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SlicksGirl

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Everything posted by SlicksGirl

  1. so i figured out the real issue. even if i open up a .xml file. whenever i hit save, notepadd++ converts it to a .txt if i try to resave as extensivemarkup (.xml, etc) it ells me it cant as the file is already open. If create new file and try to save it, same issue.if i delete the hardcopy and try to save either of the two previous ways, it ways it is still open. ifi create brand new file and select save as extensive markup (as pure .xml is nto available) it still sets it as .txt. I have tried to update notepadd++, wipe cookies and cache, reboot my computer, start with bran new files, and still have it only saving everything as .txt. I thank you for your help. I must find anotherfree program for writing code as clearly my version of notepad++ is broken.
  2. no, because i wiped my 7d2d files in hopes it was a caching error. But I am going to try it again today and can try to zip you one.
  3. i wish i was right. I reviewed the fl and all are saved as .xml. and still not working. I can see where boot says it is reading them. but when you log into the game it still gives the vanilla starting loot. I have even tried deleting the blocks and loot files and replacing the item with a vanilla one, and it still ignores the swapped loot. I am having the same problem with several other peoples mods, where the vanilla files are simply not being overwritten at bootup, even though the boot files says that it read the modlet.
  4. i think i figured out my mistake. I saved the files as file all and not .xml. I'll test this theory out in the morning.
  5. so am i doing setpath wrong? is that why the game is pretty much ignoring the change in entity starting loot? i seem to remember having this issue last year and having to use something else. I really wish i had my old file to reference.
  6. the same as everybody else. The mod is suppose to change starting look. Even removing all other files and just leaving the mod info, an the folder with the entities file. and then placing a vanilla item into the code, it still doesnt change out the starting loot. its just a starting loot change mod. I would reference somebody elses, but i couldnt find any in the forums that were current with xpath. folder structure = mods>modlet folder>mod info + mod folder>files
  7. Sasoriza is my husband, I asked him for help on this project. thank you for your assistance. no rush, server wont go live until april and other admins wont need to access this until then.
  8. Hi Smegzor, I understand I need to install a virtual machine on my windows pc to run linux to run the manager. My confusion is on the rented server side of things. My server manager has several options and I am not sure which I need, or if this is something I need to drop into the server and not use the hosts installer for. Unfortunately I cannot post pictures in the forums, i still dont know why. also, we have two rented servers, do I need two virtual machines and two copies of botman running, or can I manage both servers within one manager? my choices are: [TABLE] [TR] [TD] [/TD] [TD]Alloc's server fixes Compatible with Alpha 18[/TD] [TD] [/TD] [TD]Not Installed[/TD] [TD][ Install ][/TD] [/TR] [TR] [TD] [/TD] [TD]BC Manager v4.0 - A17 Compatible with Alpha17[/TD] [TD] [/TD] [TD] [/TD] [TD]Not Installed[/TD] [TD][ Install ][/TD] [/TR] [TR] [TD] [/TD] [TD]Botman Mods Pack A18 For use with Botman server manager. Compatible with Alpha 18 **Please note this does NOT install the server manager only mods to accompany it. For the bot please visit http://www.botman.nz **[/TD] [TD]http://www.botman.nz[/TD] [TD]http://www.botman.nz/contact[/TD] [TD]Not Installed[/TD] [TD][ Install ][/TD] [/TR] [TR] [TD] [/TD] [TD]Botman Mods Pack A18 with BC Mod **INCLUDES FIX FOR CURRENT ISSUE WITH AUTOMATIC SERVER RESTARTS AFFECTING THE BOT!!** For use with Botman server manager. Compatible with Alpha 18 **Please note this does NOT install the server manager only mods to accompany it. For the bot please visit http://www.botman.nz **[/TD] [/TR] [/TABLE] Thank you for your help
  9. Is the an alpha 18 version of the poi builder yet? or are we still waiting on that?
  10. car colors so there seems to be a change in the way cars are tinted. the game seems to be choosing from a base of 4 colors (white, black, blue, grey, red) and white is the base color. even manually swapping out the entire set of tints for the cars to a new set, the cars still spawn in those base colors and respawn only in white. This is kind of disappointing. thank you to Mat1k for his advice and help. also, check out his mod, it now spawns cars and buses separately, so no more buses cutting through walls.
  11. if i wanted to swap out the entire section of the property name="RandomTintColor of the cars, would i need to do each tint color individually or is there a way to change it as a group?
  12. ooh thanks. i wasnt sure. still trying to figure out how to append additional colors.
  13. O I've already done all of this and tested it.. its all working. set the material value to Mstainlessteel and the damage to 600000. its all tested and running smoothly. EXCEEPPTTT>>> all the cars spawning are white. and this annoys me. trying to figure out how to append a new color set and force the code to use it. - - - Updated - - - cars: <append xpath="/blocks"> <block name="carSeed"> <property name="CustomIcon" value="tire" /> <property name="CustomIconTint" value="660066"/> <property name="IsDeveloper" value="true" /> <property name="Class" value="PlantGrowing" /> <property name="Material" value="MstainlessSteel"/> <property name="MaxDamage" value="6000000"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/OutdoorDecor/tire02Prefab"/> <property name="Texture" value="267"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <property name="CanMobsSpawnOn" value="false" /> <drop event="Destroy" count="0" /> <property name="IsTerrainDecoration" value="true" /> <property name="PlantGrowing.Next" value="lootMyCarsHelper" /> <property name="PlantGrowing.GrowthRate" value="1" /><!-- amount of days for respawn 60 equals 1 day (Assumes default day length. This is really in real minutes.) --> <property name="PlantGrowing.FertileLevel" value="0" /> <property name="PlantGrowing.IsRandom" value="false" /> </block> <block name="lootMyCarsHelper"> <property name="Extends" value="corrugatedMetalSheet" param1="DescriptionKey"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="corrugatedMetalSheet"/> <property name="CustomIconTint" value="660066"/> <property name="Class" value="Loot"/> <property name="LootList" value="16"/> <property name="FilterTags" value="fdesign"/> <drop event="Fall" count="0" prob="0"/> </block> </append> <append xpath="/blocks/block[@name='cntCar03SedanDamage2']"><property name="DowngradeBlock" value="carSeed"/></append> <!-- Car Downgrade code (Required) --> </config> bus: <append xpath="/blocks"> <block name="busSeed"> <property name="CustomIcon" value="tire" /> <property name="CustomIconTint" value="660066"/> <property name="IsDeveloper" value="true" /> <property name="Class" value="PlantGrowing" /> <property name="Material" value="MstainlessSteel"/> <property name="MaxDamage" value="6000000"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/OutdoorDecor/tire02Prefab"/> <property name="Texture" value="267"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <property name="CanMobsSpawnOn" value="false" /> <drop event="Destroy" count="0" /> <property name="IsTerrainDecoration" value="true" /> <property name="PlantGrowing.Next" value="lootMyBusHelper" /> <property name="PlantGrowing.GrowthRate" value="1" /><!-- amount of days for respawn 60 equals 1 day (Assumes default day length. This is really in real minutes.) --> <property name="PlantGrowing.FertileLevel" value="0" /> <property name="PlantGrowing.IsRandom" value="false" /> </block> <block name="lootMyBusHelper"> <property name="Extends" value="corrugatedMetalSheet" param1="DescriptionKey"/> <property name="CreativeMode" value="Dev"/> <property name="CustomIcon" value="corrugatedMetalSheet"/> <property name="CustomIconTint" value="660066"/> <property name="Class" value="Loot"/> <property name="LootList" value="16"/> <property name="FilterTags" value="fdesign"/> <drop event="Fall" count="0" prob="0"/> </block> </append> <append xpath="/blocks/block[@name='cntBusSchool']"><property name="DowngradeBlock" value="busSeed"/></append> <!-- Bus Downgrade code (Optional) --> <append xpath="/blocks/block[@name='cntBusSchoolShort']"><property name="DowngradeBlock" value="busSeed"/></append> <append xpath="/blocks/block[@name='cntBusShuttle']"><property name="DowngradeBlock" value="busSeed"/></append> <append xpath="/blocks/block[@name='cntBusCity']"><property name="DowngradeBlock" value="busSeed"/></append> <!-- Busses: Additional Resources from harverst (Optional) --> <append xpath="/blocks/block[@name='cntBusSchool']"> <drop event="Harvest" name="smallEngine" count="1" prob="0.25" tag="salvageHarvest"/> <drop event="Harvest" name="resourceRadiator" count="1" prob="0.5" tag="salvageHarvest"/> <drop event="Harvest" name="ammoGasCan" count="20,130" tag="salvageHarvest"/> <drop event="Harvest" name="carBattery" count="1" prob="0.2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceOil" count="1,3" prob="0.5" tag="salvageHarvest"/> </append> <append xpath="/blocks/block[@name='cntBusSchoolShort']"> <drop event="Harvest" name="smallEngine" count="1" prob="0.25" tag="salvageHarvest"/> <drop event="Harvest" name="resourceRadiator" count="1" prob="0.5" tag="salvageHarvest"/> <drop event="Harvest" name="ammoGasCan" count="20,130" tag="salvageHarvest"/> <drop event="Harvest" name="carBattery" count="1" prob="0.2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceOil" count="1,3" prob="0.5" tag="salvageHarvest"/> </append> <append xpath="/blocks/block[@name='cntBusShuttle']"> <drop event="Harvest" name="smallEngine" count="1" prob="0.25" tag="salvageHarvest"/> <drop event="Harvest" name="resourceRadiator" count="1" prob="0.5" tag="salvageHarvest"/> <drop event="Harvest" name="ammoGasCan" count="20,130" tag="salvageHarvest"/> <drop event="Harvest" name="carBattery" count="1" prob="0.2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceOil" count="1,3" prob="0.5" tag="salvageHarvest"/> </append> <append xpath="/blocks/block[@name='cntBusCity']"> <drop event="Harvest" name="smallEngine" count="1" prob="0.25" tag="salvageHarvest"/> <drop event="Harvest" name="resourceRadiator" count="1" prob="0.5" tag="salvageHarvest"/> <drop event="Harvest" name="ammoGasCan" count="20,130" tag="salvageHarvest"/> <drop event="Harvest" name="carBattery" count="1" prob="0.2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceOil" count="1,3" prob="0.5" tag="salvageHarvest"/> </append>
  14. same here.. currently landscaping our yard on a budget of 0 dollars. with a back damaged in a car accident, while working. i can either play or mod, not both, haha. all the cars are white. working on separating the buses into their own spawner, changing the airblock to a tire with a high hitpoints... but everything being spawned is a white car. which is a bummer since i also planned on adding in 20 unique car colors.
  15. why no higher than 20k? i set mine at 60k.. also, why not create a separate spawner for buses? - - - Updated - - - curious also how we can get other colors, all cars are spawning white.
  16. thanks, I'll restart my map generation this next week. - - - Updated - - - thank you for the offer. I think i need he practice as I want to eventually develop video games.
  17. I'm nearly a photoshop wiz... I've been trying out Krita this past week as per your suggestion on another thread and i hate it because it keeps crashing.
  18. i really just want to make the entire game flat except a bounding box of steep mountains that keep the player from getting into the rad zone. so that the tops of these mountains are the snow biome, the outside is wasteland and the inside is forest and the forest extends into a mottled plains and the plains into desert, and then there is this oasis of meadows around a giant lake in the center with a smattering of birch and maple trees.
  19. i think it would be cool if the downgrade was those useless tires we find everywhere and make them as hard as steel to break. and the boulders can grow from single rocks I'm thinking of reusing this to also make other traps and nests. thanks!
  20. i think so, and thats okay, i dont mind spawning a prafab into a private game to make additions, if it makes it easier to export it with finishing touches. and thank you so much. I've been awake since midnight, i cant sleep, even with muscle relaxers.. thanks for helping, despite being tired
  21. this is entirely a different direction than my comment. thank you for useful knowledge. i havnt tried doing sleeper spawns yet. I'm waiting to do my sleeper prefabs until there is a stable selection of blocks. which may not be until 18. for now i am content with creating player prefabs and maybe setting a few farm plots up in the rwgn for people to find. what i meant by z export is where you can press z and copy blocks in-game. I know there is a forum thread on turning it on in 16, and i cant find it again. I'll keep looking though. i did finally get the bc manager export commands to work. they kept giving me errors. thank you so much for your time
  22. no, no sleeper zombies. honestly, not a huge deal since it the older version and probably not relevant for much longer. ahh.. no worries and competently understand. not a new coder, just new to coding video games and their editors there are at least 30 blocks of air above the line of blocks where the tree blocks are placed. I've even tried the meter tall trees.. each one listed and did several tests. i can spawn the small dead trees, thats it. I'll send you the file, but not worried about it, the players can go get their own trees. as long as i can get it to work by the time i switch our dedi to a17 in 6 to 8 months. and thank you soo much for this (below) I'll continue to look through the mod forum section for a tutorial. for some reason i kept thinking these files only controlled the biomes and not the prefabs. If you want to spawn prefabs in Navezgane edit the following file: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Worlds\Navezgane\prefabs.xml And if you work with RWG worlds, edit the file C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config\rwgmixer.xml
  23. hey, in addition to checking off the spawning in biome/city boxes in the xml tab, which file to I need to edit to get a prefab to spawn in a vanilla game? is there a tutorial for this?
  24. how do you get trees to spawn in game? I have surface decor checked and everything spawns just fine, but trees, no matter the type or size, do not spawn in-game, even though they are there in the files.
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