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kryzzk

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Everything posted by kryzzk

  1. I spent 3 days going over the Blocks.xml and trying different tags on the block in unity trying to figure out what I had done wrong. I put "workstation_" in front of ResearchTable in the XUi.xml and it works fine. Such a simple mistake. Thanks for the help.
  2. Until now anything I modded as all been XML mods, this is the first mod I have tried to make that used a new block. I created a custom workbench, it shows up in game, properly placed, rotated ect. when I walk up to it I get the "press E", I can hold E and pick it up but I can't open the crafting window on it or any other crafting stations. If I pick up my custom workbench the other crafting stations start working again. Everything in the XML looks correct to me, but I've never made a workstation before so I'm not sure. I also wasn't able to find a list of what Unity tags are needed for what blocks and I could not locate the default workbenches for reference. so I used the A20 Mod Tutorial for what little reference as it gave and selected T_Mesh_B as my tag because that was the only tag I could find on any tutorial video about making a block. Would this be a incorrect tag in unity or have I likely coded something wrong in one of the XML files or do I need another XML that I'm missing? Blocks.xml <config> <append xpath="/blocks"> <block name="ResearchTable"> <property name="Extends" value="workbench"/> <property name="Class" value="Workstation" /> <property name="CreativeMode" value="Player"/> <property name="Shape" value="ModelEntity" /> <property name="Model" value="#@modfolder:/Resources/researchdesk.unity3d?deskprefab"/> <property name="SortOrder2" value="0290"/> <property name="MultiBlockDim" value="2,2,1"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> <property name="FilterTags" value="fdecor,fother,ffurniture"/> <property name="CustomIcon" value="ResearchDesk"/> <property class="Workstation"> <property name="Modules" value="output"/> <property name="CraftingAreaRecipes" value="ResearchTable"/> </property> <property name="WorkstationIcon" value="ui_game_symbol_wrench" /> <property name="OpenSound" value="open_workbench" /> <property name="CloseSound" value="close_workbench" /> <property name="WorkstationJournalTip" value="workbenchTip" /> <property class="RepairItems"> <property name="resourceForgedIron" value="25" /> <property name="resourceMechanicalParts" value="20" /> <property name="resourceWood" value="50" /> </property> <property name="TakeDelay" value="15" /> <property name="DescriptionKey" value="workbenchDesc" /> <property name="EconomicValue" value="776" /> <property name="Group" value="Building,advBuilding" /> </block> </append> </config> XUi.xml <xui> <append xpath="/xui/ruleset[@name='default']" > <window_group name="ResearchTable" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true"> <window name="windowCraftingList"/> <window name="craftingInfoPanel"/> <window name="windowCraftingQueue"/> <window name="windowOutput" /> <window name="windowNonPagingHeader" /> </window_group> </append> </xui>
  3. I agree, and the extra bottles were a great source of glass for my forge.
  4. Yes I'm aware, hence the reason I said, "I don't like the way it was implemented" but I do understand they were trying to add the "heat" back to making water hence the part where I said "I'm not sure how much I disagree with the Idea behind it". But thanks for the input.
  5. I don't like the way the heat map change was implemented, but I'm not sure how much I disagree with the Idea behind it hence the suggestion, after all, making water has always raised the heat map now it just makes less sense that it does.
  6. you can drink from any source, but you can't take the water from any source as jars have been removed, I will reword my post to say "collect water" to remove any confusion.
  7. I would like to start by saying that I don't like that I can't collect water from real sources without mods. I would have added an additional water type, so you had "Dirty water" taken from any source, "boiled water" that you could drink but it might make you sick, and "clean water" something that had been filtered a little better so that it would not make you sick. and then the "purified water" that raises your stats better. Then the dew collector could have given you "Boiled" or ""clean" water but at a very slow rate, with no raise in the heat map. Given the direction water is going, I suggest either: Make the current dew collector not raise the heat map but give "dirty" water that still needs to be cooked. Or make a second model for the dew collector, one with a "campfire" or other such item attached to it or add a "mod slot" that adds a device to "Boil" the water. Make the current one give dirty water that still needs to be cooked to be drinkable but doesn't raise the heat map, make the other an "advanced" dew collector, or something like that, that requires fuel to boil the water and make it drinkable on the spot but raises the heat map. This way making drinkable water still raises the heat map like it used to but in a more logical way, and also still requires fuel to make drinkable water like before.
  8. I am trying my hand at modding, and I'm looking to try and pull some prefabs from old versions of the game, but I can't find a file or folder named "Entities" or the "Items" file, does anyone know where to find the files that contains the block and item prefabs? Also looking for the file that contains the Items prefabs. Thanks.
  9. no problem, let me know if you want the required mats adjusted up or down.
  10. I don't know if you ever found a mod or not, incase you didn't https://www.nexusmods.com/7daystodie/mods/3084/ I made that one, it's just a recipe mod doesn't add an blocks just a recipe for the bank and panels. I tested it in A21 but I didn't have any other mods installed, if you have any problems let me know.
  11. #3 is a simple recipe mod. https://www.nexusmods.com/7daystodie/mods/3082/?tab=files unzip and place it in the mods folder and reload the game, you can craft them in the chem station. I can adjust the required resources as needed, if you have any problems with it let me know.
  12. spent 45 min yesterday messing with this and could not get my wife's game to show up in my server list anywhere (should have been in recent), and she was sitting right beside me. This was a very bad change, but it's what I have come to expect from TFP. Anything to make the game more tedious.
  13. That was the case until A20. Until this last update, I've never had to unlock a vehicle on placing it. I do understand that public server owners would find this useful, but if you pick up and place your vehicles often this is problematic, especially when you run into a problem and need to leave the area quickly. I don't know a lot about modding, I'm finding xlm to be difficult to learn in the limited time I have, so I'm sure I could not make a mod of a different type. It would be nice if it was reverted back the way it was, or perhaps a game setting when you start a game. Thanks for the info. hopefully an experienced modder will make a .dll or C# mod to do this if thats what it needs.
  14. sorry, I missed where you said lack the craft time parameter, thats what happens when you read too fast. Without that, crafting time seems to be based strictly on the type and number of materials used in the recipe, so like with my mod that puts back the marksman rifle 1 ScrapPolymers as the only ingredient in the recipe and it will craft instantly, but 20 ScrapPolymers, 10 springs, 10 tape and 15 forgedsteel and it takes 4 min 9 seconds.
  15. I don't think he wants to remove all the trader sounds though, just them talking so unless someone with more experience says how to do it, it will talk a little trial and error to figure out exactly how to do what he wants done. EDIT: that won't work, it throws and error and doesn't remove the sounds. I will keep trying and see if I can figure out the correct code, but with any luck, someone who is a more experienced modder will say how to do it.
  16. Someone with more experience will hopefully chime in here, but you might try making a mod that removes the Sound references for each trader in the sounds.xml, I'm new to modding, but it looks to me like each trader has their own set of sound files referenced. for trader jen the greeting it look like the line is: <SoundDataNode name="trader_jenlikefirstgreet"> <AudioSource name="Sounds/AudioSource_VO"/> <Noise ID="1" noise="7" time="3" muffled_when_crouched="0.5"/> <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_01"/> <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_02"/> <AudioClip ClipName="Sounds/VO/Trader/Jen/trader_jen_firstgreet_03"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode> I think that if you made a mod with the line: <remove xpath="/sounds/SoundDataNode[starts-with(@name='trader_jenlikefirstgreet')]" /> in it's sounds.xml might be what you need to remove that sound, but to be honest, I'm new to modding so I could be wrong and I have no idea what the effect of removing the sounds would be. but if I'm correct, you would just need to duplicate it for the other trader sounds you want removed. If I can tomorrow, I will try to test it and see. If no one else has replied by then I will let you know what I find.
  17. I haven't done anything with scrapping, and I'm very new to modding, but for crafting time I added - craft_time="___" after - Count in the recipe to change the craft time. so it ended up looking something like <recipe name="Item" count="1" craft_time="30" craft_area="workbench"> Hope that helps a little.
  18. I asked on the steam forums about removing the vehicle lock all together but I haven't received any replies so I thought I would come here and ask. I am playing on a private game with just my wife and kids, after the update to A20 our vehicles auto lock on being placed. we spend a lot of time picking up our vehicles and then placing them back down at a different point, the problem is that the auto-lock can be a problem especially if we need to leave an area fast and our only vehicle is in someone's inventory. If it isn't possible to remove them, does anyone know how to make the vehicles default to unlocked? Thanks.
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