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Possible to power an unpowered door?

Riamus

Hunter
I'd really like to have a 7x4 roll up door to be powered.  Is there a way to make a custom block of that door that's powered?  If I need a C# mod for it, that would be okay, but I'd prefer an XML method if such is available.  Thanks.

 
I'd really like to have a 7x4 roll up door to be powered.  Is there a way to make a custom block of that door that's powered?  If I need a C# mod for it, that would be okay, but I'd prefer an XML method if such is available.  Thanks.


I believe you have to copy and modify the block to allow it to be powered.  I don't think you can do it just in xml.

 
I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick.

Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon.

Code:
<block name="rollUpDoor3x3WhitePoweredWL">
    <property name="Class" value="PoweredDoor"/>
    <property name="Material" value="Mmetal"/>			
    <property name="CustomIcon" value="rollUpDoor3x3White"/>
    <property name="ItemTypeIcon" value="electric_power"/>
    <property name="StabilitySupport" value="false"/>
    <property name="StartDamage" value="0"/>
    <property name="PassThroughDamage" value="true"/>
    <property name="LightOpacity" value="1"/>
    <property name="Shape" value="ModelEntity"/>
    <property name="Tags" value="door"/>
    <property name="BlockTag" value="Door"/>
    <property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/>
    <property name="Place" value="Door"/>
    <property name="PlaceEverywhere" value="true"/>
    <property name="PlacementDistance" value="7"/>
    <property name="DisplayType" value="blockMulti"/>
    <property name="MultiBlockDim" value="3,3,1"/>
    <property name="OnlySimpleRotations" value="true"/>
    <property name="ModelOffset" value="0,0,0"/>
    <property name="ImposterExchange" value="imposterBlock" param1="35"/>
    <property name="MaxDamage" value="14000"/>
    <property name="MeshDamage" value="
                                       DMG0, 14000,
                                       DMG1, 9000,
                                       DMG2, 4500
                                       "/>
    <property name="OpenSound" value="door_rollup_small_open"/>
    <property name="CloseSound" value="door_rollup_small_close"/>
    <property class="RepairItems">
      <property name="resourceForgedIron" value="10"/>
    </property>
    <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
    <drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/>
    <drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/>
    <drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/>
    <drop event="Destroy" count="0"/>
    <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
    <property name="Group" value="Building,advBuilding"/>
    <property name="EconomicValue" value="500"/>
    <property name="FilterTags" value="MC_building,SC_doors"/>
    <property name="SortOrder1" value="7060"/>
    <property name="SortOrder2" value="0100"/>
</block>
 
Last edited by a moderator:
I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick.


Ah, good to know.

Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here?

 
I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick.

Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon.

<block name="rollUpDoor3x3WhitePoweredWL">
<property name="Class" value="PoweredDoor"/>
<property name="Material" value="Mmetal"/>
<property name="CustomIcon" value="rollUpDoor3x3White"/>
<property name="ItemTypeIcon" value="electric_power"/>
<property name="StabilitySupport" value="false"/>
<property name="StartDamage" value="0"/>
<property name="PassThroughDamage" value="true"/>
<property name="LightOpacity" value="1"/>
<property name="Shape" value="ModelEntity"/>
<property name="Tags" value="door"/>
<property name="BlockTag" value="Door"/>
<property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/>
<property name="Place" value="Door"/>
<property name="PlaceEverywhere" value="true"/>
<property name="PlacementDistance" value="7"/>
<property name="DisplayType" value="blockMulti"/>
<property name="MultiBlockDim" value="3,3,1"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="ModelOffset" value="0,0,0"/>
<property name="ImposterExchange" value="imposterBlock" param1="35"/>
<property name="MaxDamage" value="14000"/>
<property name="MeshDamage" value="
DMG0, 14000,
DMG1, 9000,
DMG2, 4500
"/>
<property name="OpenSound" value="door_rollup_small_open"/>
<property name="CloseSound" value="door_rollup_small_close"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="10"/>
</property>
<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
<drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/>
<drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/>
<drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building,advBuilding"/>
<property name="EconomicValue" value="500"/>
<property name="FilterTags" value="MC_building,SC_doors"/>
<property name="SortOrder1" value="7060"/>
<property name="SortOrder2" value="0100"/>
</block>

Thank you so much!  I'll set that up tonight.  It will look so good on our underground parking garage door for castle.  😁

Just having fun on this game now because the save is partially corrupted and can't go in various parts of the map without crashing.  Having some fun until I get my new map created.  This will be great to have.

 
Ah, good to know.

Was it workstations you couldn't power by electric through just xml changes or am I completely off my rocker here?
Probably what you were thinking of. Those aren't easy like doors because the door is a simple class swap in xml, where that isn't possible for workstations.

 
I think you can just add the class to it. The only issue before was the wires connecting in weird spots, but since you don't see them normally now it shouldn't matter. I made powered versions of those doors in Wasteland. Honestly haven't tested them in A21 but I'd imagine they still work. Let me go test them real quick.

Edit: Yeah, they seem to work just fine still. Here is the xml from one of them. Pretty sure the class is the only real change from the unpowered ones, other than the Type icon.

<block name="rollUpDoor3x3WhitePoweredWL">
<property name="Class" value="PoweredDoor"/>
<property name="Material" value="Mmetal"/>
<property name="CustomIcon" value="rollUpDoor3x3White"/>
<property name="ItemTypeIcon" value="electric_power"/>
<property name="StabilitySupport" value="false"/>
<property name="StartDamage" value="0"/>
<property name="PassThroughDamage" value="true"/>
<property name="LightOpacity" value="1"/>
<property name="Shape" value="ModelEntity"/>
<property name="Tags" value="door"/>
<property name="BlockTag" value="Door"/>
<property name="Model" value="Entities/Doors/RollUpDoor/rollUpDoorSmallPrefab"/>
<property name="Place" value="Door"/>
<property name="PlaceEverywhere" value="true"/>
<property name="PlacementDistance" value="7"/>
<property name="DisplayType" value="blockMulti"/>
<property name="MultiBlockDim" value="3,3,1"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="ModelOffset" value="0,0,0"/>
<property name="ImposterExchange" value="imposterBlock" param1="35"/>
<property name="MaxDamage" value="14000"/>
<property name="MeshDamage" value="
DMG0, 14000,
DMG1, 9000,
DMG2, 4500
"/>
<property name="OpenSound" value="door_rollup_small_open"/>
<property name="CloseSound" value="door_rollup_small_close"/>
<property class="RepairItems">
<property name="resourceForgedIron" value="10"/>
</property>
<drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/>
<drop event="Harvest" name="resourceScrapIron" count="100" tag="allHarvest"/>
<drop event="Destroy" name="resourceSpring" count="2,6" tag="salvageHarvest"/>
<drop event="Destroy" name="resourceMechanicalParts" count="2,7" tag="salvageHarvest"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building,advBuilding"/>
<property name="EconomicValue" value="500"/>
<property name="FilterTags" value="MC_building,SC_doors"/>
<property name="SortOrder1" value="7060"/>
<property name="SortOrder2" value="0100"/>
</block>

This worked perfectly!  Thanks again!

 
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