Modding v1.3 tinker

Freeform discussion about anything related to modding Transcendence.
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PAWN
Anarchist
Anarchist
Posts: 6
Joined: Mon Aug 04, 2014 6:03 pm

Issues with the 1.3 tinker that I am having it cannot find my items... So I tried using the old code for tinker and gave it an different unid under my mod # (i also renamed to make sure I am seeing a different instant... but the custom/fabrication still is locked on the newer tinker Formulas (which I like) but I 'd like to induce my own formulas and used the older custom works as well.... any solutions???.... Anyhow to make progress I dug up a MOD called master tinker and look at the xml, which is much like the older version with add-on/variants dunno if it will work by that means it will get overlapped.

My other though is that will/would I need to generate a completely different tinker ground up... if so any thing to reference to so I can work it on all angles.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

The old recipes found in StaticData are probably there for compatibility with old mods. You need to modify the list in InitialData, used by 1.2+ Tinkers.

Look for my mod More Tinker Recipes at Xelerus, which appends many recipes to the list.
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pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

As a quick note, you can add items to the list of tinker recipes with the following code

Code: Select all

<Events>
    <OnGlobalTypesInIt>
        (typSetData &svTinkers; 'Recipes (append
                (typGetData &svTinkers; 'Recipes)
                {   item: &itAlternatingStarCannons;
                    enhancement: Nil
                    components: (list
                        { item: &itStarCannon; count: 2 }
                        { item: &itNeutronBlaster; count: 1 }
                        )
                    extraCost: 0
                    }
            ))
    </OnGlobalTypesInIt>
</Events>
It creates a recipe where 2 &itStarCannon; + 1 &itNeutronBlaster; creates an &itAlternatingStarCannons;.

Maybe it is helpful,

Pixelfck
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