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dbourque

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Posts posted by dbourque

  1. On 1/30/2022 at 10:02 AM, ErrorNull said:

    hello @dbourque that's a strange one... to cause a connection timed out and prevent others from joining. hmm.... what are all the mods you have installed when you get that connection error? if you can direct message me a copy of your log from either one of below locations would be helpful too:

    \[7Days Game Install Location]\7DaysToDie_Data\output_log__[date]__[time].txt

    \[7Days Game Install Location]\7DaysToDieServer_Data\output_log_dedi__[date]__[time].txt

     

    another way to test is if you only having enZombies installed (and no other addons or mods) - do you still get connection error then?

    Forgot to let you know that it just worked flawlessly. No idea what the issue was with the connection timing out, but when we tried it over the weekend it just worked. I did port forward, but no idea if that was what fixed it. Thanks for such a great mod, we are having a blast. 

  2. On 1/30/2022 at 10:02 AM, ErrorNull said:

    hello @dbourque that's a strange one... to cause a connection timed out and prevent others from joining. hmm.... what are all the mods you have installed when you get that connection error? if you can direct message me a copy of your log from either one of below locations would be helpful too:

    \[7Days Game Install Location]\7DaysToDie_Data\output_log__[date]__[time].txt

    \[7Days Game Install Location]\7DaysToDieServer_Data\output_log_dedi__[date]__[time].txt

     

    another way to test is if you only having enZombies installed (and no other addons or mods) - do you still get connection error then?

    I never thought to test it without any other mods installed. Unfortunately I won't be able to test it until next weekend. As for the logs and mods, all the logs were replaced since I played a bunch since then. The mods I use don't touch any of the entity xmls. I double checked and none use the entity xmls.

     

    The mods I use:

    • Spoiler
      • Max Level 1000
      • Custom Perks
      • Increased Mod Slots
      • Better Z Range (Lowers zombie hand item range)
      • LockableInvSlots
      • Item Rarity Colors
      • MrCUrchin Weapon SFX Overhaul
      • No crosshair
      • Perk Mastery
      • Pitmonks Upgradable Campfires
      • double skill points
      • Survivors HUD A20
      • Telrics Health Bars
      • Working HP Bar

       

    I can't see any of them messing with it. Also, I was able to join the world no problem in single player. So it worked fine for me, the host. It was only when my friends tried to join is when it became a problem.

     

    I'll be sure to let you know how it goes and if it still doesn't work with just enZombies installed, I'll pm you my logs.

  3. I installed the main folder and the snufkin addon, but when my friends try to join my game they get a connection timed out. Removing just those two mods from the mods folder made it so they could connect again. I tried googling around but couldn't find anything.

     

    What would cause this? 

  4. 5 hours ago, Telric said:

    Messed around with it for quite a while. Was stumped at why it wouldnt work. Looks exactly like the stuff I have in my mod. An hour later i noticed in blocks, it says tags= instead of tag=...... I changed that and now get 100 lead when in the snow, and 0 in the grassland. I didnt check the other stuff, but there's your problem. One single friggin letter. lol.

    <drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tag="SnowOreHarvest"/>

    That's what it should be instead of tags="SnowOreHarvest".

    That was the issue? Wow. Thank you lol, I would never have figured that out. So why is tags= and tag= different? Other xml files use tags=. 

     

     

  5. 11 minutes ago, BFT2020 said:

    Check your configDump file (in the Saves folder for the worlds, each saved game will generate this folder and it exports what the code for the game is seeing, so you can open the blocks.xml file and you will see what the base game loaded and what your mod is trying to do).

     

    One thing that might be happening is where the game is appending your code.  When I do it, I typically use insertAfter

     

    So for your first block example, I would go

     

    <insertAfter xpath="/blocks/block[@name='oreIronBoulder']/drop[@event='Harvest']">

    and then add your new code followed by </insertAfter>

     

    That way I know the game will insert my code right after the last drop event in that block node.  I would also then go to the configsDump blocks file and do a search for my mod name to see where the code was inserted or changed.

    I tried insertAfter and nothing changed. Thanks for the advice, though. That's good to know for the future.

  6. 16 hours ago, Telric said:
    Spoiler

    If you are using a buff to give the harvest count, you need a tag. First you set the player to count=0 of that tag. Then you can edit that through the buff.

    So, for example in my mod, there is a quest where the player needs to collect training dummy parts. But I don't want them to be available until on this quest. So on the player i have:
     

    
    			<passive_effect name="HarvestCount" operation="base_set" value="0" tags="TrainingDummyParts"/>


    Then, the player gets on the quest and is given the buff needed to harvest the items. In this buff, that count is set to 1, but note it still has the tag applied. Instead of a biome check, mine checks for the amount of quest items needed, so ignore that bit. Just pretend that requirement is the inbiome one.

    <buff name="buffQuestItemTrainingDummyParts" hidden="true">
            <stack_type value="replace"/>
            <duration value="1"/>
    		<update_rate value="1" />
            <effect_group name="Allow Drop Rates">
    			<requirement name="PlayerItemCount" item_name="questItemTrainingDummyParts" operation="LT" value="4"/>
    			<passive_effect name="HarvestCount" operation="base_set" value="1" tags="TrainingDummyParts"/>
    		</effect_group>
        </buff> 



    And finally, on the block i have this. This will tell it that you need the tag in order to harvest that item. The count doesnt matter, since i'm using the buff to control that. If i were to set the buff to say 100, then it would basically rewrite this line to be count=100, but still need the tag in order to harvest.

    
    	<drop event="Destroy" name="questItemTrainingDummyParts" count="1" tag="TrainingDummyParts"/>



    Hope that makes sense.

     

     

    So that makes perfect sense but I have tried tags before and it just doesn't work. It makes it so none of the resources get harvested.

     

    Here's my code:

     

    The player

    <append xpath="entity_classes/entity_class[@name='playerMale']">
    	
    	<effect_group>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="SnowOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="DesertOreHarvest"/>
    		<passive_effect name="HarvestCount" operation="base_set" value="0" tags="WastelandOreHarvest"/>
    	</effect_group>
    
    </append>

     

    The blocks

    		<append xpath="/blocks/block[@name='oreIronBoulder']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="WastelandOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="DesertOreHarvest"/>
    		</append>
    
    		<append xpath="/blocks/block[@name='terrOreIron']">
    			<drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/>
    			<drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="DesertOreHarvest"/>
    			<drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="WastelandOreHarvest"/>
    		</append>

     

    The buffs

    	<buff name="AllowSnowOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="1"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="SnowOreHarvest" /> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowDesertOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="5"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="DesertOreHarvest"/> 
    			</effect_group>
    	</buff>
    	
    	<buff name="AllowWastelandOreHarvest" icon="ui_game_symbol_mining">
    		<duration value="0"/> 
    		<stack_type value="ignore"/>
    			<effect_group>
    				<requirement name="InBiome" biome="8"/> 
    				<passive_effect name="HarvestCount" operation="base_set" value="1" tags="WastelandOreHarvest"/> 
    			</effect_group>
    	</buff>

     

    Something must be wrong and I'm just not seeing it. 

     

  7. On 1/15/2022 at 3:10 PM, Telric said:

    The way i do stuff is create a master buff for w/e mod i'm working on, so a fishingmaster for the fishing mod, or a husbandrymaster for the husbandry mod. I give the player this buff through adding it to the buffstatuscheck01 or buffstatuscheck02.

     

    <append xpath="/buffs/buff[@name='buffStatusCheck01']">
    		<effect_group name="Adds Master Buff">
    				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffQuestWorldMaster" target="self" />
    		</effect_group>
    </append>



    Then from that master, i control everything. Instead of trying to add 20 buffs to the status check, i just do it all from the master buff.

     

     

    I'm stumped again. So my plan was to have multiple harvestable resources in the iron ore, but make it so you can only harvest one resource at a time from each biome.

    ie: mining iron in the snow biome gives only SnowOre and nothing else.

     

    	<append xpath="/blocks/block[@name='oreIronBoulder']">
                  	<drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceCoal" prob="1" count="100"/>
          	</append>
    
            <append xpath="/blocks/block[@name='terrOreIron']">
                    <drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/>
                    <drop event="Harvest" name="resourceCoal" prob="1" count="100"/>
            </append>

     

    My current issue is that when I'm in the snow biome, it harvests all three instead of only the one that I want to harvest. I might have to find another solution but before I did that I wanted to double check with you.

  8. 14 hours ago, Telric said:

    The way i do stuff is create a master buff for w/e mod i'm working on, so a fishingmaster for the fishing mod, or a husbandrymaster for the husbandry mod. I give the player this buff through adding it to the buffstatuscheck01 or buffstatuscheck02.

     

    <append xpath="/buffs/buff[@name='buffStatusCheck01']">
    		<effect_group name="Adds Master Buff">
    				<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffQuestWorldMaster" target="self" />
    		</effect_group>
    </append>



    Then from that master, i control everything. Instead of trying to add 20 buffs to the status check, i just do it all from the master buff.

     

    THANK YOU! I'm very new to xml and that seemed to have solved my problem. I guess my only issue was that I couldn't figure out how to trigger the buff, but once the buff got triggered it works fine. Much appreciated!

  9. @Telric

     

    Sorry to bother you, but I can't for the life of me figure out how buffs work. I have the harvestable item on the block, and it's set to zero in the entityclasses. That works, as I can no longer harvest it. But from there I can't figure out how to get the buff to activate when I enter a biome. I'm either messing up the inbiome code, or I'm just not applying the buffs right. All the buffs.xml contains are just the buffs that you create and then you have to apply them elsewhere, correct? So then would I apply the buff in the entityclasses.xml under the player?

     

    Thanks for any help that you can provide. This is the only thing I'm stumped on.

  10. 19 hours ago, Telric said:

    You can do this with buffs easily. In one of my many... many mods i'm working on, you can only harvest x item when you're on x quest. This is done by adding a harvestable item on the block, then setting it to 0 on the player in entityclasses. Then, using a buff, set the harvest count at 1, if player is on the quest. You could use any requirement check for this buff, which includes being in certain biomes. Take a look at the harvesting of different items with the wasteland books in progression to get an idea of how it works.

    That's great news, thank you. I never thought of looking into buffs. So I did some digging and came across this <requirement name="InBiome" biome="9"/> and I found all the biome ids under the biome.xml

         

    <biomemap id="01" name="snow"/>

    <biomemap id="03" name="pine_forest"/>
    <biomemap id="05" name="desert"/>
    <biomemap id="06" name="water"/>

    <biomemap id="07" name="radiated"/>
    <biomemap id="08" name="wasteland"/>
    <biomemap id="09" name="burnt_forest"/>
    <biomemap id="13" name="caveFloor"/>
    <biomemap id="14" name="caveCeiling"/>
    <biomemap id="18" name="onlyWater"/>
    <biomemap id="19" name="underwater"/>

     

    I'll tackle this when I get time. Thanks again! Also, love your mods. I look forward to seeing what you have in store next.

  11. I was looking into adding different ores in different biomes to force players into exploring more. But instead of adding a whole new ore block and textures and adding new worldgen stuff, I was hoping there would be a lazy way of doing it by making certain items get harvested from the iron ore nodes but to specify that I want them to only harvest in certain biomes.

     

    As far as I can tell there's nothing I can add to the xml to do that, right? I know I could do it by adding a new metal to the world gen, but that would require a new world being generated for it to work. I was hoping I could edit the <block name="terrOreIron"> and <block name="oreIronBoulder"> by adding something that specifies "You'll harvest THIS ITEM only by mining <block name="terrOreIron"> in the snow biome.

     

    Any help is awesome, and if the only solution is through creating a new block and doing it through worldgen, so be it.

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