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Valmars A20 MODLETS (Outdated)

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Lmao i was saying nodders would have to upload millions of versions of the same mod to suit every play style lol. Not you to upload haha..

If you look up in the vanilla loot.xml you will see Count="1,4" after certain items. This mean that item will spawn between 1 and 4 of that item. 

You can also add next to the loot group a count="1.2" which will mean that out of the however many items possible spawned in that container the game will randomly select only 1 or 2 of them to spawn in it. 
Awesome thank you! If you don't mind answering one more question. With the "prob" function do you know what would equate to say 10% chance?

 
Interesting I would figure that but maybe I don't know what I am doing because I just realized that every time I make a change, save, load back into the game and spawn a few crates to test the rates, the same items will drop in the same order.
well count is on all loot groups, and there are count amounts on some loot items. adding count and prob to all in the loot.xml should change it. next drop you receive if it hadnt already spawned in the world prior to you making the changes.

did you wait for another drop or

 
About the adhesive traps using pressure plate prefab and not taking any damage, I have done some more testing and it is working now. I Just had to add a class to the traps. I have no idea what class that is proper, I just took one you used on another trap, and one xyth mentioned in another thread. Class "Damage" and "TrunkTip" both seem to work.

 
Finally solved the purple effect from nail mine, it was the particle effect, I guess no surprise there. Just replace Explosion.ParticleIndex" value="1" with 11 or 12 or try something else.

Looking forward to using this traps now in my next game :)  

 
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So after a bit of trial and error I nailed it perfectly.  Even though this kind of makes it my idea instead I present Valmars Auto Wall Mod V19

<block name="AutoWall:Wood">
    <property name="CustomIcon" value="woodBlock"/>
    <property name="DescriptionKey" value="devOnlyGroupDesc"/>
    <property name="Group" value="Building,advBuilding"/>
    <property name="Tags" value="wood"/>
    <property name="Material" value="Mwood_regular"/>
    <property name="Texture" value="241"/>
    <property name="FuelValue" value="300"/>
    <property name="CreativeMode" value="Player"/>
    <property name="MultiBlockDim" value="0,5,0"/>
    <property name="IsDistantDecoration" value="true"/>
    <property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
    <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
    <drop event="Destroy" count="0"/>
    <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
    <property name="EconomicValue" value="10"/>
    <property name="EconomicBundleSize" value="1"/>
    <property name="FilterTags" value="fbuilding,fwood"/>
    <property name="SortOrder1" value="4020"/>
    <property name="SortOrder2" value="0002"/>
    <property name="Class" value="PlantGrowing"/>
    <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
    <property name="PlantGrowing.Next" value="woodMaster"/>
    <property name="PlantGrowing.GrowOnTop" value="awWoodBlock2" />
    <property name="PlantGrowing.FertileLevel" value="0"/>
    <property name="PlantGrowing.GrowthRate" value="0.01"/>
    <property name="PlantGrowing.IsRandom" value="false"/>
    <property name="PlantGrowing.LightLevelStay" value="0"/>
</block>
<block name="awWoodBlock2">
    <property name="Extends" value="AutoWall:Wood"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awWoodBlock3"/>
</block>
<block name="awWoodBlock3">
    <property name="Extends" value="AutoWall:Wood"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awWoodBlock4"/>
</block>
<block name="awWoodBlock4">
    <property name="Extends" value="AutoWall:Wood"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awWoodBlock5"/>
</block>
<block name="awWoodBlock5">
    <property name="Extends" value="AutoWall:Wood"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="woodMaster"/>
</block>

<block name="AutoWall:ScrapIron">
    <property name="CustomIcon" value="rScrapIronMaster"/>
    <property name="DescriptionKey" value="devOnlyGroupDesc"/>
    <property name="Group" value="Building,advBuilding"/>
    <property name="Material" value="Mmetal_medium"/>
    <property name="Texture" value="241"/>
    <property name="FuelValue" value="1"/>
    <property name="CreativeMode" value="Player"/>
    <property name="MultiBlockDim" value="0,5,0"/>
    <property name="IsDistantDecoration" value="true"/>
    <property class="RepairItems"> <property name="resourceScrapIron" value="30"/> </property>
    <drop event="Harvest" name="resourceScrapIron" count="17" tag="allHarvest"/>
    <drop event="Destroy" count="0"/>
    <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
    <property name="EconomicValue" value="40"/>
    <property name="FilterTags" value="fbuilding,firon"/>
    <property name="SortOrder1" value="40g0"/>
    <property name="SortOrder2" value="0002"/>
    <property name="Class" value="PlantGrowing"/>
    <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
    <property name="PlantGrowing.Next" value="rScrapIronMaster"/>
    <property name="PlantGrowing.GrowOnTop" value="awSIBlock2" />
    <property name="PlantGrowing.FertileLevel" value="0"/>
    <property name="PlantGrowing.GrowthRate" value="0.01"/>
    <property name="PlantGrowing.IsRandom" value="false"/>
    <property name="PlantGrowing.LightLevelStay" value="0"/>
</block>
<block name="awSIBlock2">
    <property name="Extends" value="AutoWall:ScrapIron"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awSIBlock3"/>
</block>
<block name="awSIBlock3">
    <property name="Extends" value="AutoWall:ScrapIron"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awSIBlock4"/>
</block>
<block name="awSIBlock4">
    <property name="Extends" value="AutoWall:ScrapIron"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awSIBlock5"/>
</block>
<block name="awSIBlock5">
    <property name="Extends" value="AutoWall:ScrapIron"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="rScrapIronMaster"/>
</block>

<block name="AutoWall:Concrete">
    <property name="CustomIcon" value="pouredConcreteMaster"/>
    <property name="DescriptionKey" value="devOnlyGroupDesc"/>
    <property name="Group" value="Building,advBuilding"/>
    <property name="Material" value="Mconcrete"/>
    <property name="Texture" value="176"/>
    <property name="FuelValue" value="1"/>
    <property name="CreativeMode" value="Player"/>
    <property name="MultiBlockDim" value="0,5,0"/>
    <property name="IsDistantDecoration" value="true"/>
    <property class="RepairItems"> <property name="resourceConcreteMix" value="8"/> </property>
    <drop event="Harvest" name="resourceCement" count="8" tag="allHarvest"/>
    <drop event="Destroy" count="0"/>
    <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/>
    <property name="Class" value="UpgradeRated"/>
    <property name="UpgradeRated.ToBlock" value="concreteMaster"/>
    <property name="UpgradeRated.Rate" value="4"/>
    <drop event="Destroy" count="0"/>
    <property name="EconomicValue" value="50"/>
    <property name="EconomicBundleSize" value="20"/>
    <property name="FilterTags" value="fbuilding,fconcrete"/>
    <property name="SortOrder1" value="40m0"/>
    <property name="SortOrder2" value="0002"/>
    <property name="Class" value="PlantGrowing"/>
    <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
    <property name="PlantGrowing.Next" value="pouredConcreteMaster"/>
    <property name="PlantGrowing.GrowOnTop" value="awCBlock2" />
    <property name="PlantGrowing.FertileLevel" value="0"/>
    <property name="PlantGrowing.GrowthRate" value="0.01"/>
    <property name="PlantGrowing.IsRandom" value="false"/>
    <property name="PlantGrowing.LightLevelStay" value="0"/>
</block>
<block name="awCBlock2">
    <property name="Extends" value="AutoWall:Concrete"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awCBlock3"/>
</block>
<block name="awCBlock3">
    <property name="Extends" value="AutoWall:Concrete"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awCBlock4"/>
</block>
<block name="awCBlock4">
    <property name="Extends" value="AutoWall:Concrete"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="awCBlock5"/>
</block>
<block name="awCBlock5">
    <property name="Extends" value="AutoWall:Concrete"/>
    <property name="CreativeMode" value="None"/>
    <drop event="Destroy" count="0"/>
    <property name="PlantGrowing.GrowOnTop" value="pouredConcreteMaster"/>
</block>


Its Not Exactly How Valmar Made it, But its the exact same thing Except in Alpha 19 baby!

If there is another way to streamline it even further of course id love to learn about it.

What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p 

I actually Created a few Recipes for the blocks too but you'll have to gate them with quests or perks or whatever use them if/how you wish 😃

<recipe name="AutoWall:Wood" count="1" craft_time="6">
    <ingredient name="woodFrameBlockVariantHelper" count="6"/>
    <ingredient name="resourceWood" count="12"/>
    <ingredient name="resourceMechanicalParts" count="6"/>
</recipe>

<recipe name="AutoWall:ScrapIron" count="1" craft_time="20">
    <ingredient name="scrapIronFrameBlockVariantHelper" count="6"/>
    <ingredient name="resourceScrapIron" count="90"/>
    <ingredient name="resourceClayLump" count="24"/>
    <ingredient name="resourceMechanicalParts" count="6"/>
</recipe>

<recipe name="AutoWall:Concrete" count="1" craft_time="48">
    <ingredient name="resourceConcreteMix" count="60"/>
    <ingredient name="resourceMechanicalParts" count="6"/>
</recipe>
Much Love All ❤️


Thanks for updating this btw but I'm having an issue - the 'footprint' of the blocks seems to be greater than 1x1 in certain locations, preventing it from being deployed in some areas near walls or in single width spaces such as along bedrock where I'm trying to build a wall alongside rock. I haven't tested every map height but I don't seem to have any issues building above ground.

I have looked over the original block properties in the original block config files and find nothing obvious which would be causing the issue

 
Problems with Mod : Startet Class

Hello,

we download it and start oure Server but at the first join we dont get the quest or startet Items.

Mod is installed (we see the Class Craft Items under the craft options)

Whats oure problem ?

Thanks for the Help

 
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Hello! I was wondering if it would be possible to modify the Starter Class mod so that it could be run completely server side? Thank you for all you do!

 
Hello! I was wondering if it would be possible to modify the Starter Class mod so that it could be run completely server side? Thank you for all you do!
Just have to change the icons to vanilla icons. As these are vals mods I am keeping them how he had them. You can however change the icons to vanilla for your requirements 🙂

 
Just have to change the icons to vanilla icons. As these are vals mods I am keeping them how he had them. You can however change the icons to vanilla for your requirements 🙂
Thank you very much stallionsen! As a completely amature modder, I had tried this prior to posting and while I did manage to change the "class key" icon to the lockpick icon, I also broke the quest (after using the key on the case, it was not openable.) So, I wanted to make sure this was possible before I spent the next many hours of my life trying to figure it out. 😛  Thank you very much for the help! :)

 
Привет)мне понравился ваш мод, но я хотел бы понять, как можно создавать блоки не в верхней, а в левой или правой стороне, чтобы изначально можно было делать фундаменты, а не стены?)Если возможно, пожалуйста, ответьте мне)

 
Thank you very much stallionsen! As a completely amature modder, I had tried this prior to posting and while I did manage to change the "class key" icon to the lockpick icon, I also broke the quest (after using the key on the case, it was not openable.) So, I wanted to make sure this was possible before I spent the next many hours of my life trying to figure it out. 😛  Thank you very much for the help! :)
Changing the icon shouldnt have messed the quest...

But yeh no worries good luck with it. Let me know any issues. 

 
Вы можете отредактировать его в соответствии с вашими игровыми потребностями
Здравствуйте, не могли бы вы помочь мне в создании определенных блоков?

 
stallionsden said:
Привет, орнилкс.

Мне жаль, что я не могу читать на любом другом языке, кроме английского. Приношу свои извинения. Не могли бы Вы перевести, если это возможно
Can you create an AutoWall mod from Valmars?But only so that you can build not walls up, but foundations to the sides?

 
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Я могу взглянуть на него и дать вам знать, когда вернусь из отпуска.
In general, I am an ordinary player, but somehow I learned to understand the game code and did some things myself. But to create a large block of 9 cells, it does not work. It would be interesting to see your work, maybe you can create new large blocks. Let's say 4 squares and 9 and of course, somehow fit them under wood, stone and metal)

 
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