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Custom construction detail
About This Mod
Customize the individual building parts. Globally defined characteristics such as resistance to damage from rain, water, ash and lava. Adjust the general characteristics of the material type.
This mode allows you to configure most features individually and some features in general.
Features
Customize the properties of a single track (you can also disable it, change its title, or customize the description)
Install some of the most useful features in general
Change the properties of the material so that it can grow taller and wider
All settings are synchronized by the server and reapplied when the file is modified
Set Common Values
There are several common lists in the settings:
Pin All
Let's go to the dungeon
Can be repaired
Can be deleted
Immunity to ash and lava
Water and rain damage immunity
Structural Integrity
All lists are predefined lists of names separated by commas. If some lists have collective names set, this value overrides the individual settings.
If you want all parts to have this value, set the value to All Parts.
Material Properties
For each material type, there are several settings that are grouped together. Allows you to configure:
Max Support Multiplier - The amount of support for part of a particular material when placed on the ground (blue)
Minimum support multiplier - how much of the specified material must be in order for the support part not to break
Vertical stability multiplier - how much support is required to climb higher. Increase the material to make it more height-resistant.
Horizontal stability multiplier - how much support is required to create a longer suspended beam from a specific material. Increase the longer beam to make the material more stable.
This value is a multiplier of the vanilla number, and 1.0 means the vanilla property.
Automatically generated documents
When you open the main menu or enter your world, the "個properties.と" file is created and placed next to the mod library.
This file contains all fragments of the current game and the IDs used to customize the fragments.
Use it to find the exact finished part name you want to start customizing.
You can recreate this file manually at any time using the bpcdocs console command.
Set individual values
First, you need to create a template file named prefab with valid properties.
Using the console command "bpcsave [collectible name]", it will create a JSON file with the collectible name next to the mode dll.
If you are trying to save a previously modified file, you can select it from the main menu because the game will be fixed and the modified state will be saved.
You can change the properties of this file and save it as needed.
After editing, you can move this file to any subfolder in the mods directory. You can also place this file in "\BepİnEx\config\shudnal".BuildPiecesCustomized directory (you must create it manually first). Or you can put it next to the fashion library.
All *."The json file from all subdirectories \BepİnEx \ config \ shudnal.The BuildPiecesCustomized folder and the Add-ins folder will be loaded into World entry.
When all the files are downloaded, a line appears in the log, which looks like this
[Info: Configured Assembly Part] \Bep nEx\plugins\shudnal-BuildPiecesCustomized\portal_wood Found.json
When you put this file on the server, the settings are transferred from the server.
If you want to discard changes, delete the file and restart the game.
Property Value
Most properties do not require explanation, but some may require slightly more explanation.
groundOnly - if the real part can be built only on the ground (eg vanilla fireplace)
Cultivated only - if real jobs can be built only on cultivated land
Part of the water - if the present part concerns the water that has been built
clipGround - If the actual part can be cut off on the ground
clipeverything-true if the slice can be clipped to any object
noİnWater - It is true if the part should touch the water during assembly
Notonwood - It is true if the item should touch the surface of wood or solid wood
Do not contaminate the surface - when the real part should be placed on a fairly flat surface
Note Base - if correct - the surface must be vertical
noClipping - if true - part should not cut anything off
Only - if true - should the object hang from the ceiling
Only inteleportarea - if true - should be placed next to the object emitting the teleportation effect field (currently there is no such section)
allowedInDungeons - if true - allows you to place objects in dungeons (inside)
spaceRequirement - Minimum distance to the next station expansion object
allowRotatedOverlap - if true - when you rotate a slice, you can dock it on another slice
Vegetation only - if correct - vegetables should be placed in the growing area
If there is another similar part in the radius (such as a stem collector), I was unable to insert the block radius part.
Extracementdistance - October distance to the object when placed (currently only Drakkar from Ashlands)
targetNonPlayerBuilt - If it is not created by the player, the real enemy attacks this object (part of the campfire is set to false, and Fulings will not attack their own campfire)
primaryTarget - If true, the monster first attacks the object
randomTarget - If the actual part is likely to target the monster (if disabled, the object will be ignored as the target, but will still be Dec
only - that is, if you want to place a part in some biome, say, meadows (1), black forest (8) and plains (16).1+8+16 = 25 Then set the value "onlyInBiome: 25".
noRoofWear - Immunity to water and rain (if properly set, the part will suffer damage from water, if not set correctly, it will not suffer damage from rain or water)
noSupportWear elements are not subject to structural integrity checks (if set to false, they will not break due to lack of structural support)
The support - if correct - can support another part built on top of the part. If that's wrong, you can't build anything about just that part
hitNoise - Amount of noise generated on impact (how much noise is heard by the opponent)
destroyNoise - How much noise is created during destruction (how much you will hear from the enemy)
ashDamageİmmune-true- If the fragment is not damaged by ash and lava
Ashdamageresis - A shard takes only 33% of its damage from lava and never lights up in ashtrays
triggerPrivateArea - if enabled - players flash when an object is attacked (worse if the player attacks this piece near the Npc)
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