OH ALSO...
I'm thinking some sort of tollbooth item that requires payment via a currency or items? :3
please?
I wish I was better at modding.
OH ALSO...
I'm thinking some sort of tollbooth item that requires payment via a currency or items? :3
please?
I wish I was better at modding.
Can I make a suggestion? Could you make the command generate some sort of [ground?] pollution, or a hefty calorie hit, when the command is used? So there's some sort of cost to make things disappear? (Especially if you're /dumpcarried'ing tailings )
You're the hardest workin' loli catgirl in here!
Just a couple friends on the East Coast of the United States tryin' to have some fun. We're definitely on the spectrum. Modified carry stacks and tweaks,
For more info hit us up on Discord: https://discord.gg/YZAM9qx
I'd like to create a trash can item that destroys anything put into it, but creates a small amount of ground pollution at it's location in exchange, maybe based on some aspect of the item's values, also possibly a compost heap that does similar for organic items, but either can craft fertilizers, or slowly reduces ground pollution/increases fertility around it?
Secondly, I'd like to create an ethanol object based on biodiesel, and I want to make sure I cover all my bases.
So far I have copied and rename biodiesel.cs to ethanol.cs and changed the recipe inside to call for corn instead of tallow. Will I need to change all instances of the word "Biodiesel" to "Ethanol" (as well as add my new fuel type to the vehicle/factory's lists of fuels)?
For funsies, I renamed the houseplants as best I could ID them, and I'm not plantidentifographer, ya know?
How do i install?
Drop that .dll into your Mods folder.
Loaded them up on my server, I'll give them a taste when our chef(s) get on.
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Thanks! Ill add it to my server asap and test out
Do we need to put the unity file in there somewhere?
I hope this helps
I love you. This is perfect, thanks for the help!
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Does it matter where I put it? I tossed it in /autogen/item/
It needs to work with the carried item also so we don't have to mess with /dumpcarried
Well it deletes the selected item, and since you can't "select" the carried item specifically, that could cause issues. Trash is helpful in that unlike "dump" it is targeted to a selected item on your quickbar.
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I posted an update
I lol'd heartily at the irony.
Display MoreI have so far been able to edit the carried items to 200 from 20 on most items I still have a few to change.
CopperOre is under Mod/AutoGen/itemname.cs
From
[ICODE]
[Serialized]
[MaxStackSize(20)]
[Weight(1000)]
[ResourcePile]
[/ICODE]
to
[ICODE]
[Serialized]
[MaxStackSize(200)]
[Weight(100)]
[ResourcePile]
[/ICODE]I not been able to get this to listen in my stock piles but any box what accepts all items it works fine, but this might just be because I already had my stockpies places.
That was the FIRST thing I did once I found it! Had to convince a friend of mine to play in spite of the vanilla "carried" limit, but I have it set at 50, so it's not like you can carry nearly a whole stockpile with you. Thanks again!
Ill see if PingPerfect has 7.2 yet, though if you can get them to carry WorldEdit so I dont have to put a ticket in to add your .dll that'd be fantastic
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I was able to use the tool that checks the soil that gets the block id and I been able to build walls, pillers and so on, so use the soil examer I think it's called, a option at the end for state would be nice, also been able to copy items like ramps, benchs and so on, or copying chests.
But the work so far are epic.
Did we ever figure out if changing the block state (wall, pillar, solid, decorative solid, etc.) was doable?
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I was able to use the tool that checks the soil that gets the block id and I been able to build walls, pillers and so on, so use the soil examer I think it's called, a option at the end for state would be nice, also been able to copy items like ramps, benchs and so on, or copying chests.
But the work so far are epic.
Does this mean changing the block state (wall, pillar, solid, decorative solid, etc.) is doable?
I'll keep at it. Gotta learn somehow
If by "claim stakes" you are referring to "property claim flags" you can add a recipe by copying and pasting already existing recipes.
You can find recipes under the mods folder in your server folder.
It's a very straight forward change.
I must be missing something simple as the only thing in PropertyClaimStake is:
QuoteDisplay Morenamespace Eco.Mods.TechTree
{
using System;
using System.Collections.Generic;
using System.ComponentModel;
using Eco.Gameplay.Blocks;
using Eco.Gameplay.Components;
using Eco.Gameplay.DynamicValues;
using Eco.Gameplay.Items;
using Eco.Gameplay.Objects;
using Eco.Gameplay.Players;
using Eco.Gameplay.Skills;
using Eco.Gameplay.Systems.TextLinks;
using Eco.Shared.Serialization;
using Eco.Shared.Utils;
using Eco.World;
using Eco.World.Blocks;
using Eco.Gameplay.Pipes;
So I add, for example, the second portion of the Gold Ingot and modify it to read ClaimStake in place of GoldIngot?
I'll keep at it. Thanks, Clay!
I would like to make claim stakes craft-able (Albeit for a very steep price). What lines do I add/modify to make this happen? I'm referencing other items, but it's still a little confusing to me.