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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. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. 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
  16. 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
  17. 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?
  18. 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.
  19. also, i wonder.. i know there is a way to convert a16 prefabs to work with a17, but is there a way to reverse this and convert a17 prefabs to work with a16? I would love to spawn one of the Victorian homes and rebuild it fsag while we serve up an a16 map, and i have at least 1 player who prefers to live in them.
  20. thanks. i'm working with a16. so the older version of the editor as well because, i dont want to chance that its not recursive. whenever you get to the rulers/guides/centermark at this point, it would be a nice feature. BTW the circle selector is also broke, or at least i cant use it. also z export is not working in 16. I know there is a thread out there that provides a mod to enable it, i cant find that thread again. so i used BC manager, it took a bit because BC kept throwing errors. but i got the homestead project finished, imported for finishing touches, exported and added water and now its.. just dandy and waiting for players on my server, should they be inclined to homestead.
  21. what do i need to export a prefab from a map?
  22. is there a way to make ruler lines horizontally or vertically, or at least a dot in the center? If not, that would make it fab. being able to easily locate the center of the project would be a nice addition.
  23. Thank you so much Pille, Brilliant work
  24. (v0.53) (A16 Version) - Air blocks being Replaced I'm using the (v0.53) (A16 Version) of this editor. no I have not updated it as I dont know if this will update it to the a17 version or not. i'm having an issue with airblocks in the prefab being replaced with terrain blocks or other blocks already present when I import the prefab. I understand this issue may be caused because i'm using a diersville cityblock prefab base as the prefab. so I edited that prefab to include 25 blocks of air above the city block layer, and another 5 below it. i also added stainless steel 50 columns aroudn the perimeter as a fence. regardless of these edits, when i import the edited version of the prefab, any air blocks present in the prefab will contain any terrain blocks they were meant to replace. is there a setting or something i dont know about because i'm a noob with pilles? please see:
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