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Life_For_Dead

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  1. You can do it just by add/change this: - a stack size required to sell <property name="EconomicBundleSize" value="xxx"/> - the price of the stack <property name="EconomicValue" value="xxx"/> But that can don't work because maybe hardcoded for some items/blocks like "resourceTestosteroneExtract", default value is: <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="10"/> I mod to be: <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="1"/> But in a fresh game, I can sell now just one item but the price is 2 & not 10... But the true problem if you want to change/add for each, there's so many items/blocks that will be borring to do LOL
  2. I just said what I said because the name of the mod do a confusion... But yes it's right, some items must not can sell to trader because since they are implanted in game, it's cheat & that destroy the difficulty of the game... With all my personal mods "hardcore" in single game, I set all items/blocks to false but except for realism: guns, ammo, vehicle part, water, food, medical, plant, gas... & only with a party in coop, all is sellable...
  3. I don't use your mod EVERYTHING IS SELLABLE because I do my own mod, but people in other webshare/youtube said that's not really do what the name say. To can sell all, you must simply add in: - blocks.xml Normaly it's enought just with this: <set xpath="/blocks/block/property[@name='SellableToTrader']/@value">true</set> Option to force to all blocks & normaly if a block already have the property but set to false, this new property will be load and overwrite the first: <append xpath="/blocks/block"> <property name="SellableToTrader" value="true"/> </append> - items.xml Normaly it's enought just with this: <set xpath="/items/item/property[@name='SellableToTrader']/@value">true</set> Or to force to all items & normaly if a item already have the property but set to false, this new property will be load and overwrite the first: <append xpath="/items/item"> <property name="SellableToTrader" value="true"/> </append> You can add both line "set + append" or only "append", if not to do more easy, I think these'a possiblity to add command something like "if exist / if not exist", I don't remember exactly the name of the command but I already see something like that in some mods.
  4. For the mod Backpack Buttons, there is a way to reverse the fonction double-click by simple-click, please? For me it's more logical than that...
  5. Yes but, they said exactly "Generated Worlds" so must "delete" all old world from lower version & so both 3 pregen too because they wasn't made with gen from a19 stable & because after b151 they fix worldgen about the crach of the road who go end nowhere like one old previous version before a18...
  6. Me, I prefer the old gen from a10 with infinite world was better, go to +100km from center and nobody will come to kill me in server pvp xDDD
  7. I started mod 7DTD on my own way since a16 without any special thing with Unity & I already ask it before very some years ago without got a correct answer (people just say that was a bug about world glue) so I will try again: - Do the game have a hardcoded limit for block about stability_glue/Mass support fall? Because I think yes it is (or it's really bug), seem like block limit fall is always after the 14th whatever the stability_glue divide by the Mass is superior than 14... Or maybe I miss something, but what ? ! Picture 01 stability_glue Mass s_g/M fall limit 300 10 30 (14 in game) 200 10 20 (14 in game) 300 20 15 (14 in game) 200 20 10 (9 in game) 500 10 50 (14 in game) (& for a gameplay with a existant save, it's very weird, need to start a new game or delete all region files to active the change in materials.xml because existant block don't be reload with news value like in my Picture 01, all bridge with number 14 don't fall) You can try by build a simple bridge like in my Picture 02 with BridgeMetalRivetBlock who have stability_glue=400 Mass=10 & I always did to know the limit fall by 400/10= 40 & -2 for security so 38 max before fall but in game, it's not 40 or 38 or 20, but 28 in game... In end, if I pass out the bridge to 29, that will fall in the middle, so at 14th block... Picture 02 (& of course, there are not cave/hole underground) A other little thing about "Please be aware that a wipe of previous Save Data and Generated Worlds is recommended for b180." I don't use it but PREGEN01/02/03 from a19 stable, are always from... b151... So why dev don't update it but ask us to restard from zero???
  8. It's maybe possible for no grass but I never try it because need a little grass for some craft... I already see with some externe website a mod who reduce & turn off all grass in all biome, but of course except grass with prefab... But not really need a mod, you can do yourself, just make a save of biomes.xml before, open the one with Notepad++ & search grass & change all line grass who have prob="xxx" by prob="0.001" In single no problem, but if you play on server or join a coop, both must mod own their side to take effect because you are not the hosted of the map, but need a new game or delete all region in save folder except the region where is your base... I always mod myself biome/rwgmixer before do a true gameplay so I don't use the second way but there's already some post here to explain where to find your base region files...
  9. 7DTD it's a good game but manything is not logical since I play a10 because developer are not logical simply... xDDD A easy example just to understand, if I need to give to someone 100 feather from a stack of 500 feather, I must split & click many times to have 100 feather -_-" WTF Why not just do a menu & we tape 1 0 0 & voilà ?! Very stupid... One of my friend have a problem with his hand & he can not play this game (& other) anymore by clicking "1 million" times...
  10. Or just mod for grass to can be pickup and/or a mod to reduce the spawn of any grass (& tree)! xDDD I reduce grass/tree spawn in all biome & I win a +/-15 FPS
  11. The speed for swim is very stupid for player, I don't understand why they do that, it's really WTF!!! animal/zombie swim more faster than player too... If I remember well, the walk speed can be change on the type of block & it's not really a good way to do that even if it's oky in game because I read something about the speed will be active too with animal/zombie, so maybe useless... & for the swim speed, it's harcoded, that's mean can't be modded by any .xml files... entityclasses.xml <passive_effect name="WalkSpeed" operation="base_set" value="1.53"/> <passive_effect name="RunSpeed" operation="base_set" value="1.10"/> <passive_effect name="CrouchSpeed" operation="base_set" value="1.04"/> <passive_effect name="WalkSpeed" operation="base_set" value="1.38" tags="swimming"/> <passive_effect name="RunSpeed" operation="base_set" value="0.99" tags="swimming"/> I tested it to change that, but with a new party test, nothing change even with max skill... But YES, you can change speed specialy for swim, you must edit the file resources.assets with a tool where you can find here... Someone already explain how to do that on 7DTD's Steam forum too & maybe here & mostly somewhere on the net... But it's just for single/coop, server must do it own side, & both need EAC must be disable... & you can change a another very stupid thing, the crouch to can pass 1 block size!
  12. I'm a noob so I said that because when I insert the music by the way of the tuto, Unity just can convert to vorbis or pcm so I deduced the game or Unity can read a .wav & yes, need to apply power who that's not a problem for me or just set <property name="RequiredPower" value="0"/> but need a switch because I don't build a speaker block directly to have on/off, maybe one day with more experience with Unity to build a DJ Station LOLLL By default of the original speaker block, the sound is plays in loop with the code Loop="true" but no problem if was set true/false by using a switch... Anyway, thanks again...
  13. Oky, it was as I thought, thanks both of you, I follow this tuto & seem like it's oky in game! But need first edit the music volume in externe before to insert it (ReplayGain 77), I saw many video on youtube how to do in Unity but seem like hard to do so I will only use the easy way... & in fact it's really weird, to add a music/song, must encode it into a unity "rar/zip"... Because my code was good but just the game or unity don't want to read a simple easy file .wav
  14. Hello, I build a prefab NightClub in coop & with a single party I try to set a music to the block speaker who everybody will be able to heard it... But in game nothing happen & I don't get any console error... So is it possilbe to do it without build a ressource Unity3D or I write a bad code, please?! blocks.xml <block name="Speaker Music Mix"> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="speaker"/> <property name="CustomIconTint" value="ff00ff"/> <property name="Class" value="Speaker"/> <property name="PlaySound" value="Music Mix"/> <property name="Material" value="Mmetal_weak"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Electrical/loudspeakerPrefab"/> <property name="HandleFace" value="South"/> <property name="ImposterDontBlock" value="true"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> <property name="LootList" value="7"/> <property name="RequiredPower" value="11"/> <property name="DisplayType" value="blockElectrical"/> <property name="Group" value="Science"/> <property class="RepairItems"> <property name="resourceForgedIron" value="3"/> <property name="resourceElectricParts" value="2"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceElectricParts" count="0,2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="5,10" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="TakeDelay" value="1"/> <property name="EconomicValue" value="72"/> <property name="FilterTags" value="fdecor,felectrical"/> <property name="SortOrder1" value="70a0"/> </block> sounds.xml <SoundDataNode name="Music Mix"> <AudioSource name="Sounds/AudioSource_VO_Announce"/> <AudioClip ClipName="#@modfolder:Music/Music Mix.wav" Loop="true"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="0"/> </SoundDataNode>
  15. If I remember well, there is a mod to do that in a an existing party server but I don't remember the name, you should find it here... If not, follow my very noob soluce xD : - Create a party with a existing world or a new one (the save of new world will not be the name of the seed, but the name from Generated World Name & you will find it here C:\Users\"YourAccount"\AppData\Roaming\7DaysToDie\GeneratedWorlds) - Test it in solo & see if you like it - Go where you want to place your prefab & note the coordinate x z y who that will be the corner south-west of the ground of the prefab (not the underground) x > negative for west z > elevation, always positive number 0 to 255 (bedrock to the sky) y > negative for south - Quit the party without quit the game - Go in the map folder & open prefabs.xml & add it after the last prefab to give it the priority to spawn to overwrite prefab's zone, example: <decoration type="model" name="trader_jen" position="0,64,0" rotation="0" /> - Delete all files in the folder region of the map here, to reset: C:\Users\"YourAccount"\AppData\Roaming\7DaysToDie\Saves\"map"\"name party"\Region Or you can just delete the save party of this map & redo a new party but seem like the loading is more slow than just delete region files... - Go to see is it's correct & adjust it & always quit the party & not the game: > The elevation in the prefab xml: <property name="YOffset" value="xxx" /> xxx > can be negative > Same, the rotation: <property name="RotationToFaceNorth" value="xxx" /> xxx > 0/1/2/3 if I remember well since my last test, it's seem like a reverse clockwise & not the normal way - Again, delete all files in the folder region & redo to see if is well & if not, redo the samething just like before... But for server, I think you must to copy the map here & you can rename the folder name of the map without problem... ...\Steam\steamapps\common\7 Days To Die Server\Data\Worlds\ & if you want player to spawn on it in their first time, just note the coordinate where you want as the same way for the prefab, & then go change it in spawnpoints.xml in the saveworld of the map... It's a slow way but that's work well if you don't want to use the mod... For a random spawn, add it in the section <prefab_rule name="prefabList"> ...\Steam\steamapps\common\7 Days To Die Server\Data\Config\rwgmixer.xml
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