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Sam's Stuff - v1.0

Hey Sam - will you be doing your "Steel Electric Fence Posts" , "Hunger Tamer" and "Auto Shotgun Unnerf" Mods for A21 as well?

Love your mods BTW - great work.

 
Hey Sam - will you be doing your "Steel Electric Fence Posts" , "Hunger Tamer" and "Auto Shotgun Unnerf" Mods for A21 as well?

Love your mods BTW - great work.


Hey, yeah I'll be getting to them soon. Day job got in the way, hoping I have some time for modding this weekend!

 
So im having issues with the working sinks with Filters.  the Droplets turn red, and stop filling.  
 

Any ideas why that may be happening?

 
So im having issues with the working sinks with Filters.  the Droplets turn red, and stop filling.  
 

Any ideas why that may be happening?


Good day Sam

Just a thought, Put a note for working sinks ... that they need to go outside ... I put on the inside and all I got are red icons and no water. Lol Thank you


This is why - because the sinks use the Dew Collector code, they only work outside. You can punch a hole in the ceiling directly above them as a workaround.

I'm trying to find a way to fix this but as it's hardcoded into the game, rather than being an XML thing, I doubt I'll be able to fix it in a server-side only mod.

 
Question... I looked for a long time seeing about changing the dew collector slots from 3 slots to 9 slots. Am I missing it or is 3 slots hard coded?  If it isn't could your working sinks be turned into 9 slots? Or is this a change if can be done wouldn't no longer be considered server side only type of things?

 
Question... I looked for a long time seeing about changing the dew collector slots from 3 slots to 9 slots. Am I missing it or is 3 slots hard coded?  If it isn't could your working sinks be turned into 9 slots? Or is this a change if can be done wouldn't no longer be considered server side only type of things?
I'm pretty sure it's hardcoded I'm afraid.

Is there any way to remove wooden planks from the doors in Sam's Building Stuff?
Yes, hit them with a hammer 😁 all the door models now have different states from "basically broken" to "reinforced" within the one prefab, at different amounts of damage. A clean plain door is about 2/3 max HP

 
1) If you use the 'TrashStays' w/ the 'EmptyNest', they'll conflict.  The nest will never get destroyed to 'seed/grow'
I modified the XPATH to exclude the 'birdNest' lootcontainer (the 'and not(@<attribute{name}>=...  I didn't find that 'birdNest' had a container w/ the 'destroy_on_close='true', but shouldn't hurt if you want to CYA & put the conditional on both lines)

<configs>
    <removeattribute xpath="lootcontainers/lootcontainer[@destroy_on_close='empty' and not(@name='birdNest')]/@destroy_on_close" />
    <removeattribute xpath="lootcontainers/lootcontainer[@destroy_on_close='true']/@destroy_on_close" />
</configs>




2)  I didn't like that the EmptyNests 'seeded' using the nest model (when scouring the landscape for nests to loot, it sucked when I came across a 'growing/seed' nest that I couldn't loot).  To mitigate the confusion, I changed up the mod so the nest 'seed' was a grass model that you could find in any biome.  I also gave it some HPs so you could stop the nest from re-spawning if you wanted.  Just remember to change the 'GrowthRate' as needed


New to the tweaking, so excuse any problem(s) I wasn't aware of creating & thanks again for the quick & useful A21 MODs
 

<configs>

    <append xpath="/blocks">

        <block name="BirdNestGrowing">
            <property name="Class" value="PlantGrowing"/>
            <property name="Collide" value="melee,bullet,arrow,rocket"/>
            <property name="Extends" value="treeBrownGrassDiagonal"/>
            <property name="MaxDamage" value="100"/>
            <property name="PlantGrowing.Next" value="cntBirdnest"/>
            <property name="PlantGrowing.GrowthRate" value="270"/> <!-- In-game minutes (presumes 90-min days [3 days]) -->
            <property name="SortOrder2" value="0007"/>
            <property name="Texture" value="201,306,371,201,306,371"/>
        </block>

    </append>

    <insertAfter xpath="/blocks/block[@name='cntBirdnest']/property[@name='StabilitySupport']">
        <property name="DowngradeBlock" value="BirdNestGrowing"/>
    </insertAfter>

</configs>



A21.0_2023-07-03_10-40-29.jpg

 
hello I have the working stuff mid and was wondering if we could add the red industrial light to the pack I would love to use that as a warning light in my base thank you 

 
Hey Sam! So I have a bug to report. Cop cars, and sedans, are not respawning. I see someone has already mentioned those, but the cop cars aren't dropping spawners either.

 
Hey Sam! So I have a bug to report. Cop cars, and sedans, are not respawning. I see someone has already mentioned those, but the cop cars aren't dropping spawners either.


How are you testing? The person that mentioned it before was using the admin wrench, which does so much damage (and the car models are all set to apply overflow damage to the next block) that the spawner was being destroyed as soon as it was created.

If you're giving it an actual play test with a normal wrench, do you have any other mods loaded?

 
How are you testing? The person that mentioned it before was using the admin wrench, which does so much damage (and the car models are all set to apply overflow damage to the next block) that the spawner was being destroyed as soon as it was created.

If you're giving it an actual play test with a normal wrench, do you have any other mods loaded?
I'm just using a level 6 wrench. No admin tool. 

 
Storage Stuff

First off, love your working and storage stuff, always some of the first mods I start out with!

Just downloaded for A21 and might be a little confused as to why all the storage recipes are locked. As there's no progression file, should these be available to craft without any prerequisite? 

Thanks!

 
Storage Stuff

First off, love your working and storage stuff, always some of the first mods I start out with!

Just downloaded for A21 and might be a little confused as to why all the storage recipes are locked. As there's no progression file, should these be available to craft without any prerequisite? 

Thanks!
Glad you like the mods! They're not locked, they just have a little padlock on the icon to indicate they're lockable. Try crafting one :)

 
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