• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Help - New Blocks from Mod Changing.

ecksfiftyone

New member
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.

 
Last edited by a moderator:
You'll need to post your xml, but I suspect you're using the random helper block in some way.
Blocks.xml

Code:
<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.

 
Last edited by a moderator:
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.

 
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.

 
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. :(

 
Back
Top