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Lara's Creative Tools Pack

Lara's Creative Tools Pack v0.3

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Lara

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Lara submitted a new resource:

Creative Tools - Duplicate building materials, dirt and sand with the Creative Hammer and Shovel items.

Creative Tools v0.1

Duplicate building materials, dirt and sand with the Creative Hammer and Shovel items.

These tools are basically copies of the DevTool, but without the ability to delete anything or override authentication.

On left click they are supposed to do whatever hammer or shovel do, and on right click they duplicate what’s carried in hand (shovel for dirt and sand, hammer for everything else that can be carried).

I tested them for several hours, but I’m still not...
Read more about this resource...
 

JMeJ

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Hello there,
So how do you use creative tools? Do you have examples or a tutorial?
 
OP
Lara

Lara

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At the moment /give creativehammer and /give creativeshovel (admin commands).
There will be an update soon, with a little manual and some more goodies, including a crafting station. :)
 
OP
Lara

Lara

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A few tweaks:

1. To easily give access to the Creative Crafting Station to all players you can change it's crafting station to the Workbench.
File: /Eco Server/Mods/CreativeToolsv0.X/CreativeCraftingStation/CreativeCraftingStation.cs
Class: CreativeCraftingStationRecipe
C#:
[RequiresSkill(typeof(BasicCraftingSkill), 0)]
public class CreativeCraftingStationRecipe : Recipe
{
    public CreativeCraftingStationRecipe()
    {
        this.Products = new CraftingElement[]
        {
            new CraftingElement<CreativeCraftingStationItem>(1),
        };
       
        this.Ingredients = new CraftingElement[]
        {
            new CraftingElement<PlantFibersItem>(typeof(BasicCraftingEfficiencySkill), 0.1f, BasicCraftingEfficiencySkill.MultiplicativeStrategy),
        };
       
        this.CraftMinutes = CreateCraftTimeValue(typeof(CreativeCraftingStationRecipe), Item.Get<CreativeCraftingStationItem>().UILink(), 0.1f, typeof(BasicCraftingSpeedSkill));
       
        this.Initialize("Creative Crafting Station", typeof(CreativeCraftingStationRecipe));
       
        CraftingComponent.AddRecipe(typeof(CreativeCraftingStationObject), this); //change crafting station here, default CreativeCraftingStationObject
    }
}
change CreativeCraftingStationObject to WorkbenchObject:
C#:
CraftingComponent.AddRecipe(typeof(WorkbenchObject), this);

2. It's also possible to spawn every new player a Creative Crafting Station into their inventory on first server join.
File (vanilla): /Eco Server/Mods/Player/PlayerDefaults.cs
Class: PlayerDefaults
C#:
public static Dictionary<Type, int> GetDefaultInventory()
{
    return new Dictionary<Type, int>
    {
        { typeof(PropertyClaimItem), 10 },
        { typeof(StoneAxeItem), 1 },
        { typeof(WoodenShovelItem), 1 },
        { typeof(StoneHammerItem), 1 },
        { typeof(StonePickaxeItem), 1 },
        { typeof(WorkbenchItem), 1 },
    };
}
add items like:
C#:
    return new Dictionary<Type, int>
    {
        { typeof(PropertyClaimItem), 10 },
        { typeof(StoneAxeItem), 1 },
        { typeof(WoodenShovelItem), 1 },
        { typeof(StoneHammerItem), 1 },
        { typeof(StonePickaxeItem), 1 },
        { typeof(WorkbenchItem), 1 },
        { typeof(CreativeCraftingStationItem), 1 }, //adds the Creative Crafting Station, amount 1
    };

3. It's further possible to change access to the "/creative" chat command from Developer to User.
(Remove restrictions and gives you every skill at max level.)
File (vanilla): /Eco Server/Mods/Commands/TechTreeCommands.cs
Class: TechTreeCommands
C#:
[ChatCommand("Remove restrictions and gives you every skill at max level.", ChatAuthorizationLevel.Developer)] // change Developer to User
public static void Creative(User user)
{
    Skill.AllItems.OfType<SkillScroll>().ForEach(x =>
    {
        user.Inventory.AddItem(x, user);
        x.OnUsed(user.Inventory.NonEmptyStacks.Where(y => y.Item.TypeID == x.TypeID).First(), user.Player);
        user.Inventory.TryRemoveItem(x.Type, user);
    });
    user.Skillset.Skills.ForEach(x => x.ForceSetLevel(x.MaxLevel));
    user.Inventory.AllInventories.ForEach(x => x.ClearRestrictions());
}
like:
C#:
[ChatCommand("Remove restrictions and gives you every skill at max level.", ChatAuthorizationLevel.User)]

Note: 2. and 3. are vanilla files, if you change those they are likely replaced with the original files on the next big update or if you repair your installation.
 
OP
Lara

Lara

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Download the .zip file, extract all the files and open the Readme.html, there is a step by step install guide.
 

esmajor72

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After proper installation, I go into the game to create a new world... it goes as far as "connecting" then says cannot connect to remote host. Is this for dedicated server use only?

Crash dump can be found here... https://pastebin.com/pWGGzqR1
 
OP
Lara

Lara

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There are 2 file names starting with "Integration_" remove them from your Mods folder (this will change with the next version to be more user friendly).
 

Dawson701

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Anytime I try to start a game new or loading a save it just says "Failed to establish connection- No response from remote host" I attached the log to my response.
 

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Odey555

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Mod doesn't work, error appears for all the mod files when compiling. Something about overriding an obsolete member.
Warning in CreativeChest at 67: Member 'Eco.Mods.TechTree.CreativeChestItem.Description' overrides obsolete member 'Eco.Gameplay.Items.Item.Description'. Add the Obsolete attribute to 'Eco.Mods.TechTree.CreativeChestItem.Description'. (CS0672)
Its pretty much that for each one all the way down.
 

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