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Xyth's A19 - A17 Modlet Collection

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Version 1.2 of the HelmetCam. Removed camera debuff on stealthing (left over from bugfix testing), tightened FOV to 10 from 15. Not sure about the best FOV setting. 10 seems to give a good view with no FPS hit, but I'd like feedback on this.

 
Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional?

 
Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional?
Never tested it on the mining helm. I will look into it, i think it's an easy xml fix. I set it so you couldn't have 2 cameras in 1 helm but i can see where that might prevent any other helmet modifier working

 
Version 1.21 pushed to repo and Nexus. HelmetCam is now compatible with Helmet Light item modifiers

 
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Added 2 more modlets. SteelBars that you can loot though, and the HelmetCam modlet.
These both had minimal testing, so let me know if you have issues or suggestions for improvements.


Updating my personal game and going through the mods I want added. looking at your code for the steel bars and you have <block id=.... I am curious as to the choice of 'id' versus 'name' and if there is a reason for this?

 
Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon.

V1.01 pushed with that edit. Thanks for catching that.

 
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Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon.
V1.01 pushed with that edit. Thanks for catching that.

Fantastic!

I was wondering if there were the capacity to have a whole line of bars that are in this style that upgrade and some downgrade

wood to iron01

iron01 to iron02

iron02 to steel01

steel01 to steel02

(the iron02 and steel02 can downgrade, but the 01 is a destroy event).

If this is not something you want to end up making, would I be able to attempt doing so myself? And would this be as easy as making the block name and adding a texture="relevant # to texture" and changing the Msteel value to the relevant one? and of course the upgrade/downgrade attributes?

I like the ability to loot at the edges in the gap but would love to see a whole series with this concept.

 
You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process.

 
You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process.
Thank you very much.

Got it working mostly, but using a property name="Texture" doesn't seem to work overriding the texture

here is my code on GIT

 
You can't retexture a custom asset using the texture property as far as I know. In my comment above, I thought you planned to make new models for the other types.

 
I pushed version 1.21 that adds wroughtiron and wooddowel bars. Same model, but new textures. Let me know if that works for your modlet.

 
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I pushed version 1.21 that adds wroughtiron and wooddowel bars. Same model, but new textures. Let me know if that works for your modlet.
Pushed my new patch to match. But I noticed in testing that the wood bars have 200hp and wroughtiron bars have 8000 hp. I assume the hp of the object is inherited by its material type if it doesn't have a MaxDamage property?

Once I know for sure your update is on Nexus I will put my patch for the upgrade path on there too.

 
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Pushed my new patch to match. But I noticed in testing that the wood bars have 200hp and wroughtiron bars have 8000 hp. I assume the hp of the object is inherited by its material type if it doesn't have a MaxDamage property?
Once I know for sure your update is on Nexus I will put my patch for the upgrade path on there too.
Nexus has an older version. I test here than push there later if all is stable. Yup, I just used the material damage value. Add whatever xml you think best. I mostly just wanted to provide you the new textures and enough xml to show how to call the new models.

 
Nexus has an older version. I test here than push there later if all is stable. Yup, I just used the material damage value. Add whatever xml you think best. I mostly just wanted to provide you the new textures and enough xml to show how to call the new models.
Super! It worked wonderfully :) and I appreciate the additions you added. Learning how to call a model from someone else's folder helps a lot for some future ideas or personal preferences without going in and changing their code itself but by making my own patches.

 
Got the damage figured out and learned more about materials and overriding how much damage it can take with the MaxDamage property.

I can either add into the patch the edits you added in the steelbars 1.21 (WroughtIronBars and WoodDowelBars and the centered variants) or I can let you update the nexus with 1.21 that adds the base forms of each type and my patch just gives it an upgrade path and one extra level for wood, iron, and steel

My current setup

Upgrade Path

WoodDowel -> WoodDowel01 -> WroughtIron -> WroughtIron01 -> SteelBars -> SteelBars01

Downgrade path

Wood Dowel01 -> WoodDowel -> destroy

WroughtIron01 -> WroughtIron -> destroy

SteelBars01 -> SteelBars -> destroy

 
If you want to link me to your changes, or do a merge request to my repo, I will add in your changes and add you to the mod credits.

 
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