FramFramson
Survivor
There's a million stack & bundle mods out there, I know, but some of us want some specific tweaks for our own servers - in my case I barely change anything from vanilla. So far so good; it's all working (after all this is a very well-trodden modding path). Just two minor things I want to twiddle with, with the second actually being two questions.
The first issue was I wanted to increase the stack size for ONLY cat & dog food cans among canned items, so I have these lines which worked for most items:
<set xpath="/items/item[@name='foodCanCatfood']/property[@name='Stacknumber']/@value">20</set> <!-- Default 10 -->
<set xpath="/items/item[@name='foodCanDogfood']/property[@name='Stacknumber']/@value">20</set> <!-- Default 10 -->
I understand that even in the vanilla item system, most canned goods are actually written as an extension of the beef can rather than being fully listed separately, so I assume that's overriding these lines? Is there a way I can change the stack size of just these two cans and leave the rest alone?
The second issue is a bit more complicated. I added a few more resources bundles - clay, brass, etc. I also wanted to make ammunition resources (shells, tips, & buckshot) boxable (and loose ammo re-boxable, but there are mods for that I can just use directly).
in both cases I did this as an extension of the rock bundle (so they're unlocked by the mining perk book). It seems okay that those would be unlocked by the same perk book in lieu of some sort of universal ammunition boxing threshold. There are also ammo boxing mods which unlock as you unlock the relevant ammo type bulk craft via book set bonus (so when you learn to make shells in stacks, those mods also add the ability to box up loose shells), but IMO it makes no sense to have ammo components key off the same thing because shells/tips/shot are more universal (even more so with added ammunition type mods), so it makes no sense for say, the 9mm bulk crafting unlock to also unlock shell boxing or something.
Anyway, here's the simple code I use for the component bundles,
<item name="resourceBulletCasingBundle">
<property name="Extends" value="resourceRockSmallBundle"/>
<property name="CustomIcon" value="resourceBulletCasing"/>
<property class="Action0">
<property name="Create_item" value="resourceBulletCasing"/>
<property name="Create_item_count" value="1000"/>
</property>
</item>
=================
<recipe name="resourceBulletCasingBundle" count="1" craft_time="3" craft_exp_gain="0">
<ingredient name="resourceBulletCasing" count="1000"/>
</recipe>
(first part in items.xml, second part in recipes.xml, which is probably obvious)
So a small question is, if I want the bundle mini-icon (the small one, in the top left of the larger item inventory icon) changed so that it's a box (like ammunition boxes have) and not the open chest like you get on resource bundles, how do I do that for the three bundle items? Would I have to add in whole code and not just have them as an extension of the rock bundle?
Which comes to the larger question, which is if I have to use some other bundle as the basis for an extension, which should I use? Explosives perk level (similarly to gunpowder?) or something else? Or should I use some alternate entirely new condition?
I mean, I'm fine with ammo component stacking being granted by the mining perk book. It's not perfect but I don't mind. But I at least want to use a non-mining mini-icon. And I'm open to alternatives which might fit better, but in that case I'll need to know how to code that up?
The first issue was I wanted to increase the stack size for ONLY cat & dog food cans among canned items, so I have these lines which worked for most items:
<set xpath="/items/item[@name='foodCanCatfood']/property[@name='Stacknumber']/@value">20</set> <!-- Default 10 -->
<set xpath="/items/item[@name='foodCanDogfood']/property[@name='Stacknumber']/@value">20</set> <!-- Default 10 -->
I understand that even in the vanilla item system, most canned goods are actually written as an extension of the beef can rather than being fully listed separately, so I assume that's overriding these lines? Is there a way I can change the stack size of just these two cans and leave the rest alone?
The second issue is a bit more complicated. I added a few more resources bundles - clay, brass, etc. I also wanted to make ammunition resources (shells, tips, & buckshot) boxable (and loose ammo re-boxable, but there are mods for that I can just use directly).
in both cases I did this as an extension of the rock bundle (so they're unlocked by the mining perk book). It seems okay that those would be unlocked by the same perk book in lieu of some sort of universal ammunition boxing threshold. There are also ammo boxing mods which unlock as you unlock the relevant ammo type bulk craft via book set bonus (so when you learn to make shells in stacks, those mods also add the ability to box up loose shells), but IMO it makes no sense to have ammo components key off the same thing because shells/tips/shot are more universal (even more so with added ammunition type mods), so it makes no sense for say, the 9mm bulk crafting unlock to also unlock shell boxing or something.
Anyway, here's the simple code I use for the component bundles,
<item name="resourceBulletCasingBundle">
<property name="Extends" value="resourceRockSmallBundle"/>
<property name="CustomIcon" value="resourceBulletCasing"/>
<property class="Action0">
<property name="Create_item" value="resourceBulletCasing"/>
<property name="Create_item_count" value="1000"/>
</property>
</item>
=================
<recipe name="resourceBulletCasingBundle" count="1" craft_time="3" craft_exp_gain="0">
<ingredient name="resourceBulletCasing" count="1000"/>
</recipe>
(first part in items.xml, second part in recipes.xml, which is probably obvious)
So a small question is, if I want the bundle mini-icon (the small one, in the top left of the larger item inventory icon) changed so that it's a box (like ammunition boxes have) and not the open chest like you get on resource bundles, how do I do that for the three bundle items? Would I have to add in whole code and not just have them as an extension of the rock bundle?
Which comes to the larger question, which is if I have to use some other bundle as the basis for an extension, which should I use? Explosives perk level (similarly to gunpowder?) or something else? Or should I use some alternate entirely new condition?
I mean, I'm fine with ammo component stacking being granted by the mining perk book. It's not perfect but I don't mind. But I at least want to use a non-mining mini-icon. And I'm open to alternatives which might fit better, but in that case I'll need to know how to code that up?