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Valmars A20 MODLETS (Outdated)

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Damn Lol only a few of his mods I'm not seeing in here. This is good work to salvage all this from the forum Jump mate my question now is.. where the hell is my old buddy Valmar? Does anyone even know? lol.. I dissapear for several years and I come back to this? XD

I've actually managed to save my old Alpha 14 Mod showcase myself (from around the last time I was active in here it's actually been helping a lot in porting it to Alpha 19)  I'm sure if hes around hed have the rest of his mods? but the way you speak of him in past tense has me a bit worried considering He isn't even on my friends list in steam anymore.

Anyway much love brother Well done ill see if I have my modded versions of some of his stuff to add to this list I could easily tweak it back the way he had it so it'll be OG.  

Edit: Yup of course I used Valmars features on my old server XD would you like me to figure this out so it works for Alpha 19 so you can add it to the list bro?

lookey.png

 
Last edited by a moderator:
Hello,

Anyone now any server that use Valmar A19 mods? I really want to play with this but not on singleplayer

Btw couple bugs i found. Survival notes are worth 700 coins one (i hope that its a bug) and snares and coops don't need recipe to unlock
I fixed the snares and coop book requirements, available to redownload.

 
Damn Lol only a few of his mods I'm not seeing in here. This is good work to salvage all this from the forum Jump mate my question now is.. where the hell is my old buddy Valmar? Does anyone even know? lol.. I dissapear for several years and I come back to this? XD

I've actually managed to save my old Alpha 14 Mod showcase myself (from around the last time I was active in here it's actually been helping a lot in porting it to Alpha 19)  I'm sure if hes around hed have the rest of his mods? but the way you speak of him in past tense has me a bit worried considering He isn't even on my friends list in steam anymore.

Anyway much love brother Well done ill see if I have my modded versions of some of his stuff to add to this list I could easily tweak it back the way he had it so it'll be OG.  

Edit: Yup of course I used Valmars features on my old server XD would you like me to figure this out so it works for Alpha 19 so you can add it to the list bro?

View attachment 12476
Valmar And I talk a bit. I updated his mods since a18 with his permission. No he is still around just not on 7 dtd no matter how hard I try to convince him to come back lol.

I thought i got them all lol must a hid them. Sure send the ones i missed thru will add them for sure.
 

 Survival notes are worth 700 coins one (i hope that its a bug) .
They dont even have an economic value lol hmmmm will look into it for sure. maybe will add a economic value.

UPDATED SURVIVOR NOTES

- Added economic value to survivor notes. (sellable to trader) also (bundle of 150 = 10 coins)

 
Valmar And I talk a bit. I updated his mods since a18 with his permission. No he is still around just not on 7 dtd no matter how hard I try to convince him to come back lol.

I thought i got them all lol must a hid them. Sure send the ones i missed thru will add them for sure.
 
BRUH.. You Still talk to him? I respect that he doesn't want to play and all but first ask him to add me on steam maybe I can convince him to at least play Rocket League with me HAHA. and second see if hes still got copies of his old mods perhaps? I'm sure you've already asked that though XD 

Yeah ill Add it to the list of modding things to do and hit you back in here I don't think that was the only Valmod I had either but don't get your hopes up I haven't dug through that old code in ages and some of it just plain may no longer work 😃 Much love Fellow Valmar fan XD 

 
One more think, Incidenary bullet recipes are locet but there is no info in unlock information (i check 7.62mm). And thx for fixing survival notes :)

 
One more think, Incidenary bullet recipes are locet but there is no info in unlock information (i check 7.62mm). And thx for fixing survival notes :)
Ok will take a look in the morning at it and get a fix out for you 

 
Last edited by a moderator:
Thx, sorry for being annoying but last thing.

Ok you update animal traps mod 2 days ago, so i have lastest version and really there is animal traps book and there is unlock info that include recipe book but in crafting list snares don't have lock icon.

Here is screenshot:

FLCYKeC.png


I don't disturb you more. Look at this in free while. Btw good that you bringing valmar collections to life. Thank you :)

 
so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos?

 
Thx, sorry for being annoying but last thing.

Ok you update animal traps mod 2 days ago, so i have lastest version and really there is animal traps book and there is unlock info that include recipe book but in crafting list snares don't have lock icon.

Here is screenshot:



I don't disturb you more. Look at this in free while. Btw good that you bringing valmar collections to life. Thank you :)


Hi Szynsz

Open the file recipes.xml and add after scrapable = "false" this line tags = "learnable", in animalsnare and chickencoop, that should fix it.

 
so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos?


Hi kanealpha

Open the blocks and recipes.xml files, change each one of the names for the corresponding zombie, with respect to changing their position I don't know much (stallionsden will tell you), it takes a lot of work to do this mod, there are many lines.

 
so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos?
I have left it exactly how valmar had made it. However with the standing and sitting thing. 

I can add to it which is which but that be changing the original mod by valmar.

But will get to it.

That position is how i got it to. Before they were half way in the ground. But will also have a fix for you next update for you

As much as possible i try to keep valmars mods orIginal as he had it.

 
Last edited by a moderator:
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 ❤️

 
Last edited by a moderator:
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 ❤️
sweet thanks, will convert to xpath modlet to.

and add to the O.P and credit your work ofc 🙂

 
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 
These are still Valid questions except

sweet thanks, will convert to xpath modlet to.
now I have another lol.. What does that mean?

Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit

<block name="AutoWallInfinite: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="AutoWallInfinite:Wood" />
    <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>
And a recipe for it cuz why not lmao maybe someone wants to use these.

<recipe name="AutoWallInfinite:Wood" count="1" craft_time="60">
    <ingredient name="woodFrameBlockVariantHelper" count="100"/>
    <ingredient name="resourceWood" count="6000"/>
</recipe>
Dont add this to the mod though XD just for fun.

Edit: wouldn't be me without forgetting to say thanks for your time and support. 

 
Last edited by a moderator:
These are still Valid questions except

now I have another lol.. What does that mean?

Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit

<block name="AutoWallInfinite: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="AutoWallInfinite:Wood" />
    <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>
And a recipe for it cuz why not lmao maybe someone wants to use these.

<recipe name="AutoWallInfinite:Wood" count="1" craft_time="60">
    <ingredient name="woodFrameBlockVariantHelper" count="100"/>
    <ingredient name="resourceWood" count="6000"/>
</recipe>
Dont add this to the mod though XD just for fun.
xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines.

 
xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines.
Appreciate The Information lol Last mod I released was like the day of Alpha 15 launch so i'm a bit rusty ;)  

 
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