I am attempting to make a custom recipes mod that allows one to craft a detonator. I copied the detonator assets from unturned and made a new item (with a crafting recipe) and bundled it in Unity editor. However, I am running into this issue while my server is downloading and loading the mod (after I uploaded it to steam workshop). Anyone have any ideas why and how to fix?
#Unable to read header
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Yea wrong version
If i may make a suggestion, you can also make the vanilla item craftible as well
Like instead of re-importing it
Of course, but I don't think there is a way to create a recipe without an item?
You can stick the recipe in another item as part of the mod, or make an unobtainable item with the blueprint inside
oh I see
Blueprint_#_Product
so I don't need to use any assets?
Just put that, with the id of the detonator
Well, you need bare minimum one file, BUT you can just have it be a cloned item of a vanilla asset using uh
I see
Just pick an item to copy, make it unobtainable, and put the blueprint for the detonator in the new item
Litterally just need 1 single file and it dosnt even need a unity 3d or a masterbundle
Just an English and a .dat
I think I might keep it as a new item to differentiate it from a vanilla detonator but thanks so much for the help
I might use that method for other recipes
Ill give you the right unity version to tho since you need that in future
Yeah I downloaded 2020.3.38
but backwards compatibility should be fine for the future right?
Hypotheticaly yes but only because nelson is careful not to break mods
I also suggest you learn to masterbundle asap as it will help alot down the line (if haven't already)
ive been bypassing it with Exclude_From_Master_Bundle but yes I'll keep it in mind
Also for this i suggest just sticking all the new blueprints to craft vanilla items in your detonator
Just be careful with ammo, that can act a bit funky when done this way
o yes so 1 item but with lots of blueprints in the dat
Mhm
I wouldn't suggest you do this at all outside of making new blueprints to craft vanilla items (or possibly items from other mods in some rare instances)
Just because its very unorganized
No prob, ask anything anytime
One one last thing tho @robust fable masterbundles have a few extra features, as well as you can make your mods compatible with linux and mac (assuming you set it up propperly)
oh awesome, thanks
Do you want the info for how to set it up right now tho? Its hard to find info
The mac linux support
It's ok for now...
Unfortunately I am still having problems and the crafting recipe is not working, nor is the item showing up when I use give
GUID 58fb7fb7b654474989b38d635a39c89c
Type Detonator
Rarity Rare
Useable Detonator
ID 11451
Size_X 2
Size_Y 2
Size_Z 0.45
Size2_Z 0.45
Backward
Blueprints 1
Blueprint_0_Type Tool
Blueprint_0_Supplies 6
Blueprint_0_Supply_0_ID 1176
Blueprint_0_Supply_0_Amount 2
Blueprint_0_Supply_1_ID 276
Blueprint_0_Supply_1_Amount 1
Blueprint_0_Supply_2_ID 75
Blueprint_0_Supply_2_Amount 1
Blueprint_0_Supply_3_ID 68
Blueprint_0_Supply_3_Amount 6
Blueprint_0_Supply_4_ID 65
Blueprint_0_Supply_4_Amount 3
Blueprint_0_Supply_5_ID 285
Blueprint_0_Supply_5_Amount 5
Blueprint_0_Product 1240
Blueprint_0_Products 1
Blueprint_0_Tool 76
Blueprint_0_Level 3
Blueprint_0_Skill Craft
Blueprint_0_Build 27
Exclude_From_Master_Bundle
Here's the dat file...
Did the game auto generate the guid? Is that the original GUID or did you generate it?
Hm
Ok thats weird, the game recognized it as a valid file....
ah i figured it out
its just me being stupid
I had a version of the old assets in my local game files
dammit I'm dumb
that must have screwed with the serverside as well
thanks!