How to make the value of x2 for smelting, I do not understand the problems with translation just. And how to make distressed out of coal?
QuickSmelt
Moved
Total Downloads: 57,447 - First Release: May 27, 2015 - Last Update: Jun 13, 2018
- 5/5, 106 likes
-
Does anyone have cfg for X2?
-
Is it possible to make it so that campfires cannot smelt everything including crude oil and ore? Thanks.
-
[DOUBLEPOST=1485513944][/DOUBLEPOST] -
Hey, mine isnt working and this is my config
{
"ByproductModifier": 50.0,
"ByproductPercent": 100,
"CookedModifier": 50.0,
"CookedPercent": 100,
"FuelUsageModifier": 1,
"OvercookMeat": false,
"UsePermissions": true
}
we restarted the server and also did "oxide.reload quicksmelt" which didnt seam to work -
-
-
-
if "FuelUsageModifier": 3, lanterns and ceiling lights uses 3 fuel. Is it possible to add a setting for that?
-
Hi Guys
I am a new Admin and I struggle to get the quick smelt right is there anyone that can help me or tell me where do I edit it so it would be instant please. -
-
Code:if (oven.ShortPrefabName != "furnace" || oven.ShortPrefabName != "furnace.large" || oven.ShortPrefabName != "campfire") return;
Code:void OnConsumeFuel(BaseOven oven, Item fuel, ItemModBurnable burnable) { // Check if furnance is usable if (oven == null) return; if (oven.ShortPrefabName != "furnace" || oven.ShortPrefabName != "furnace.large" || oven.ShortPrefabName != "campfire") return;
-
@Fujikura
PLEAAAAAAAAAAAAAASe !!!
can you spear the Campfire (and the others furnaces) then Players can use Campfire for warming without consume a lot of wood at one tick ?
That will be great! In other way players can not use the Campfire just for warming. -
Use the code above but remove the reference to campfire.
You will also loose the quick cooking of food, and also the setting that stops food from burning, if you have that enabled.
Code:if (oven.ShortPrefabName != "furnace" || oven.ShortPrefabName != "furnace.large") return;
-
-
-
I have solved, was not difficult
---
And sorry, There is not MORE DESCIPTION for that. -
-
Turns out that code doesnt actually work as intended.
Code to disable the additional fuel usage for lights
Code:if (oven.ShortPrefabName == "tunalight.deployed" | oven.ShortPrefabName == "ceilinglight.deployed" | oven.ShortPrefabName == "lantern.deployed") return;
Code:if (oven.ShortPrefabName == "tunalight.deployed" | oven.ShortPrefabName == "ceilinglight.deployed" | oven.ShortPrefabName == "lantern.deployed" |oven.ShortPrefabName == "campfire") return;
-