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Can't my mod ammo to appear in assemblers? (Now Solved)

Discussion in 'Modding' started by Spirit Warden, Sep 25, 2019.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Spirit Warden Trainee Engineer

    Messages:
    3
    I'm new to modding, brand new. I've been tinkering with weapons for the Stargate ships I've been uploading and they all use custom ammo. The ammo appears in the spawn list when I press Shift+f10/11(I forget which button combo opens the spawn menu). But I cannot seem to get the ammo to appear in the Assemblers no matter what I've tried. Can someone offer help please?

    <?xml version="1.0"?>
    <Definitions xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
    <BlueprintClassEntries>
    <Entry Class="Ammo" BlueprintSubtypeId="WraithTurretAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="Goa'uldStaffAmmoHatak" />
    <Entry Class="Ammo" BlueprintSubtypeId="AsgardIonAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="AsgardLaserCharge" />
    <Entry Class="Ammo" BlueprintSubtypeId="DestinyPulseAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="LanteanLightPulseAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="Tau'riRailgunAmmoBC304" />
    <Entry Class="Ammo" BlueprintSubtypeId="LanteanLightPulseAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="AIM-120_Missile" />
    <Entry Class="Ammo" BlueprintSubtypeId="GeneralRailgunAmmo" />
    <Entry Class="Ammo" BlueprintSubtypeId="LanteanDrone" />
    <Entry Class="Ammo" BlueprintSubtypeId="LanteanPulseAmmo" />
    <Entry Class="Components" BlueprintSubtypeId="Naquadah" />
    <Entry Class="Components" BlueprintSubtypeId="NaquadahPlate" />
    </BlueprintClassEntries>
    </Definitions>
     
  2. Forcedminer Senior Engineer

    Messages:
    2,227
    I'm giving you a reply so you don't think you're being ignored. x.x may be useless but here goes

    anytime i go to mod something in the game i look at existing files ingame see how they all work.
    add a new spot and just wedge the stuff i want in there.

    my idiotic form of reverse engineering something that works.


    I'd dig into the game folder and find the assembler and see if you can find the area that adds in the usual components
    or alternatively see if you can find a mod that does what you're looking for on the workshop and copy what they did.
     
  3. Roxette Senior Engineer

    Messages:
    1,499
    You need to add the

    <Entry Class="Components" ...

    lines in addition to the

    <Entry Class="Ammo"
     
    • Like Like x 1
  4. Digi Senior Engineer

    Messages:
    2,393
    That's because the Ammo class is not used by any assembler, open the CubeBlocks/CubeBlocks_Production.sbc to see what each assembler uses, and decide to which blueprint class to add depending on which assemblers you want to be able to make your ammo.
     
  5. Spirit Warden Trainee Engineer

    Messages:
    3
    Edit: Nevermind, I figured it out on my own (quite proud of myself for that one) I just had to correctly edit the blueprints.sbc file
     
    Last edited: Sep 26, 2019
Thread Status:
This last post in this thread was made more than 31 days old.