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modlet help

When you load the game up are you getting any warnings .. I have other UI Modlets installed and the Drconfused one would not load the windows.xml.

Its possible the windows.xml is not applying ...this will show up if you press F1 and scroll through the logs

 
When you load the game up are you getting any warnings .. I have other UI Modlets installed and the Drconfused one would not load the windows.xml.
Its possible the windows.xml is not applying ...this will show up if you press F1 and scroll through the logs
yes I get this one

WRN XML patch for "XUi/windows.xml" from mod "More_Weapon_Mods" did not apply: <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1]/grid[@name=parts]/@rows"

 
yes I get this one WRN XML patch for "XUi/windows.xml" from mod "More_Weapon_Mods" did not apply: <set xpath="/windows/window[@name=windowAssemble]/panel[@name=content]/rect[@depth=1]/grid[@name=parts]/@rows"
I get same with Drconfused modlet, I will look into this a bit more tonight when i get home ... its probabaly a conflict with another modlet or mod for my errors . Drconfused thread has no reports of his auger and chainsaw mods not working properly and they are using same code as yours.

 
See PM a fixed windows.xml messier using xpath remove and insertAfter but throws no errors.

Although still can not get the extra rows to show

 
Last edited by a moderator:
Looks like I was forgetting a piece of the code here is the update

Code:
<set xpath="/windows/window[@name='windowAssemble']/panel[@name='content']/rect[@depth='1']/rect[@depth='1']/grid[@name='parts']/@rows">10</set>
there should have been these two /rect[@depth='1'/rect[@depth='1' but I only had one so it was not finding the right location.

This should work now, tested on my augers and chainsaws and works.

 
Looks like I was forgetting a piece of the code here is the update

Code:
<set xpath="/windows/window[@name='windowAssemble']/panel[@name='content']/rect[@depth='1']/rect[@depth='1']/grid[@name='parts']/@rows">10</set>
there should have been these two /rect[@depth='1'/rect[@depth='1' but I only had one so it was not finding the right location.

This should work now, tested on my augers and chainsaws and works.
Thanks for the update Drconfused :)

 
thank you Drconfused the fix worked.

but I have another Question what is the xpath to remove the windowCraftingQueue and to insertAfter.

thank you guy for the help.

 
hey all is there a modlet for adding gold, or any others to the vains and rocks?

and if I have to make them how so I add them to the vains and rocks?

thank you.

 
hey all is there a modlet for adding gold, or any others to the vains and rocks?and if I have to make them how so I add them to the vains and rocks?

thank you.
What you want to do is add some harvest events to the blocks in question... example

Code:
<append xpath="blocks/block[@name='terrStone']>
<drop event="Harvest" name="resourceGoldNugget" count="3"  prob="0.01" tag="oreWoodHarvest"/>
</append>
just change the count # to what you want it to be. I think it will also work in randomness if you did something like 1,15. And of course the prob= is percentage and the above code means its a 1% chance to drop.

 
thank you Drconfused the fix worked.but I have another Question what is the xpath to remove the windowCraftingQueue and to insertAfter.

thank you guy for the help.
I am not understanding what the question is, can you elaborate?

And for custom tint all I know so far is that it works on icons but not sure how to do that if its a model.

example to tint something a deep redish color

Code:
		<property name="CustomIcon" value="AwesomeICONhere"/>
		<property name="CustomIconTint" value="ffb0b0"/>
 
You can add custom tint to items like weapons without the use of the Dye modifiers, never tried on other items like forges or workbenches but may work.

This is the code for a machete

Code:
<property name="CustomIcon" value="meleeToolMachete"/>
<property name="CustomIconTint" value="44aa00"/>
 
I am not understanding what the question is, can you elaborate?
And for custom tint all I know so far is that it works on icons but not sure how to do that if its a model.

example to tint something a deep redish color

Code:
		<property name="CustomIcon" value="AwesomeICONhere"/>
		<property name="CustomIconTint" value="ffb0b0"/>
im asking how to get the colors. like how did u get the redish color?

 
The admin pistol has this property <Property name="TintColor" value="255,160,160"/> add that to an item and try playing with the values to to see if it changes the color. Its possible that the ability to tint items is something that needs to be enabled in the unity asset file so it may not work with all items or blocks.

 
Heres a good link for help to get the hex and rgb values https://htmlcolorcodes.com/
thank you. so I'm using Drconfused code and the color is off here is what I'm using, the first event is blue and the first harvest is red. is this ok?

<configs>

<append xpath="blocks/block[@name=terrStone]>

<drop event="Harvest" name="resourceGoldNugget" count="2" prob="0.25" tag="oreWoodHarvest"/>

<drop event="Harvest" name="resourceSilverNugget" count="3,15" prob="0.25" tag="oreWoodHarvest"/>

</append>

</configs>

 
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