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elucidus

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Posts posted by elucidus

  1. On 6/29/2023 at 8:16 AM, Simos MCmuffin said:

    I'm on A21 b323 and I can also confirm the problem that @MrMikeTacko and @momoe above have.

     

    Basically you can currently only accept and complete the disassembly quests one time and they don't become "repeatable", even though I checked in the .xml files that they should be "<quest id="disassembleStoneArrowx50" repeatable="true">", assuming they haven't changed something in the newer builds. After accepting and completing the quest for specific ammoType and quantity for the first time, the "read" option stays greyed out if the same quest starting item is attempted to be used, hence not being able to repeat them.

     

    EDIT:

    Found the problem in the quests.xml file, the "repeatable" flag is formatted wrongly for all the quests.

     

    Here's an example of the fix for the 762x50 quest.

    Original (doesn't work):

    <quest id="disassemble762x50" repeatable="true">
    		<property name="group_name_key" value="Disassemble 7.62mm x 50" />

     

    Fixed (works as intended, aka allows repeating the quest):

    <quest id="disassemble762x50">
            <property name="repeatable" value="true"/>
            <property name="group_name_key" value="Disassemble 7.62mm x 50" />

     

    EDIT2:

    Here's a google drive link for the fixed "quests.xml" file for the zAmmo Disassembly, so drop that into the mod's folder and replace the old one and you should then be able to repeat the disassembly quests as intended. https://drive.google.com/file/d/1gFd2DNk9GnQINQRIKjm8kpNGYA8Q0bLG/view?usp=sharing . OP, when you update the mod files, I'd appreciate if you can add a small line of credit for this fix.

    Had no idea they changed it, I tested to see that they still work, didn't think to test it for the repeatable trait.  Thanks for troubleshooting that, the original upload has been correct.  Happy to give credit, thanks for helping out.  I'll add a note to the OP.  

    On 9/5/2023 at 1:53 PM, KIsune said:

    Hey guys a Quick question i have 
    is that Mod Compatible with Undead Legacy bye any chance?

    These are all xml mods, so they SHOULD work with any other mods, however, if they also modify the ammo, their may be a conflict.

    OP is awaiting approval for the edit, but it is there.  Thanks again.

  2. Nice, already using the starter kit with my kids, they don't like redoing the quests and some of them need help with it, as they are really young.  So thanks for that.

  3. 18 minutes ago, Skullfracture said:

    Changing the instances of LootGameStage to LootStage in ui_display.xml may fix the display problem. Have not tested it myself.

    That appears to have done it.  I should have known, haven't modded 7 days properly in quite a while, though.  Thanks.

  4. Looks like they removed or changed one of the loot groups in A21, as well as change LootGameStage to LootStage.  If you go into the Config/loot.xml and remove this line:

     

       <append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
            <item group="groupRelics" />
        </append>

     

    Alternatively you could replace it with the below and that would maintain the code, but just have it ignored.

     

        <!--<append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
            <item group="groupRelics" />
        </append>-->

     

    As well as go to the Config/item_modifiers.xml and change all instances of this:

     

    LootGameStage

     

    to this:

     

    LootStage

     

    That allows the mod to run, though I don't know how well it works at this point.  I hope this isn't a problem Bladestorm, just trying to help.

  5. Alright wasn't as complicated as it seems, do the same thing as above, as well as go to item_modifiers.xml and replace LootGameStage with just LootStage anywhere you find it. That appears to get it working though I haven't confirmed, yet since I haven't tried enough to get any rings.

  6. Looks like they removed or changed one of the loot groups.  If you go into the Config/loot.xml and remove this line it appears to work:

     

       <append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
            <item group="groupRelics" />
        </append>

     

    Alternatively you could replace it with the below and that would maintain the code, but just have it ignored.

     

        <!--<append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
            <item group="groupRelics" />
        </append>-->

     

    This means one of the loot groups won't produce relics, but the rest will work fine.

  7. It appears they will be changing the modlet format, however it is currently still working.  I'll be updating them in the future.  to confirm this for that mod, hit F1, type CM in the window, hit <enter>, and open the item menu in the inventory (the light bulb icon), then look up something that should stack like stone and you will see it stacks to the amount you installed.  Should look like the attached.  

     

     

    EDIT: I should add I have been away on a trip since the time A21 released, so I have only been able to do a quick test, so there is the possibility there are minor compatibility issues

     

    20230616085055_1.jpg

  8. On 3/23/2022 at 5:04 PM, Sugarfree said:

    I'm think I am just going to combine the Reasonable Stack Size mod (if it's server only) and Bigger Backpack mod like the 60 or 96. I can see the near infinite stack size of God Mode 30K being worth it if there were 40 people or 30 people on at once sharing a big base and size of the base was a consideration but to have that in your personal inventory...

    That's just a straight up game breaker:

    "Oh, I'm infected, let me break out my 25K antibiotics and vitamins and pop them constantly and never, ever, ever, ever, ever, ever get infected again..."
    "Oh I'm taking damage, let me break out my 30K first aid kits and use them and never ever, ever, ever, ever, ever worry about damage again..."
    "Oh I'm out of stamina, let me break out my 25K coffees (enter favorite stamina drink HERE) and drink them and never ever, ever, ever, ever, ever, ever run out of stamina again..."

    ...etc.

    I mean - what's the point? lol

    Just enable cheat mode, go into God Mode, and @%$# the entire game. It's the same exact thing.

    I'm only a year late, but here we go.  Play the game how you like, that is why I made three different versions. I was planning on doing one very similar to the Reasonable Stack Size, as that is a very good way to do it, but a lot more difficult and would have been reinventing the wheel. 

     

    The point of my modlets are to add options to the game, I have had a lot of requests and if I can figure them out and people like to play with them, who am I to judge?  Though by the time you find/make 30K first aid kits you are basically immortal anyway, I mean what is to stop you from carrying two or three stacks of these god mode items?  You'd basically be immortal, might as well turn on cheat mode right?

     

    If you know the game, you know that finding that many of a single resource (not coin or terrain) is time-consuming, also the game has built in mechanics to stop you from spamming healing items as well, that and it was made with the intent of simplifying base resource management. None of that matters, though, who cares how people play the game? Let them have fun how they want, it's none of your concern. You don't like it, don't install the mod, but definitely don't waste people's time with your opinion on what is the wrong way to play.

     

    I actually came on here to address that all of the mods, except terrain movement speed adjustments appear to be working in Alpha 21.  And since there is a better mechanism for that mod made by someone else, I won't be updating it.

  9. On 2/11/2022 at 9:22 AM, pipermac said:

    Just an FYI.... Unless they  changed things in A20  Having Stack sizes larger then 30k is known to cause problems.  Will lead to  a much higher chance of your player save becoming corrupted where you go into the game and you are back to level 1.

     

    Yes, 50k and 65k were added due to B233 upping the limit.  The new limit is 65,535.  I don't know if it works on the server version though.

  10. On 1/18/2022 at 11:42 AM, radreck said:

     

    Hi,

     

    I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

     

    Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

     

    here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

     

    <configs>
    <!-- Add in conversion recipes for arrows and bolts -->
    	<append xpath="/recipes">
    		<recipe name="ammoCrossbowBoltSteelAP" count="1">
    			<ingredient name="ammoArrowSteelAP" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowStone" count="1">
    			<ingredient name="ammoCrossbowBoltStone" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowIron" count="1">
    			<ingredient name="ammoCrossbowBoltIron" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowSteelAP" count="1">
    			<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltStone" count="1">
    			<ingredient name="ammoArrowStone" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltIron" count="1">
    			<ingredient name="ammoArrowIron" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
    			<ingredient name="ammoArrowSteelAP" count="1" />
    			<ingredient name="resourceGunPowder" count="2" />
    			<ingredient name="resourceCloth" count="1" />
    			<ingredient name="resourceTallow" count="1" />
    		</recipe>
    		<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
    			<ingredient name="resourceArrowHeadSteelAP" count="1" />
    			<ingredient name="resourceGunPowder" count="8" />
    			<ingredient name="resourceDuctTape" count="1" />
    			<ingredient name="resourceWood" count="1" />
    			<ingredient name="resourceFeather" count="1" />
    		</recipe>
    		<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
    			<ingredient name="ammoArrowFlaming" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowExploding" count="1" tags="learnable">
    			<ingredient name="ammoCrossbowBoltExploding" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowFlaming" count="1" tags="learnable">
    			<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
    			<ingredient name="ammoArrowBoltExploding" count="1"/>
    		</recipe>
    	</append>
    </configs>

     

    Thanks!

    Thanks for bringing this to my attention, I didn't realize I never finished it.  For your code I would suggest removing the original two recipes for the arrow and bolt (the two that have actual resources).  Also there is a typo in my original code:  Replace 

    <ingredient name="ammoArrowBoltExploding" count="1"/>

     

    with

     

    <ingredient name="ammoArrowExploding" count="1"/>

     

    In the last line.  Or just download the updated file form the original post.  Sorry it took so long, it has been a rough start to the year.

  11. On 1/19/2022 at 7:02 PM, Surf said:

    Would anyone happen to know if the Terrain-Based Movement Speed mod is compatible with the Hardcore Respawn mod?

     

    They both modify movement speed so I guess the potential is there. Anyway, if noone happens to know I'll report what I find with my testing.

    It looks like they would work as it doesn't appear the Hardcore Respawn mod you linked modifies the blocks.xml

    On 1/18/2022 at 11:42 AM, radreck said:

     

    Hi,

     

    I tried to uncomment the lines in the recipes.xml to allow for converting the fire and exploding variants (and had to move the </append> and add a missing </recipe> tags), but when the server boots up, it complains about existing recipe already exists for resourceTarrow and ammoArrowBoltExploding. Or were these lines commented out because they aren't working?

     

    Does anyone have any guidance on how I can resolve this? I do have a few other mods that might be affecting this, specifically "PhD Disassemble It 3.6 (A20)" allows disassembling ammo, including the arrows/bolts.

     

    here is my resulting recipes.xml after I uncommented and added/moved a couple tags.

     

    <configs>
    <!-- Add in conversion recipes for arrows and bolts -->
    	<append xpath="/recipes">
    		<recipe name="ammoCrossbowBoltSteelAP" count="1">
    			<ingredient name="ammoArrowSteelAP" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowStone" count="1">
    			<ingredient name="ammoCrossbowBoltStone" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowIron" count="1">
    			<ingredient name="ammoCrossbowBoltIron" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowSteelAP" count="1">
    			<ingredient name="ammoCrossbowBoltSteelAP" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltStone" count="1">
    			<ingredient name="ammoArrowStone" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltIron" count="1">
    			<ingredient name="ammoArrowIron" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltFlaming" count="1" craft_area="workbench" tags="learnable">
    			<ingredient name="ammoArrowSteelAP" count="1" />
    			<ingredient name="resourceGunPowder" count="2" />
    			<ingredient name="resourceCloth" count="1" />
    			<ingredient name="resourceTallow" count="1" />
    		</recipe>
    		<recipe name="ammoArrowExploding" count="1" craft_area="workbench" tags="learnable">
    			<ingredient name="resourceArrowHeadSteelAP" count="1" />
    			<ingredient name="resourceGunPowder" count="8" />
    			<ingredient name="resourceDuctTape" count="1" />
    			<ingredient name="resourceWood" count="1" />
    			<ingredient name="resourceFeather" count="1" />
    		</recipe>
    		<recipe name="ammoCrossbowBoltFlaming" count="1" tags="learnable">
    			<ingredient name="ammoArrowFlaming" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowExploding" count="1" tags="learnable">
    			<ingredient name="ammoCrossbowBoltExploding" count="1"/>
    		</recipe>
    		<recipe name="ammoArrowFlaming" count="1" tags="learnable">
    			<ingredient name="ammoCrossbowBoltFlaming" count="1"/>
    		</recipe>
    		<recipe name="ammoCrossbowBoltExploding" count="1" tags="learnable">
    			<ingredient name="ammoArrowBoltExploding" count="1"/>
    		</recipe>
    	</append>
    </configs>

     

    Thanks!

    There was acompatibility problem from an earlier Alpha.  i'll take a look.

    On 1/13/2022 at 5:14 AM, Slawa said:

    I built a version based on buffs and "walkOn", which works in SP and MP.

    You can take/edit it and add it to your main post, if you want :)

     

    https://workupload.com/file/PNP94K3MhgD

     

    Wow, that's fantastic.  I will look, and hope to learn from your work.  Thank you.

     

  12. On 1/7/2022 at 2:20 AM, Werradith_Toximble said:

    Great! There is an issue with one of the 44 ammo types that I haven't fixed yet but everything else seems to be working fine.

     

    I will take a look, we had an illness go through the house, still recovering, but I will take a look as soon as I am able.

     

    On 1/9/2022 at 10:15 AM, Malafor said:

    Are the stack mods server side only or both server and client ?
    Cheers

     

    stack mods may work on the server, I haven't tested anything above 30k on the server.  They all appear to work fine on client side.

     

    On 1/10/2022 at 10:01 PM, Slawa said:

    Edit/Snip...

     

     

    Has someone fixed the terrain movement mod, in a20?

     

     

    Do you mean on the server side, or in single-player?  The A20 version is uploaded in the OP, but doesn't appear to work on the server side.

     

  13. On 1/1/2022 at 6:19 AM, Werradith_Toximble said:

    Hey I added the missing ammo types to the ammo mod and fixed the arrow/bolt recipes(The 50 and 250 were stone not iron but giving iron rewards).

     

    LINK

     

    Was hoping you can update your file with this.

     

    Cheers

    -Werr

    Awesome I will check it out probably and upload as a new download, hopefully next week, I have come under the weather a bit, so when I am more in my right mind.

  14. On 12/25/2021 at 7:34 PM, Zilox said:

    Yeah it might be server related. But as far as I've been told the max stack is still 50k now.

    I am not sure what to do with the server limits.  I have never messed with those, but it seems I may have to look into it.  

     

    As far as the 50K goes.  Let me explain.  It appears they are using a SMALLINT data type to store the number of items and that they switched the type so instead of it being -32,768 to 32,767, now it will store up to 0 to 65,535.  

    4 hours ago, Proteus12 said:

    Please I want

     

    Infinite Ammo and Durability

     

     

    Roger that, I will look into that.

  15. 9 hours ago, Zilox said:

    Please take down the 50k and 65k stack mods, the maximum limit for stacks is 30k in game, people are using this mod with my mods and telling me things are broken. 

     

    What mods is it having problems with?  I am happy to make adjustments/help troubleshoot, but they added the 65535, item stack counts in 232-233, and in single player testing it seems to work fine.  So perhaps something else is going on?  Or perhaps it is a dedicated server problem?

    7dayssyacks.png

    5 hours ago, Daisuki said:
     
    Hello today I installed the 65K Stacks Mod. He went wonderfully to play solo. 
    Now we have dragged it to our server and it just doesn't work there. Does anyone know why that is?
     

    Is this a dedicated server?  I found a different mod isn't working on those right now either on dedicated servers.  Perhaps they didn't update the datatype for the dedicated server yet?  I'll mess around with it and see what I can figure out.

  16. On 12/18/2021 at 3:29 PM, Altered33 said:

    Is anyone else able to get Terrain-Based Movement Speed Mod working on a dedicated server?

     

    I tried using the default file which uses property name="MovementFactor"    as well as changing that to name="movement_factor" as described in materials.xml with no luck. 

     

    I confirmed the mod is loading on my dedicated server log file.

     

    2021-12-18T15:17:47 1.122 INF [MODS] Start loading
    2021-12-18T15:17:47 1.128 INF [MODS] Trying to load from folder: Terrain Based Movement Speed
    2021-12-18T15:17:47 1.141 INF [MODS] Loaded Mod: Terrain Based Movemeent Speed (1.0.0)
    2021-12-18T15:17:47 1.141 INF [MODS] Initializing mod code
    2021-12-18T15:17:47 1.141 INF [MODS] Loading done

     

     

    I'm using F3 key to identify max speed in game, no difference then before mod use. 

    Unfortunately, I have confirmed that it is not working on dedicated servers.  Not sure how to fix this at the moment.  

  17. On 12/18/2021 at 3:29 PM, Altered33 said:

    Is anyone else able to get Terrain-Based Movement Speed Mod working on a dedicated server?

     

    I tried using the default file which uses property name="MovementFactor"    as well as changing that to name="movement_factor" as described in materials.xml with no luck. 

     

    I confirmed the mod is loading on my dedicated server log file.

     

    2021-12-18T15:17:47 1.122 INF [MODS] Start loading
    2021-12-18T15:17:47 1.128 INF [MODS] Trying to load from folder: Terrain Based Movement Speed
    2021-12-18T15:17:47 1.141 INF [MODS] Loaded Mod: Terrain Based Movemeent Speed (1.0.0)
    2021-12-18T15:17:47 1.141 INF [MODS] Initializing mod code
    2021-12-18T15:17:47 1.141 INF [MODS] Loading done

     

     

    I'm using F3 key to identify max speed in game, no difference then before mod use. 

     

    Unfortunately, I have not tried it on a dedicated server.  I will see if I can test this, this weekend, though it is Christmas, so no promises.  :)

     

    On 12/19/2021 at 11:34 AM, killerbunny264 said:

    There's few item like the casino coins when the stack size is higher than 30k , it causes errors , because there's a limit for it 

     

    Did you get an error?  Because in the B232 & B233 notes they said they changed the data type to accomodate 65535.  I tested several items and it appears to work.  I just now tested casino coins (using the 50K mod above) and they also appear to be working.  

     

     

  18. 1 hour ago, Zhero said:

    Respectfully, the error is indeed with your modlet. You are calling an item that no longer exists in game, "medicalBloodDrawKit". Deleting that line from the config removes the warning message.

     

    At the end of the day, it's merely a warning message and in no way interferes with the function of this or any subsequently loaded mod (in my experience so far).

     

    Thank you for your work!

     

    I was all ready to show you the code, then I thought, let me check the download version.  While I updated the mod, I apparently never fixed the upload.   My apologies, thanks for pointing it out.  all of the uploaded versions have been fixed.

     

     

  19. On 12/8/2021 at 12:16 PM, DevLiQuiD said:

    2021-12-08T12:09:33 71.462 WRN XML patch for "items.xml" from mod "30K-itemstack" did not apply: <set xpath="/items/item[@name='medicalBloodDrawKit']/property[@name='Stacknumber']/@value"  (line 6 at pos 3)

     

    fix for this?

     

    I checked and the modlet is working as expected.  The modlet doesn't actually address the items by name, with few exceptions, and the Blood Bag is not one of those.  This most likely means that a previously loaded mod didn't load correctly.  Once a mod goes wrong all of the rest of them after it go wrong as well.  Check your logs for earlier errors, and fix those.

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