1. I know I'm a pain in the ass, but i have a question:

    I have set the variables in Blueprints so players are allowed to craft Explosive Kegs.

    BUT

    Since Alpha 'i dont know' the kegs were removed.

    I could craft them, i can definately place them, they explode, they do damage.
    But they DON'T show up in any production facility (tinker, siegeworks, wood works, saw mill, fletcher... i even tried spinning wheel, just to make sure....)

    Is there anyway to change that?
    I looked through every file i felt comfortable opening without destroying Destroying the entire world, or something. Is there a File where i can see, which items are produced where ? The Blueprints File only gives me:
    - if it can be crafted
    - what it costs
    - if its placeable

    coming to this i have another question:

    The Blueprints.cfg gives me an amount of damage for Trebuchet Stones AND it says it is PROJECTILE damage.
    when i fire the Treb and the stone hits the wall, it says siege damage.
    PLUS:
    The File neither gives any amount of Damage for BallistaArrow and Explosive Kegs, nor does it say which kind of damage them both do (siege, projectile, whatever)

    I Post the code below:

    Code:
    Weapons.Projectile.WoodShortBow.Weapon.Spread                                                    = '2'   # 2
    Weapons.Siege.Ballista.Animation.ReloadSpeed                                                     = '1'   # 1
    Weapons.Siege.Ballista.Crafting.BatchSize                                                        = '1'   # 1
    Weapons.Siege.Ballista.Crafting.CraftTime                                                        = '240'   # 240
    Weapons.Siege.Ballista.Crafting.IsCraftable                                                      = 'True'   # True
    Weapons.Siege.Ballista.Crafting.RequiredResources                         = 'Flax:25,Iron Ingot:10,Lumber:1000'   # Flax:25,Iron Ingot:10,Lumber:1000
    Weapons.Siege.Ballista.Health.IsInvincible                                                       = 'False'   # False
    Weapons.Siege.Ballista.Health.MaxHealth                                                          = '500'   # 500
    Weapons.Siege.Ballista.Inventory.StackLimit                                                      = '1'   # 1
    Weapons.Siege.Ballista.Inventory.StartAmount                                                     = '0'   # 0
    Weapons.Siege.Ballista.Placing.CanPlace                                                          = 'True'   # True
    Weapons.Siege.Ballista.Projectile.Accuracy                                                       = '0.5'   # 0.5
    Weapons.Siege.Ballista.Rotation.Rotation.LimitX                                                  = '40'   # 40
    Weapons.Siege.Ballista.Rotation.Rotation.LimitY                                                  = '40'   # 40
    Weapons.Siege.BallistaBolt.Crafting.BatchSize                                                    = '10'   # 10
    Weapons.Siege.BallistaBolt.Crafting.CraftTime                                                    = '10'   # 10
    Weapons.Siege.BallistaBolt.Crafting.IsCraftable                                                  = 'True'   # True
    Weapons.Siege.BallistaBolt.Crafting.RequiredResources                                            = 'Flax:25,Wood:200,Iron Ingot:2'   # Flax:25,Wood:200,Iron Ingot:2
    Weapons.Siege.BallistaBolt.CustomAmmo.SpeedModifier                                              = '0.9'   # 0.9
    Weapons.Siege.BallistaBolt.CustomAmmo.SpreadModifier                                             = '1'   # 1
    Weapons.Siege.BallistaBolt.Health.IsInvincible                                                   = 'False'   # False
    Weapons.Siege.BallistaBolt.Health.MaxHealth                                                      = '100'   # 100
    Weapons.Siege.BallistaBolt.Inventory.StackLimit                                                  = '1000'   # 1000
    Weapons.Siege.BallistaBolt.Inventory.StartAmount                                                 = '0'   # 0
    Weapons.Siege.ExplosiveKeg.Crafting.BatchSize                                                    = '1'   # 1
    Weapons.Siege.ExplosiveKeg.Crafting.CraftTime                                                    = '10'   # 10
    Weapons.Siege.ExplosiveKeg.Crafting.IsCraftable                                                  = 'True'   # True
    Weapons.Siege.ExplosiveKeg.Crafting.RequiredResources                                            = 'Lumber:600,Fuse:1,Fire Water:12'   # Lumber:600,Fuse:1,Fire Water:12
    Weapons.Siege.ExplosiveKeg.Inventory.StackLimit                                                  = '25'   # 25
    Weapons.Siege.ExplosiveKeg.Inventory.StartAmount                                                 = '0'   # 0
    Weapons.Siege.ExplosiveKeg.Placing.CanPlace                                                      = 'True'   # False
    Weapons.Siege.Trebuchet.Animation.ReloadSpeed                                                    = '0.85'   # 0.85
    Weapons.Siege.Trebuchet.Collect.Collect.Time                                                     = '60'   # 60
    Weapons.Siege.Trebuchet.Crafting.BatchSize                                                       = '1'   # 1
    Weapons.Siege.Trebuchet.Crafting.CraftTime                                                       = '300'   # 300
    Weapons.Siege.Trebuchet.Crafting.IsCraftable                                                     = 'True'   # True
    Weapons.Siege.Trebuchet.Crafting.RequiredResources                                               = 'Flax:50,Lumber:4000,Iron Ingot:50'   # Flax:50,Lumber:4000,Iron Ingot:50
    Weapons.Siege.Trebuchet.Health.IsInvincible                                                      = 'False'   # False
    Weapons.Siege.Trebuchet.Health.MaxHealth                                                         = '1000'   # 1000
    Weapons.Siege.Trebuchet.Inventory.StackLimit                                                     = '1'   # 1
    Weapons.Siege.Trebuchet.Inventory.StartAmount                                                    = '0'   # 0
    Weapons.Siege.Trebuchet.Placing.CanPlace                                                         = 'True'   # True
    Weapons.Siege.Trebuchet.Projectile.Accuracy                                                      = '0.75'   # 0.75
    Weapons.Siege.Trebuchet.Setup.Setup.TimeToComplete                                               = '300'   # 300
    Weapons.Siege.Trebuchet.SiegeLevel.SiegeLevel.Position1                                          = '4'   # 4
    Weapons.Siege.Trebuchet.SiegeLevel.SiegeLevel.Position2                                          = '6'   # 6
    Weapons.Siege.Trebuchet.SiegeLevel.SiegeLevel.Position3                                          = '8'   # 8
    Weapons.Siege.TrebuchetHayBale.Crafting.BatchSize                                                = '3'   # 3
    Weapons.Siege.TrebuchetHayBale.Crafting.CraftTime                                                = '10'   # 10
    Weapons.Siege.TrebuchetHayBale.Crafting.IsCraftable                                              = 'True'   # True
    Weapons.Siege.TrebuchetHayBale.Crafting.RequiredResources                                        = 'Hay:10'   # Hay:10
    Weapons.Siege.TrebuchetHayBale.CustomAmmo.SpeedModifier                                          = '1'   # 1
    Weapons.Siege.TrebuchetHayBale.CustomAmmo.SpreadModifier                                         = '1'   # 1
    Weapons.Siege.TrebuchetHayBale.Inventory.StackLimit                                              = '50'   # 50
    Weapons.Siege.TrebuchetHayBale.Inventory.StartAmount                                             = '0'   # 0
    Weapons.Siege.TrebuchetStone.Crafting.BatchSize                                                  = '1'   # 1
    Weapons.Siege.TrebuchetStone.Crafting.CraftTime                                                  = '10'   # 10
    Weapons.Siege.TrebuchetStone.Crafting.IsCraftable                                                = 'True'   # True
    Weapons.Siege.TrebuchetStone.Crafting.RequiredResources                                          = 'Stone Slab:3'   # Stone Slab:3
    Weapons.Siege.TrebuchetStone.CustomAmmo.SpeedModifier                                            = '1'   # 1
    Weapons.Siege.TrebuchetStone.CustomAmmo.SpreadModifier                                           = '1'   # 1
    Weapons.Siege.TrebuchetStone.Inventory.StackLimit                                                = '50'   # 50
    Weapons.Siege.TrebuchetStone.Inventory.StartAmount                                               = '0'   # 0
    Weapons.Siege.TrebuchetStone.Projectile.Damage                                                   = '1500'   # 1500
    Thanx in advance

    juk3b0x

    PS: i dont really get used to the structure in this forum, so if any mod feels like i post in the wrong section, feel free to move posts ;)
     
  2. I still haven't figured out how to change the crafting locations, the patch notes said there is a way to do it but no information has been provided.

    As far as damage goes, you can make a plugin to control the damage over kegs.
    Code:
    void OnCubeTakeDamage(CubeDamageEvent e)
            {            if (e.Damage.Amount < 0) return;
                if (!e.Damage.Damager.name.Contains("Explosive Keg")) return;
                {
                 e.Damage.Amount = 4000f;
                 }
            }
    
    Something like that can change the amount of damage a keg can do to blocks and doors.
     
    Last edited by a moderator: Dec 20, 2015
  3. Thats actually really helpful. you should publish that as a plugin. Im wanting to add kegs back in myself but they do INSANE amounts of damage 9000 to be precise it takes 2 kegs for first layer of tier 7 then 1 per layer after that.
     
  4. No one having connections to Code}{atch I guess?

    just to ask where to find the stuff we need ?

    not that i dont like plugins, on contrary...

    but too many plugins make it just confusing and flood the memory....

    i mean, all we need is right in the game, i just need a way to set the variables like :

    - Keg Dmg
    - Capture Time for Ropes and Shackles
    - BallistaBolt Dmg

    and so on, it has t be somewhere

    What makes me crazy is:
    There are changeable values for:
    -Treb Stones
    -Arrows

    etc

    But first: Treb Stones are calculated with PROJECTILE DMG instead of siege, while ingame it says SIEGE DMG

    therre HAS to be a way to fiddle with those things.

    Like i already said, im not even close to coding, but i find my way through, if someone tells me where to look
     
  5. After doing some more testing, this is actually what you need to adjust keg damage.
    Code:
    void OnCubeTakeDamage(CubeDamageEvent e)
            {            if (e.Damage.Amount < 0) return;
                if (!e.Damage.Damager.name.Contains("Explosion")) return;
                {
                 e.Damage.Amount = 4000f;
                 }
            }
    
    For some reason the Entity name of what causes the damage is called "Explosion (9000 Damage)".

    I've tried plenty of different custom extensions that should have technically worked but that config file is only dealing with the defaults it appears.

    For instance, Inventory contains StackLimit and StackAmount on the blueprint defaults. But the Inventory assembly also has IsStackable. I tried using that to make totems stackable by setting a 'true' value but it gets ignored by modding system. So editing things via their current modding system seems like that's all we get for now.

    That can be used as a simple plugin and shouldn't conflict with any others. Best part is it updates instantly and doesn't require a restart.
     
  6. This works well but it actually makes the kegs even more op. As the damage type is changed. If you lined up 5 thick rows of tier 7 and dropped a keg and grabbed a repair hammer to see the damage you could see that the vast amount of damage went into the first block and much less for the following 3 rows. But with this mod the damage done is the same to all blocks even the very back ones. Also just not as cool to not have the damage radiating it doesn't feel right :).
    Is there any way to change the damage type ?
     
  7. Ok, thanks for the plugin, but it is, as pulsar said, the damage model is even more hilarious now. Thanks anyway, but what i was looking for, was a way to find put WHERE to craft it
     
  8. See that isn't as big an issue because you can just sell it in the grand exchange.
     
  9. Yes, but then, an admin has to be present, to uae the /give command AND i do not, at any cost, want money on my server. If there was a “grand exchange“ without “gold“ i would be the first to use it.
     
    Last edited by a moderator: Dec 25, 2015
  10. Thats not an issue it would be very easy for you to just make everything in the grand exchange free.
     
  11. Where do we put the plugin when we made the file? in the oxide file?
     
  12. How exactly do I add this in, and where? I am very unskilled in these matters, and do not know how to create a plugin at all, but I do want to add the kegs back into my community server if possible.
     
  13. Problem with this is that a keg does splash damage like the trebuchet stone. if you use that code even the blocks that would otherwise only get 10 damage will get 4000 damage.