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Kiln Mod (a.k.a. Super-charged Forge)

Tehkarma

Tester
I had players asking for a "super-charged" forge, so I came up with a kiln to help my builders produce mass quantities of resources (and a few goodies.) I hear through the grapevine other servers might like it, too.

BLOCK.xml

Code:
<block id="1566" name="kiln">
 <property name="CustomIcon" value="dartTrap" />
 <property name="Class" value="Forge"/>
 <property name="Material" value="Mstone_scrap"/>
 <property name="MaxDamage" value="800"/>
 <property name="StabilitySupport" value="true"/>
 <property name="Shape" value="ModelEntity"/>
 <property name="Model" value="Entities/Electrical/arrowTrapPrefab"/>
 <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="2"/>
 <property name="HeatMapTime" value="1200"/>
 <property name="HeatMapFrequency" value="25"/>
 <!-- <property name="BuffsWhenWalkedOn" value="burningSmall"/> dont think the forge class supports this -->
 <property name="ActiveRadiusEffects" value="+heatSource(3)"/>
 <property class="Workstation">
   <property name="CraftingAreaRecipes" value="kiln"/>
   <property name="Modules" value="output,fuel,material_input"/>
   <property name="InputMaterials" value="iron,stone,clay"/>
 </property>
 <property class="RepairItems">
   <property name="forgedSteel" value="16"/>
   <property name="mechanicalParts" value="3"/>
   <property name="electricParts" value="2"/>
 </property>
 <drop event="Harvest" name="mechanicalParts" count="1,3" tool_category="Disassemble"/>
 <drop event="Harvest" name="electricParts" count="1,2" tool_category="Disassemble"/>
 <drop event="Harvest" name="scrapIron" count="20,100"/>
 <drop event="Destroy" count="0"/>
 <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
 <property name="TakeDelay" value="15"/>
 <property name="Stacknumber" value="1"/>
 <property name="Group" value="Basics,Building"/>
 <property name="EconomicValue" value="500"/>
</block>
PROGRESSION.xml

Code:
<perk name="Kiln Perk" icon="forge" title_key="Kiln" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="10" group="tools">
 <requirement skill_level="1" required_skill_name="craftSkillScience" required_skill_level="8"/>
 <requirement skill_level="1" required_skill_name="Mining Tools" required_skill_level="25"/>
 <recipe name="kiln" unlock_level="1"/>
</perk>

<perk name="Gold Ring" icon="trophy" description_key="goldNugget" title_key="Craft Gold Nugget" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="20" group="tools">
 <requirement skill_level="1" required_skill_name="Miner 69er" required_skill_level="5"/>
 <requirement skill_level="1" required_skill_name="Mining Tools" required_skill_level="75"/>
 <requirement skill_level="1" required_skill_name="craftSkillScience" required_skill_level="10"/>
 <recipe name="goldNugget" unlock_level="1"/>
</perk>

<perk name="Silver Ring" icon="trophy" description_key="silverNugget" title_key="Craft Silver Nugget" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="15" group="tools">
 <requirement skill_level="1" required_skill_name="Construction Tools" required_skill_level="10"/>
 <requirement skill_level="1" required_skill_name="Mining Tools" required_skill_level="50"/>
 <requirement skill_level="1" required_skill_name="craftSkillScience" required_skill_level="8"/>
 <recipe name="silverNugget" unlock_level="1"/>
</perk>
XUI.xml

Code:
<window_group name="workstation_kiln" controller="XUiC_WorkstationWindowGroup">
 <window name="mapTimeHUD"/>
 <window name="windowCraftingList"/>
 <window name="craftingInfoPanel"/>
 <window name="windowCraftingQueue"/>
 <window name="windowFuel" />
 <window name="windowForgeInput" />
 <window name="windowOutput" />
 <window name="windowNonPagingHeader" />
</window_group>
RECIPE.xml

Code:
<recipe name="concreteMix" count="1" craft_area="kiln" material_based="true" craft_time = "0.5" craft_exp_gain="0">
 <ingredient name="unit_stone" count="6"/>
</recipe>

<recipe name="potassiumNitratePowder" count="1" craft_area="kiln" material_based="true" craft_time = "50" craft_exp_gain="0">
 <ingredient name="unit_iron" count="10"/>
 <ingredient name="unit_clay" count="10"/>
</recipe>

<recipe name="scrapBrass" count="1" craft_area="kiln" material_based="true" craft_time = "50" craft_exp_gain="0">
 <ingredient name="unit_iron" count="10"/>
 <ingredient name="unit_stone" count="10"/>
</recipe>

<recipe name="goldNugget" count="1" craft_area="kiln" material_based="true" craft_time = "10000" craft_exp_gain="0">
 <ingredient name="unit_iron" count="100"/>
 <ingredient name="unit_stone" count="100"/>
</recipe>

<recipe name="silverNugget" count="1" craft_area="kiln" material_based="true" craft_time = "10000" craft_exp_gain="0">
 <ingredient name="unit_iron" count="100"/>
 <ingredient name="unit_stone" count="100"/>
</recipe>

<recipe name="kiln" count="1" craft_time = "750" craft_area="workbench">
 <ingredient name="smallEngine" count="1"/>
 <ingredient name="burningBarrelPlayer" count="1"/>
 <ingredient name="radiator" count="1"/>
 <ingredient name="shortMetalPipe" count="15"/>
 <ingredient name="forgedIron" count="10"/>
</recipe>
 
Pretty cool. If you did this in SDX you could actually add its own model.
Since this goes on a public server, I avoid anything players would have to download ... unless I'm completely mistaken and they wouldn't need to download anything?

 
This code will not work in 17 with out changes
dang do you know how to make it work? I just don't want to wait 5 hours to get a ton of materials

 
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