dwarfmaster1974
Member
Hi all,
I created a tiny XML - Mod to enable a ranking with names (Captain, Sergeant, ...) and wanted to add some abilities to these rank like unlocking recipes. So I build a buffs like this:
<buff name="buffLevel04" name_key="buffLevel04Name" remove_on_death="false" icon="server_favorite" icon_color="255,170,69">
<display_value_key value="Unteroffizier"/>
<display_value value="Unteroffizier"/>
<effect_group>
<passive_effect name="RecipeTagUnlocked" tags="modAugerSilencer,cowHelmet"/>
</effect_group>
</buff>
The Item(Modifier) looks like this:
<item_modifier name="cowHelmet" installable_tags="head" modifier_tags="dye" blocked_tags="noMods,clothing" type="attachment">
<property name="CustomIcon" value="decoCowSkull"/>
<property name="Stacknumber" value="1"/>
<property name="DescriptionKey" value="cowHelmetDesc"/>
<property name="Group" value="Mods"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="EconomicValue" value="440"/>
<property name="UnlockedBy" value="buffLevel04,buffLevel05,buffLevel06,buffLevel07,buffLevel08,buffLevel09,buffLevel10"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" parent_transform="Head" local_offset="-0.44,0,0.04" local_rotation="0,0,90">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStart" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab"/>
</effect_group>
<effect_group tiered="false">
<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
<passive_effect name="PhysicalDamageResist" operation="base_add" value="1"/>
<passive_effect name="HypothermalResist" operation="base_add" value="10.5,13.2"/>
<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
<passive_effect name="ElementalDamageResist" operation="base_add" value="1" tags="heat,electrical"/>
<passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/>
<passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/>
</effect_group>
</item_modifier>
But when I execute, i.e. 'buff buffLevel04' the recipes are still locked
What is missing?
Any Ideas?
PS: The item recipes should be unlocked even in higher levels/ranks, so that's why the UnlockedBy attribute is so long
I created a tiny XML - Mod to enable a ranking with names (Captain, Sergeant, ...) and wanted to add some abilities to these rank like unlocking recipes. So I build a buffs like this:
<buff name="buffLevel04" name_key="buffLevel04Name" remove_on_death="false" icon="server_favorite" icon_color="255,170,69">
<display_value_key value="Unteroffizier"/>
<display_value value="Unteroffizier"/>
<effect_group>
<passive_effect name="RecipeTagUnlocked" tags="modAugerSilencer,cowHelmet"/>
</effect_group>
</buff>
Code:
[SIZE=16px]and one of the regarding recipe looks like that:[/SIZE]
Code:
<recipe name="cowHelmet" count="1" craft_time="120" craft_area="homeHarbourMachine" tags="learnable">
<ingredient name="resourceRawDiamond" count="1"/>
<ingredient name="resourceLeather" count="500"/>
</recipe>
The Item(Modifier) looks like this:
<item_modifier name="cowHelmet" installable_tags="head" modifier_tags="dye" blocked_tags="noMods,clothing" type="attachment">
<property name="CustomIcon" value="decoCowSkull"/>
<property name="Stacknumber" value="1"/>
<property name="DescriptionKey" value="cowHelmetDesc"/>
<property name="Group" value="Mods"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<property name="EconomicValue" value="440"/>
<property name="UnlockedBy" value="buffLevel04,buffLevel05,buffLevel06,buffLevel07,buffLevel08,buffLevel09,buffLevel10"/>
<effect_group tiered="false">
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" parent_transform="Head" local_offset="-0.44,0,0.04" local_rotation="0,0,90">
<requirement name="!IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStart" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="RemovePrefabFromEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab"/>
</effect_group>
<effect_group tiered="false">
<passive_effect name="AttributeLevel" tags="attStrength" operation="base_add" value="1"/>
<passive_effect name="PhysicalDamageResist" operation="base_add" value="1"/>
<passive_effect name="HypothermalResist" operation="base_add" value="10.5,13.2"/>
<passive_effect name="HyperthermalResist" operation="base_add" value="1.5,2.5"/>
<passive_effect name="ElementalDamageResist" operation="base_add" value="1" tags="heat,electrical"/>
<passive_effect name="AttributeLevel" tags="attFortitude" operation="base_add" value="1"/>
<passive_effect name="AttributeLevel" tags="attAgility" operation="base_add" value="1"/>
</effect_group>
</item_modifier>
But when I execute, i.e. 'buff buffLevel04' the recipes are still locked

What is missing?
Any Ideas?
PS: The item recipes should be unlocked even in higher levels/ranks, so that's why the UnlockedBy attribute is so long
