Help with adding custom fuel item to drone port

Hi I have a new fuel item for the drone port but unable tp get it added to the accepted fuel list where ever it is, I have tried using burnable Fabric as ref but still not managed to get my new fuel item added to the accept list of the drone port. (Just broke it more lol) The item was accepted into the drone port in update 8 but now is not accepted in the drone port but its still being accepted in the truck station which is making no sense to me why it would do that. If anyone has time to explain how to do this step by step or point to documentation with how its done will be greatly appreciated If you need the repository to the mod which adds this that can be provided
28 Replies
Archengius
Archengius6mo ago
Because drones need different drone fuel type properties for each fuel type iirc. Just making something have energy value is not enough
Rex
Rex6mo ago
I found this in BP_Drone_Transport, you probably need to perform a CDO edit to add your drone fuel there
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Archengius
Archengius6mo ago
Yep
Skymoeba
SkymoebaOP6mo ago
Can a CDO edit be done in blueprints and how would I go about doing that?
Skymoeba
SkymoebaOP6mo ago
Wish there was a example in example mod somthing like this
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Rex
Rex6mo ago
There is a CDO edit in ExampleMod, but I think it's only in the dev branch
Rex
Rex6mo ago
It's in SubGameWorld_ExampleMod_SchematicCdoEdit
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Skymoeba
SkymoebaOP6mo ago
Thanks give it a go as soon as I work out what I broke now as something is causing the game to crash
Rex
Rex6mo ago
It's failing to spawn a subsystem from some mod Do you have a game world module in your mod? If so, can you please send a screenshot of its class defaults?
Skymoeba
SkymoebaOP6mo ago
Sorted the crash thing just got to wrap my head around the SubGameWorld thing now Thanks for your help
Rex
Rex6mo ago
What was the exact issue that led to this? Did you have a NULL subsystem class in a game world module?
Skymoeba
SkymoebaOP6mo ago
Yeah it was this
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Skymoeba
SkymoebaOP6mo ago
And then after I did this it does not crash
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Rex
Rex6mo ago
Interesting, I thought the editor checked this when saving Ah, no, just schematics and research trees
Robb
Robb6mo ago
were you able to get your custom drone fuel working in the end?
Skymoeba
SkymoebaOP6mo ago
I haven’t so far, will try again when I can as travelling around for work at the moment
BoswenMcBastok
"Hey there, it's ..." No, not Josh. It's Boz! 😄 So I actually started trying to learn SF modding last weekend for this very reason! Drone fuel, I mean. I have an absolute CRAP ton of packaged liquid biofuel (like, seriously -- LGIO-levels of the stuff) and all of my belts for the ingredients are "overflowing" -- i.e., on a constant ride around my storage and post-smart-splitter overflows, waiting for an opening... Thus, I'd like to make a mod so that drones can use it! And from what I can tell, you've done 90% (or more?) of the research part for me! So first off, HUGE kudos to you, @Skymoeba -- And to the other experienced modders here too! And second ... did you ever pick any of this back up or do you by chance have a public repo somewhere so I can learn from what you've done? I'm thinking, per the guidance here, that instead of a CDO I want to make a new "BioDrone Port" and "BioDrones" ... since I think I need to make both? It sounded like making a new thang instead of a CDO is less prone to future mod compatibility issues later? However... if possible I'd also like to add some kind of "upgrade in place" feature (maybe for a new feature after the first release?) like how you can hold control to replace a basic wall with a window... (Although I'm thinking that's probably a CDO anyway, so maybe it's a no-go if I want to avoid CDOs?) Anyway, sorry for the necro reply. Hoping you all don't mind! 🙂
Robb
Robb2w ago
introducing new drones + buildings would be less compatible with other drone mods and more likely to break on updates, as there is "more to break" than just the CDO edit I suggest trying the CDO approach first to see what you think, since it is easier too, then deciding if you still want custom buildings upgrade in place requires writing your own holograms (non-trivial c++)
BoswenMcBastok
Well, thanks! I never thought of it that way. Maybe I need to re-read that part of the guide about CDO and cross-mod compatibility stuff. Also -- holy CRAP you guys are fast! Thanks for all the quick responses these last few days! 🙂
Robb
Robb2w ago
The page's warning about overwriting stuff is about making a change that could prohibit other mods from working. Adding an entry to an array like would probably be done for this kind of fuel edit is unlikely to conflict with other stuff
Rex
Rex2w ago
Think of it this way: if your CDO edits can work independently of what other mods do to the same CDO before you do your thing, it should be fine. Adding an element to an array is most likely not going to cause problems In fact, I have a mod (Th3RecipeMod) that programatically modifies most schematic unlocks to add new recipes to them (x10 compressed versions of the recipes)
BoswenMcBastok
Evenin' again, all. I've been trying to figure this out over the last few days and I think I'm close ... but I'm missing something somewhere. I went with the CDO modification via ContentLib method and tried to override that BP_DroneTransport CDO you mentioned above as best as I could. Game loaded up fine, but Drone Ports no longer take any fuel at all. (See "X" on screenshots of previously working fuel.) Silver lining? There is now 8 array elements instead of 7, so I think I'm on the right track... Here are some screenshots and the .json file I'm trying to use. Side note - I did not bring in the JsonStructs and ContentInspector mod source into my project since I'm not using ContentLib’s blueprint and C++ APIs as of now. Are they required for the more basic use with just JSONs? Have you guys ever seen this "N/A" and "UNDEF" (undefined) run time error of sorts? And here I thought I defined it pretty well...
Robb
Robb2w ago
unfortunately contentlib CDOs can't append to arrays, only overwrite them, so you are stuck redefining the whole list. if you decide to switch to a full mod you will be able to append it without having to redefine the existing items did you check the logs to see if any messages were produced by the CDO edit? not certain if Content Lib is capable of working with arbitrary structs like that either. it is probably either not understanding the struct or not understanding how you referenced the item class. what does Content Inspector say the field contains now that you've edited it?
BoswenMcBastok
Thanks, Robb -- helps a lot! 😉 I got it working!! I'll try to get this packaged up soon™ and uploaded as a new mod! In short, my json keys were wrong. I had spaces (arbitrarily? following an example somewhere? I forget) that shouldn't be there, didn't have that "_C" at the end of the item names and "Item Class" needed to simply be "Item". And I learned all of this from using ContentInspector to figure out what the game expected there, then just mimicked it, mostly -- avoiding those "JS" parts, like the guide said. Here's a snippet of what the import json block for LBF should be:
{
"Item": "/Game/FactoryGame/Resource/Parts/BioFuel/Desc_PackagedBiofuel.Desc_PackagedBiofuel_C",
"ThrusterColor": {
"R": 59,
"G": 83,
"B": 44,
"A": 255
},
"ThrusterEndColor": {
"R": 85,
"G": 189,
"B": 44,
"A": 255
},
"FlightSpeed": 1500.0,
"TravelSpeed": 7500.0
}
{
"Item": "/Game/FactoryGame/Resource/Parts/BioFuel/Desc_PackagedBiofuel.Desc_PackagedBiofuel_C",
"ThrusterColor": {
"R": 59,
"G": 83,
"B": 44,
"A": 255
},
"ThrusterEndColor": {
"R": 85,
"G": 189,
"B": 44,
"A": 255
},
"FlightSpeed": 1500.0,
"TravelSpeed": 7500.0
}
Thanks again!
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Robb
Robb2w ago
Glad it's working! I'll probably add this as an example to the content lib docs page for the CDO feature, if you don't mind
BoswenMcBastok
Please do! 🙂 The mod name will be "FlexFuel Drones", if that helps. Just got it uploaded. Thanks again for your help!!

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