Hey guys, apparently nobody has ever explained what some of the components of creating a custom block do. Sure, you can find a similar block and change some stats but that is hardly creating a custom block, right? Apparently people have been wondering for many months and never have gotten an answer.
Below is the block config for brown advanced armor tetra. As far as I know, the things I have highlighted in red are not known. If someone knows what they are or how to use the trait, please let me know.
Block icon="306" name="Brown Advanced Armor Tetra" textureId="3, 3, 3, 3, 3, 3" type="POWERHULL_COLOR_TETRA_BROWN">
<Price>1000</Price>
<Description>Further processing of Standard Armor results in Advanced Armor. With a far denser composition, it grants increased health and greater damage reducing properties. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
<BlockResourceType>2</BlockResourceType>
<ProducedInFactory>5</ProducedInFactory>
<BasicResourceFactory>0</BasicResourceFactory>
<Consistence>
<Item count="1">POWERHULL_COLOR_BROWN</Item>
</Consistence>
<CubatomConsistence>
<Item count="1">POWERHULL_COLOR_BROWN</Item>
</CubatomConsistence>
<FactoryBakeTime>5.0</FactoryBakeTime>
<CubatomRecipe>
<mass>light</mass>
<spinning>super_spin</spinning>
</CubatomRecipe>
<InventoryGroup>advancedbrownarmor</InventoryGroup>
<Animated>false</Animated>
<Armour>75</Armour>
<ArmorHPContribution>100</ArmorHPContribution>
<StructureHPContribution>5</StructureHPContribution>
<Transparency>false</Transparency>
<InShop>true</InShop>
<Orientation>false</Orientation>
<Enterable>false</Enterable>
<Mass>0.25</Mass>
<Hitpoints>250</Hitpoints>
<Placable>true</Placable>
<InRecipe>true</InRecipe> [though I'm assuming this means that it can be crafted?]
<CanActivate>false</CanActivate>
<IndividualSides>1</IndividualSides> [sides that texture is applied to]
<SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
<HasActivationTexture>false</HasActivationTexture>
<MainCombinationController>false</MainCombinationController>
<SupportCombinationController>false</SupportCombinationController>
<EffectCombinationController>false</EffectCombinationController>
<Physical>true</Physical>
<BlockStyle>4</BlockStyle>
<LightSource>false</LightSource>
<LightSourceColor>1.0,0.8,0.4,1.0</LightSourceColor>
<Door>false</Door>
<Deprecated>false</Deprecated> [not in use T/F]
<CubatomCompound>
<Cubatom>
<mass>medium</mass>
<spinning>null_spin</spinning>
<thermal>gas</thermal>
<conductivity>draining</conductivity>
</Cubatom>
<Cubatom>
<mass>negative</mass>
<spinning>null_spin</spinning>
<thermal>liquid</thermal>
<conductivity>draining</conductivity>
</Cubatom>
</CubatomCompound>
<ResourceInjection>0</ResourceInjection>
<ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
</Block>
The rest of the items you can pretty easily figure out if you don't know it from the description. I would also like to point out that I am aware of the pastebin rule - just can't quite highlight the lines in it
Below is the block config for brown advanced armor tetra. As far as I know, the things I have highlighted in red are not known. If someone knows what they are or how to use the trait, please let me know.
Block icon="306" name="Brown Advanced Armor Tetra" textureId="3, 3, 3, 3, 3, 3" type="POWERHULL_COLOR_TETRA_BROWN">
<Price>1000</Price>
<Description>Further processing of Standard Armor results in Advanced Armor. With a far denser composition, it grants increased health and greater damage reducing properties. -Structural Stats- $ARMOUR% Armor $HP HP</Description>
<BlockResourceType>2</BlockResourceType>
<ProducedInFactory>5</ProducedInFactory>
<BasicResourceFactory>0</BasicResourceFactory>
<Consistence>
<Item count="1">POWERHULL_COLOR_BROWN</Item>
</Consistence>
<CubatomConsistence>
<Item count="1">POWERHULL_COLOR_BROWN</Item>
</CubatomConsistence>
<FactoryBakeTime>5.0</FactoryBakeTime>
<CubatomRecipe>
<mass>light</mass>
<spinning>super_spin</spinning>
</CubatomRecipe>
<InventoryGroup>advancedbrownarmor</InventoryGroup>
<Animated>false</Animated>
<Armour>75</Armour>
<ArmorHPContribution>100</ArmorHPContribution>
<StructureHPContribution>5</StructureHPContribution>
<Transparency>false</Transparency>
<InShop>true</InShop>
<Orientation>false</Orientation>
<Enterable>false</Enterable>
<Mass>0.25</Mass>
<Hitpoints>250</Hitpoints>
<Placable>true</Placable>
<InRecipe>true</InRecipe> [though I'm assuming this means that it can be crafted?]
<CanActivate>false</CanActivate>
<IndividualSides>1</IndividualSides> [sides that texture is applied to]
<SideTexturesPointToOrientation>false</SideTexturesPointToOrientation>
<HasActivationTexture>false</HasActivationTexture>
<MainCombinationController>false</MainCombinationController>
<SupportCombinationController>false</SupportCombinationController>
<EffectCombinationController>false</EffectCombinationController>
<Physical>true</Physical>
<BlockStyle>4</BlockStyle>
<LightSource>false</LightSource>
<LightSourceColor>1.0,0.8,0.4,1.0</LightSourceColor>
<Door>false</Door>
<Deprecated>false</Deprecated> [not in use T/F]
<CubatomCompound>
<Cubatom>
<mass>medium</mass>
<spinning>null_spin</spinning>
<thermal>gas</thermal>
<conductivity>draining</conductivity>
</Cubatom>
<Cubatom>
<mass>negative</mass>
<spinning>null_spin</spinning>
<thermal>liquid</thermal>
<conductivity>draining</conductivity>
</Cubatom>
</CubatomCompound>
<ResourceInjection>0</ResourceInjection>
<ExplosionAbsorbtion>0.0</ExplosionAbsorbtion>
</Block>
The rest of the items you can pretty easily figure out if you don't know it from the description. I would also like to point out that I am aware of the pastebin rule - just can't quite highlight the lines in it
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