exp_gain="2" learn_exp_gain="20" >        <ingredient name="paper" count="100" grid="0, 0" />
       <ingredient name="5.45x39mm_Bullet" count="1" grid="-2, -2" />
       <ingredient name="5.56x45mm_NATO" count="1" grid="-1, -2" />
       <ingredient name="5.7x28mm_Bullet" count="1" grid="0, -2" />
       <ingredient name="7.62x51mm_NATO" count="1" grid="1, -2" />
       <ingredient name="7.62x39mm_Bullet" count="1" grid="2, -2" />
       <ingredient name="8.6x70mm_Bullet" count="1" grid="-2, -1" />
       <ingredient name="bulletTipMold" count="1" grid="-1, -1" />
       <ingredient name="bulletCasingMold" count="1" grid="0, -1" />
</recipe>
Can you verify this is true before I go tinkering around with the rest of it?

Thanks.
Thanks. I will fix it.

 
The mod has been updated to version V13.00.

Added:

Now it is possible to wash by using "cloth" as well as a bar of soap, but the first step removes dirt. "Cobweb" can be selected. Expanded materials, added: Bronze, Tin. Shaped arrangement of ores and change the number and type of ore. New items: "Tin_Scrap", "Tin_Ingot", "Bronze_Ingot_Mold", "Tin_Ingot_Mold", "Bronze_Blank", "Scrap_Bronze", "Bronze_Ingot", "Forged_Bronze", "Bronze_Strips", "Bronze_Axe", "Bronze_Pickaxe", "Bronze_Sledgehammer" , "Brass_Axe", "Bronze_Shovel", "Bronze_Hoe". With their recipes. Recipes from the group "Forging / Molds" scattered on the books. "Home Maintenance III Book" provides recipes: "Nailgun", "Chainsaw", "Auger", "Chain Saws".

Updated:

"Napkin" now eliminates the 1st and 2nd stage mud. "Splint" now holds 6 hours of play, and not forever. modified material "Stone_Pickaxe" on the "stone". "Sniper rifle receiver" exhibited icon. recipes "Steel_Blank" and "Brass_Blank". Balanced strength materials: "wood", "copper", "stone", "bronze", "iron", "brass", "steel", "tungsten". For tools and melee weapons. Just change the quality of items.

Upon receipt of the status of the dirty, no longer takes any health or stamina. Fixed feeding slot. "ConcreteMix" tinkering with the second recipe with canned and moved to the "Resources" changed the recipe chest and shovels of stone. "RottingFlesh" added worm-odor.

Note:

To ore underground work, will have to start a new game or go to another unexplored biome.

The mod has been updated to version V13.02.

Updated:

The book "Home Maintenance III Book" included in the loot. Fixed a bug in the writing of "5.7x28mm_Bullet" and "8.6x70mm_Bullet".

 
Thanks Carmela - the downside to staring at code - you become blind to it lol!
haha. I've been doing so for a few days now as well. Totally get it. :) It took me a while to find that one.

Only when I knew, how to edit it.
@Sergant1000 -

That is what I figured seeing as I can't find a way to do those edits the old way either. Just figured I'd ask.

Also - as an option for working with those files, if you're interested -- I think that the newly posted tool on the modding tool forums, SD2DX (extender), could be helpful in allowing you to make such edits, at least to some extent. Don't know if it will do everything, but it does *a lot*. If you code your files correctly, you can do loose file modding now and have the mod manager copy all your stuff into the XML's -- plus it can rebuild the item atlas with loose file icons for you, and also edit resources, assets, and code, I believe.

It's a pretty robust tool.

Just figured I'd put that out there as it may at least be helpful to you for the moment. I know I've been enjoying using it. I can have all of my different mods as loose file mods and turn individual ones on and off with the checking of a box and the click of a button. Very nice. :)

~~~~

as a second question, though, I noticed that you have your item IDs for you mod between 3700 and 4000. Does that actually work? Have you found a way to make it accept items above ID 903? If so, how? I'd love to know how to do that. haha

Thanks!

 
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I should probably correct my phrasing in the previous post, referring to SD2DX:

The mod manager will automatically input OR remove your mod's edits with the check of a box and the click of a button -- IF you code the mod files correctly, which isn't difficult, just a little time consuming, maybe.

It can also ADD (or remove) your icons, resources, assets, and code into the game files for you automatically in the same way.

It can't "Edit" them. Just wanted to correct that.

 
Thanks Carmela. I try to use SD2DX. About ID, by trial and error I knew what maximum working number, in Items is 4000 and blocks is 2000. On this Iam killing two days.

 
You can also chaing existing recipes, items( properties), blocks

only thing I do diferent for my selfish mod is I put all the xml stuf and icons in 1 map called Randor9's mod only special items and stuf that need unity fille stuf ( that I havent goten to work)

This wil spare time and make it easy for people wanting to yuse multiple mods.( this is about sd2dx tool)

 
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Few bugs found so far.

Terrain formations are bugged and hills have water blocks with copper in them. Also bosses seem to be spawning way too much.

3 fat bosses and 2 bag of bonus in first 10 minute of game.

Need to be toned down.

 
The mod has been updated to version V13.03.

Updated:

3-4 ground level, water is removed and the ore has ceased to be clustered. Exhibited icon "sniperRifle_receiver_Mold".

 
Few more bugs. Iron shop shelves are not lootable, throws an error when trying to open them. Same happens with fridge bottoms. Adding refrigerator to bugged loot list.

Getting nullexception when trying to loot.

 
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Few more bugs. Iron shop shelves are not lootable, throws an error when trying to open them. Same happens with fridge bottoms. Adding refrigerator to bugged loot list.
Getting nullexception when trying to loot.
They looting on new map or biom.

 
Few bugs found so far.
Terrain formations are bugged and hills have water blocks with copper in them. Also bosses seem to be spawning way too much.

3 fat bosses and 2 bag of bonus in first 10 minute of game.

Need to be toned down.
Its normal. Some times need run away.

 
Thanks Carmela. I try to use SD2DX. About ID, by trial and error I knew what maximum working number, in Items is 4000 and blocks is 2000. On this Iam killing two days.
Oh. My. God.

You're right. You can go above 903. It's just that none of the items to which you give id's above 903 will show up in your creative window. You just can't see the items in the creative window, but when I told it to spawn my character with an item with id="904", it did. It's in her inventory...

That's so **weird**.

Does anyone know of any sort of fix to get the creative window to display all of your items, then? I'm gonna ask on the general modding forums as well.

Thank you for the info, Sergant. Most of the people on the forums have been working under the assumption, I think, that you just can't have items above 903, just because they wouldn't show in the creative window.

So frustrating. haha

 
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