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dcsobral

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Everything posted by dcsobral

  1. Something weird happened. I'm not sure it's a bug or what. I used the advanced replace to replace 1170 blocks with 1167 on all prefabs, and, curiously enough, a bunch of resource prefabs showed up: modified: Data/Prefabs/resource_coal_pile.tts modified: Data/Prefabs/resource_iron_pile.tts modified: Data/Prefabs/resource_lead_pile.tts modified: Data/Prefabs/resource_nitrate_pile.tts modified: Data/Prefabs/resource_oilshale_pile.tts modified: Data/Prefabs/resource_rareOre_pile.tts I checked coal, just for the sake of it, and there's no 1170 block in it (of course). So what's being modified in these prefabs? It's not like all prefabs were modified -- not by a long shot. Here's the diff for coal: --- a/Data/Prefabs/resource_coal_pile.tts +++ b/Data/Prefabs/resource_coal_pile.tts @@ -1,4 +1,4 @@ -00000000 74 74 73 00 08 00 00 00 04 00 02 00 05 00 00 00 |tts.............| +00000000 74 74 73 00 0a 00 00 00 04 00 02 00 05 00 00 00 |tts.............| 00000010 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 00000020 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 |................| 00000030 00 00 1b 00 00 00 1b 00 00 00 00 00 00 00 00 00 |................| @@ -11,5 +11,11 @@ 000000a0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 4e 38 |..............N8| 000000b0 4e 76 7f 7f 7f 7f 05 e0 fd 44 7f 6c 7e 7f 01 c8 |Nv.......D.l~...| 000000c0 d1 10 7f 2c 1e 7f 00 00 b0 00 7f 4e 1d 6f 00 f2 |...,.......N.o..| -000000d0 da 27 7f 6e 65 7f 00 00 |.'.ne...| -000000d8 +000000d0 da 27 7f 6e 65 7f 00 00 00 00 00 00 00 00 00 00 |.'.ne...........| +000000e0 60 50 f1 78 00 03 00 80 00 00 00 00 08 00 00 00 |`P.x............| +000000f0 0e 00 00 00 a2 d8 08 00 18 00 00 00 00 00 00 00 |................| +00000100 66 00 00 00 66 01 00 00 8e 01 00 00 67 01 00 00 |f...f.......g...| +00000110 66 00 00 00 68 01 00 00 67 00 00 00 77 01 00 00 |f...h...g...w...| +00000120 8d 01 00 00 68 01 05 00 00 00 00 00 00 00 00 00 |....h...........| +00000130 00 |.| +00000131
  2. Now I'm at 0.43b. Gotta catch up with the changelogs!
  3. The human readable values for Meta2 are there, but not for Meta. I even tested doors and lights, to see if it was block-specific, but unless I just happened to pick a door (jail) and a light (326, ceilingLight07) without meta, it just show numbers. I wish Rotations to Face North was changed to human readable as well. The In-Game Editor Simply has "Prefab Facing: direction" (or something like that, but, basically, 0 - N, 1 - W, 2 - S, 3 - E). And speaking of rotations, could Front/Side view please use rotations to define where they are? Or, at least, have a way to invert the direction of X-Ray?
  4. The old system was stupid to begin with. It's not just modders that suffered, but TFP themselves. I bet there were just one or two people working on blocks and items, or they'd have dropped it long ago. It's not hard: assign the IDs when first loading the XMLs, or when creating the world. Save name/id table on world, and whenever loading a game, load that and then assign IDs for whatever remains unassigned. The IDs are probably used internally for cross references, so there's some work there too, but even that can easily be fixed by adding another level of indirection (every problem in programming can be fixed by adding indirection, except too much indirection ).
  5. And while I'm taking advantage of such an incredible tool being provided at no cost to myself, could we get a recent files feature, please?
  6. This isn't out yet, is it? It would have helped me SO MUCH right now!
  7. What's the Spawner thing in the XML tab? - - - Updated - - - Also, does search work at all? It's always an empty tab for me.
  8. Two tips that have been useful to me. First, Pilles Editor has a "Rotation to Face North" attribute under Xml. Use this to indicate which side the entrance to your building is facing, so that it will connect properly to roads and paths. It should be a number from 0 to 3, indicating how many 90 degrees turns clockwise is required to make your POI face north. Otherwise, you can also use this simple table: 0 - POI is facing North 1 - POI is facing West 2 - POI is facing South 3 - POI is facing East You can figure the rotation of blocks similarly: 0 - Block is facing North 1 - Block is facing East 2 - Block is facing South 3 - Block is facing West Note that numbers 1 and 3 for block rotation are the opposite direction of the previous attribute, because that attribute does not indicate which direction the POI is facing, but how many times to turn it to get it to face North.
  9. Ok, the auto-updater updated it to 0.3z©.
  10. The link to the newer version isn't working atm. I'm kinda stuck on 0.3v.
  11. People have recommended I download "Pille's editor". This thread is what I found searching for it, but the comment "new editor" at the beginning makes me wary... Is this the droid I'm looking for?
  12. I found a bug. I bought level 1 traps, and made some barbed wire fence. As soon as I did that, my traps went all the way to level 5. I don't even have the requisites for that! I also got aloe vera cream recipe out of the blue. I'm not sure what triggered that, or even if it was a bug or intended. EDIT Nevermind, I just read the notes about 2.05, and this was started prior to that version. I'll restart, though that sucks.
  13. I'm with you. Twine is so frigging rare, it's better to let the dirt turn into an infection and cure it than craft a towel to clean up. Honey and antibiotics I have, twine, I don't.
  14. If I start Ravenhearst with the 7D2D launcher, will that give me 2.0, or isn't it updated yet?
  15. I've decided to try this out, so I was reading the intro and saw the Bows class and immediately thought: that's the one for me! Then I continued reading and... crossbow? Wait a second! I *hate* the crossbow! - - - Updated - - - Seriously? I've *just* decided to play this, and there's a new version coming out? I guess I can wait a few more hours...
  16. I've tried creating a mod, but without success. I'm mixing two separate mods, so I created a directory for the mod and extracted the stuff there. One's a UI, the other is an item, so there's no file conflicts. I then made a copy of Steam's install dir for 7D2D, and copied the mod directories over them, and tested it. Everything worked fine. I then created a zip file out of the directories, and extracted the zip file over the game copy, and everything still worked fine. Finally, I put the zip on dropbox, created a download link, and created a mod with that. That's when things stopped working. It acts like everything is fine, but the game won't start, and I can see in the disk that at least the server data file is missing. It's there in the zip, but not it's not installed in the My Mods corresponding directory. The log is here, and I exited the app, deleted all directories, and started everything from scratch to produce this log, so it should be clean. One file that is missing shows up as "copying directory", which I found suspicious. The link for the zip is in the log. What am I doing wrong? It ought to work, because I can manually extract it to a pristine 7D2D directory and everything works. I've tried out a bunch of other mods, and they all work. So what's going wrong here?
  17. Ok, so let's rephrase it. How does one make a downloadable mod? Also, does it need to be "downloaded", or can it be on the local filesystem? And if needs to be downloaded, is an HTTP link enough, or is there a special format? Or, more simply stated, where can I find information about all of that?
  18. Is there any video explaining how to create a "local" mod? I want my SMX + Lawn Mower, but it was not obvious how to accomplish that.
  19. I didn't see anything on that page that looks like it would help me. It *does* recognize all the installed stuff when I change the destination folder, it just resets the destination every time I restart. It seems that the only thing that helped you with that was a new version with a fixed bug, not anything you did. On the other matter, I don't know what "Admins rights set-up on your game drive" means. Maybe it is something I need to do, but I doubt it would help any -- it's the setting that is getting lost. Everything does get saved fine to that drive. - - - Updated - - - Sure. Maybe add some logging?
  20. It starts on Advanced by default. At least it always has for me. I *can* install the mods on the destination folder of my choice. My problem is that, when I start 7D2D Mod Launcher again, the destination has been reset back to the original default.
  21. Just Windows Defender. This is a pretty vanilla Windows 10. I've just tried launching from Release (after extracting it), and the problem persists. I've tried running it both as normal user and as Administrator, and I installed and started a mod after changing destination.
  22. SMX isn't updated yet, and I wonder if all these mods with the big backpack are truly working on 16.4 or not, given that. Also, no 16.4 under TFP. I've tried starting a number of mods, but upon exiting and restarting 7D2D Mod Launcher, the destination folder configuration is still being lost. There's absolutely no delay when clicking Ok when changing destination folder. I'm not sure I'd notice any delay, though.
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