sbangs007
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Posts posted by sbangs007
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I'm glad you got it sorted out
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I always recommend going with an append, it's less precise and less prone to breaking if your insertBefore or insertAfter conditions change.
Yea i did.. when I finish and release my mod, i'll be giving you credit.. thanks again for your time.
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Now the true challenge begins, now that I know i can target the node, I need to add a new item to drop. So not sure whats better for this, append or insert? I'll try append first..
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So i used this...
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
Didnt work. No errors, but the cactus01 just gave 3 the default. So i also tested this line, just to be sure i was in the right node.
<set xpath="/blocks/block[@name='treeCactus01']/property[@name='OnlySimpleRotations']/@value">false</set>
Since I know that syntax really well, little room for error, and that code failed too. The trees were able to use advanced rotation.
So I dont think, i'm getting the first part right or getting into the correct node, ugh, not sure.
your orginal suggestion WORKED!!
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
I was never checking the fibers as i was checking fruit. Also a huge red flag that kept me from troublshooting, was the simple rotation, that even editing the orginal XML file for the game, never worked, so it was a bad red hearing to use for testing.
I cant believe this.. thank you so much for your time with this issue, but wanted you to know, the your first code was the correct one that worked all this time. Ugh..
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Check this out.. this may mean something, hope you can see it. Look at the end of the lines? Its not capturing the values or changes.
[ATTACH=CONFIG]28160[/ATTACH]
Hope this helps some
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introduce an error in your xpath so it'll fail.. change the block name to something that isn't available, re-try and see if it detects the error.
If it does not detect the error, it does not see your file at all. We'd want to take a look at your folder structure Mods/<ModName>/Config/blocks.xml or the full file of your changes.
Interesting.. got two YELLOW errors and i may have not seen these before, as they were not RED.
Here was my code, i also removed an @ in line 2 in hopes of generating a typical RED syntax error, but it did not. Glad i scrolled up to check for other errors.
<ModFeatherFall> <set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set> <set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFruit']/count">20</set> <set xpath="/blocks/block[@name='treeCactus01']/property[@name='OnlySimpleRotations']/@value">false</set> <set xpath="/blocks/block[@name='treeCactus01']/drop[@event='Destroy' and @name='resourceYuccaFruit']/@count">20</set> </ModFeatherFall>
hmmmm...
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introduce an error in your xpath so it'll fail.. change the block name to something that isn't available, re-try and see if it detects the error.If it does not detect the error, it does not see your file at all. We'd want to take a look at your folder structure Mods/<ModName>/Config/blocks.xml or the full file of your changes.
Shoot screenshot to small to read, here is the error
WRN XML patch for blocks.xml did not apply for line 2 and 4 of the above code.
That was it
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Anything in your output_log.txt about the modlet not loading?
Yep the mod loaded with no issues.
Sbangs007 INPROGRESS
2019-04-11T09:28:09 5.923 INF [MODS] Loaded Mod: Cactus Drop (1.0)
2019-04-11T09:28:09 5.923 INF [MODS] Initializing mod code
2019-04-11T09:28:09 5.923 INF [MODS] Loading done
So weird, but a challenge..
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That was the location
I test it on my single player client machine, when the mod works, i then dump it over to my server machine.
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That was the location
I test it on my single player client machine, when the mod works, i then dump it over to my server machine.
I decided to test another xml file for a mod of a sport bike i made, and that mod is present. So this is the right folder.
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no, i havent.. prob my next step i figure
Ok, got the logs, and checked my target node. Nothing is being changed.. ugh
<block name="treeCactus01"> <property name="Class" value="Cactus" /> <property name="DisplayType" value="blockMulti" /> <property name="Material" value="Mcactus" /> <property name="Shape" value="DistantDeco" /> <property name="Model" value="Entities/Trees/Saguaro_Cactus_20Prefab" /> <property name="ModelOffset" value="0,-0.1,0" /> <property name="MultiBlockDim" value="1,6,1" /> <property name="IsTerrainDecoration" value="true" /> <property name="IsDistantDecoration" value="true" /> <property name="ImposterDontBlock" value="true" /> <property name="BigDecorationRadius" value="2" /> <property name="OnlySimpleRotations" value="true" /> <property name="Tag" value="TreeTrunk" /> <property name="Damage" value="3" /> <property name="IsPlant" value="true" /> <property name="CanPlayersSpawnOn" value="false" /> <drop event="Harvest" name="resourceYuccaFibers" count="10" tag="oreWoodHarvest" /> <drop event="Destroy" name="foodCropYuccaFruit" count="3" prob="1" /> <drop event="Destroy" name="resourceYuccaFibers" count="5" /> <property name="FilterTags" value="foutdoor,fcactus,fshrubbery" /> <property name="SortOrder1" value="a0e0" /> <property name="ActivationDistance" value="10" /> </block>
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Those are valid xpath. Have you checked the output of exportcurrentconfigs? Do you have a log file?
no, i havent.. prob my next step i figure
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have you tried the and?
something like this
<set xpath="/blocks/block[@name='treeCactus01']/drop[@event='Destroy' and @name='resourceYuccaFibers']/@count">20</set>
yea, just now.. but still not working, again no error, but no change in drop.
Also, i cant even get the basic code for rotation changed, code is in an updated reply above. So if thats not working, im missing the entire node in my opinion.
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sbangs007 I had a similar problem, my code was
<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@event='harvest'][@name='resourceFemur][@tag='butcherHarvest']/@count">5</set>
What i found to work was this
<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@tag='butcherHarvest']/@count">5</set>
so for you i would have somthing like this
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
So i used this...
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
Didnt work. No errors, but the cactus01 just gave 3 the default. So i also tested this line, just to be sure i was in the right node.
<set xpath="/blocks/block[@name='treeCactus01']/property[@name='OnlySimpleRotations']/@value">false</set>
Since I know that syntax really well, little room for error, and that code failed too. The trees were able to use advanced rotation.
So I dont think, i'm getting the first part right or getting into the correct node, ugh, not sure.
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sbangs007 I had a similar problem, my code was
<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@event='harvest'][@name='resourceFemur][@tag='butcherHarvest']/@count">5</set>
What i found to work was this
<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@tag='butcherHarvest']/@count">5</set>
so for you i would have somthing like this
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
ok thanks, will give that a go.. appreciate the info
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sbangs007 I had a similar problem, my code was<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@event='harvest'][@name='resourceFemur][@tag='butcherHarvest']/@count">5</set>
What i found to work was this
<set xpath="/entity_classes/entity_class[@name='animalStag']/drop[@tag='butcherHarvest']/@count">5</set>
so for you i would have somthing like this
<set xpath="/blocks/block[@name='treeCactus01']/drop[@name='resourceYuccaFibers']/@count">20</set>
Question, since you have it in your example, what is the purpose or definition of a "tag" with 7days?
Thanks
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Help, i'm trying to change the drop on destroy commands for a specific item, tree and I can accomplish easily insert and insert the entire code of the tree. But i'd rather do this the right way with set xpath and i do not think i can get into the right node to make my changes.
Here is original:
<block name="treeCactus01">
SNIP ************
<drop event="Harvest" name="resourceYuccaFibers" count="10" tag="oreWoodHarvest"/>
<drop event="Destroy" name="foodCropYuccaFruit" count="3" prob="1"/>
<drop event="Destroy" name="resourceYuccaFibers" count="5"/>
SNIP ***************
</block>
Here is my updated line after trying so many variations. Goal, to make the above cactus drop 20 Fibers instead of 3. Code says 5, but in my game it drops 3. ???
<set xpath="/blocks/block[@name=treeCactus01]/drop[@event=Destroy][@name=resourceYuccaFibers]/@count">20</set>
Any help would be appreciated.
Thanks
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Clients NEED the mod installed due to modified DLL.
Won't work without it.
And yes, make sure client and server both have EAC disabled.
ah did not know that.. ok that makes sense.. i just followed the instructions for dedicated server install.. thought it was like other mods.
Ok will do thanks much for your help
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Nope. That all seems fine... hmmmm.
so disable eac on server xml.. do the clients need to do anything?
or do i need to wait longer as most mod files have to trasnfer to the client machines correct?
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Check the output_log of the server for any errors.
Yeah.
You installed the experimental version that isn't even SLIGHTLY finished. It's for folks to test out the mod, report bugs, suggest balance changes, etc.
The backpack is intentional. It uses the same slot as the players shirt. Players will need to use that + mods + clothes + strength to unlock backpack slots. The skills thing is because I haven't finished localization yet. What you're looking at is the raw code used in the game.
It's also A16 skill progression with A17 stuff tacked onto it.
Would these be errors? Sorry, not very familer with everything in the output log
WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'Standard (Roughness setup)' - Pass 'ShadowCaster' has no vertex shader
2019-03-19T14:40:50 2.424 INF WorldStaticData.Init() needed 1.156s
2019-03-19T14:40:50 2.433 INF Started Telnet on 8081
2019-03-19T14:40:50 2.434 INF Started Terminal Window
2019-03-19T14:40:50 2.435 INF Awake done in 2316 ms
Unloading 6 Unused Serialized files (Serialized files now loaded: 3)
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libc
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/libX11
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\/System/Library/Frameworks/Carbon.framework/Versions/Current/Carbon
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/lib/System/Library/Frameworks/Carbon.framework/Versions/Current/Carbon
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/.\lib/System/Library/Frameworks/Carbon.framework/Versions/Current/Carbon
Fallback handler could not load library C:/7DaysToDieFiles/darknessfalls/7DaysToDieServer_Data/Mono/lib/System/Library/Frameworks/Carbon.framework/Versions/Current/Carbon
2019-03-19T14:40:51 2.578 INF WinThread started
2019-03-19T14:40:51 2.678 INF Atlas reset took 230 ms
2019-03-19T14:40:51 2.679 INF Atlas load took 243 ms
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I did the manual install on a fresh new dedicated server folder. A new save folder, I edidted server xml and changed eac to false. Stuck on loading into the server, intitializing world. Something else i should be doing? Or am i waiting for mod files to transfer still?
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Nope. It's an overhaul mod, which means all the XML is hard-edited and there's a lot of DLL patches.
So you have the lot, or nothing.
ok thanks much.. if u ever release parts.. please post.. thanks again for the work
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well damn.. LOL thanks
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^Third post
question, can i install parts of this huge mod? There are some items i dont want, and using mods already that are helping. Dont want to confilct with mods trying to do the same thing.. thanks
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They mostly come out at night...
(V2.04)
This is a mod I originally created to fix a few "issues" myself, my wife and some friends felt the game had. Turns out I really enjoy modding so I've expanded on it quite a bit. The intent is to drag out the early game, so it will take you longer than usual to get to Iron and Steel. I've also tried to inject a little realism by locking away quite a few recipes behind perks, since most normal folks wouldn't know how to do/make those things.
Also, I started playing in Alpha 8, so I wanted to try and bring back a few things from that era. Hub city, sharp rocks and sticks are pretty good examples, and I want to try and incorporate more features from that era of gameplay. I will also be trying to add in new zombies/enemies to make the "end game" more difficult.
Features.
- 8 Classes to choose from, with 6 quests each!
- 60 slot backpack! 12 slot crafting queue!
- Custom UI! Food/Water bars next to the hotbar.
- Increased zombie spawn/respawn rate!
- Night time is now dangerous. The ferals come out to play...
- Zombie Behemoth (male and female) added!
- Scrap Iron Tools added. Iron requires level 15.
- Titanium added! Can be found as trophies, underground and above ground. Used to make tools, weapons and blocks.
- Forge Ahead & Leather Tanning books are back! (can also be purchased as perks)
- Wrench is now a perk and a schematic, but crafted and repaired with Iron.
- All common books added as perks, so you have the choice of finding the book or spending points.
- Action skills are back!
- Skill books added for all 100 level skills.
- Generic skill point book added so you have ways to get skill points.
- Skill notes! Find a recipe you already have? Scrap it into a skill note and craft that into something more useful.
- Extra crops! Grow apple, orange banana and coconut trees, plus wheat, carrots and tomatos!
- More food! Way too much to list, but bread is now an option. So are sunday roast dinners. YUM!
- Animal Coops and Snares from Valmod added.
- Clay bowls are back, and used for more than just pretty plants!
- Craftable Small Engines and Lead Batteries!
- 4 new guns! P225 Pistol, AR-15 Automatic Rifle, Winchester Rifle and CAWS Automatic Shotgun.
- Gun crafting! Gun parts are back and require the rare, find-only Lathe to be crafted.
- Arrows can now use cloth fragments instead of feathers. Sticks and Sharp Stones have also made a return!
- Tree sap is now a thing! Try left-clicking on non-dead trees with jars or bowls...
- Sterile Bandage! New healing item to fill the void between normal Bandages and First Aid Bandages.
- Working sinks and ovens! Both types craftable, so pick whichever matches your kitchen.
- 5 new workstations. The Advanced Forge (required to smelt steel, but no fuel needed!), the Mortar and Pestle and two workbenches! There is also the rare, loot-only, Lathe!
- Stone hammer added. Counts as a construction tool. Used only for repairing and upgrading.
- Lockpicks added! Now you can lockpick all safes and most doors.
- Steel crossbow added that takes steel, exploding and titanium bolts. Both crossbows can be scoped.
- Combat axe added. There's also a titanium version.
- Trader's are no longer protected! Take care of your local business!
- Guards added to the trader, with a Guard Captain NPC! Talk to them to buy quest starters, which can earn you skill notes! (Single player only due to server bugs)
- Larger player-crafted storage (kitchen cabinets, lockable!).
- Time REMOVED from under the compass and on the map. Added to the trader window (under restock time).
- Junction box added for invisible wires. Unlocked via electricity perk.
- Bomber zombies added! These buggers are designed to tear your base to bits. You have been warned!
- 7 Day hordes re-done (less game stages so difficulty should ramp up faster and ferals appear sooner).
- Writing Desk, Ink and Quill available! Used together, these halve the cost of creating skill books and class papers.
- Grass spawns reduced for better performance/easier to see things.
- Traders now have more basic materials for building.
- Localization HEAVILY edited to show where items are crafted, including if they can be made in multiple workstations (one will have a reduced resource cost) and what tools may be needed.
- Compo pack added!
- Hornet from A15 and earlier is back, with it's original sounds and model! Keep an eye out for them in forest biomes.
- Trader Caitlin has arrived! She has her own POI, her own voice, lives in the wasteland and carries the most powerful items.
sorry for dumb question, but.. download link?
0 - 8 Classes to choose from, with 6 quests each!
XPath Modding Explanation Thread
in Tutorials & Guides
Posted
Yea i did.. when I finish and release my mod, i'll be giving you credit.. thanks again for your time.