Hieve wrote: is there a Way to transfer files like for example "skill_types.xml" automatically on the server join to a client?
BasilMod::pack_content("targetfile", "sourcefile");
BasilMod::pack_content("data/skill_types.xml");
Custodian wrote:Qwetzalcoatl wrote:You have files and script for Siege tower ?or not ?
BasilMod does not contain siege towers. You need own 3d model for that.
Trovao999 wrote:Hello, this design 3D sending you to do the MOD?
What should be the siege tower design format?
I'm talking to a designer and we can do the design with the wheels and the board to move to open and close and the stairs inside. (google tradutor)
$BasilMod::pack::noModDisconnect = true;
Stolzerrabe wrote:How do i change recipe_requirements with BasilMod?
- BasilMod::pack_updateRecipeRequirement();
Auto-generate and sync with client recipe requirements information based on database data. No xml editing involved.
BasilMod::pack_updateRecipeRequirement();
RetroLogi wrote:someone has problems after the new patch?
on my server, basilmod does'nt work, and does'nt check file when client connect to the server.
EDIT
Resolve, you need to put into $BasilMod::cmVersionCompatible =
"yo_1.1.5.7"
and not "1.1.5.7"
RetroLogi wrote:Resolve, you need to put into $BasilMod::cmVersionCompatible = "yo_1.1.5.7";
$BasilMod::cmVersionCompatible = "any";
Custodian wrote:You may use
- Code: Select all
$BasilMod::cmVersionCompatible = "any";
This would result in basilmod being loaded with any server version.
Thiokol wrote:I have installed your basil mod onto my pingperfect hosted server and just want to confirm that i have installed the mods files to the correct spot.
MobY wrote:How to get this to work?
MobY wrote:I have downloadet and made a folder BasilMod folder and plased the basilmodloader in there.
exec("BasilMod/pack/pack.cs");
Custodian wrote:MobY wrote:How to get this to work?
First of all, carefully read the first post: description and installation details.MobY wrote:I have downloadet and made a folder BasilMod folder and plased the basilmodloader in there.
You did it all wrong.
If you are installing on a client, you should place basilmodloader.zip into the game folder, by the yo_cm_client.exe.
If you are installing on a server, you should create basilmod/pack folder, place mod files in there (server files differs from client files, and does not include basilmodloader.zip file), and addline to the very end of your servers' main.cs file.
- Code: Select all
exec("BasilMod/pack/pack.cs");
CarterP wrote:Can this mod only be used with a dedicated server, or can I run it on the single player servers started in-game?
Jsmith73731 wrote:Hey custodian, I'm on a server that uses basilmod and im trying to troubleshoot some issues im having, I get this issue in game where some recipes are going to prepatch, in example nails used to require bars, now they use lumps. when basilmod gets a new content update and it makes me restart, I lose the recipe for lump and it goes straight back to bars, and on sewing with a weavers toolkit I lose the ability to make the yule hats n clothes. Do i have an outdated version installed or something?
commandtoserver('UpdateArkRecipes');
note: those are single quotes
BasilMod::pack_content("data/recipe.xml");
BasilMod::pack_content("data/recipe_requirement.xml");
Jsmith73731 wrote:I lose the recipe for lump and it goes straight back to bars, and on sewing with a weavers toolkit I lose the ability to make the yule hats n clothes.
Dragodor wrote:What is the latest version and the latest link to download?
Is there an installation guide?
phoenix_ravensky wrote:Any suggestions?
phoenix_ravensky wrote:but here goes anyway