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JasonX

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  1. Checking the generated configs in ConfigDump was a great suggestion - thanks. It seems that I had added an additional > greater than symbol, as revealed by the generated configs: <unlock_entry item="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player,HadeslightIndustrialRed,&gt;" unlock_tier="1">
  2. Have a read of my post again... the first XML example is your suggestion.. and it doesn't work.
  3. EDIT: Found a typo in the code (added an extra >) resolved by the suggestion to check the mod generated configs. Hi all, Added a new light recipe to the game using an existing model/icon. WITHOUT COMMA: When I use the following append, the skill requirement and tracking pages are borked per image 1 <!-- add electrical recipes to unlock code --> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item">,HadeslightIndustrialRed></append> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@level='25,100']/@tags">,HadeslightIndustrialRed></append> WITH COMMA: When I add a comma (,) to the value, they appear correctly but there is now a ghost item added to the tracking page per image 2 <!-- add electrical recipes to unlock code --> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item">,HadeslightIndustrialRed,></append> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@level='25,100']/@tags">,HadeslightIndustrialRed,></append>
  4. Without a recipe entry in receipes.xml it will never be craftable. Say you have a ranged weapon (shotgun) that you want to make T2 (because it's reasonably powerful).. In loot.xml, there is already an item group called groupWeaponsT2_Boomstick.. which is part of a loot group groupWeaponsT2_Ranged so add your new shotgun to lootgroup groupWeaponsT2_Boomstick it already has gunShotgunT2PumpShotgun in that group so append that lootgroup with your new item that is a shotgun. Now, it will have T2 rarity... and the probability of it dropping increases with the loot level - defined in ProbT2. In other words, loot level 0 to 101 has a 0% chance to drop... 102 to 234 has a sliding scale of probability.
  5. Hi all, I remember back in A17 or so, this XML feature stopped working and became hard-coded or something. Just tinkering now with some mod features (re-locatable barb wire and barricades) and notice that TakeDelay just doesn't work except on specific blocks (generator, forge etc.). Tried mixing it with and without CanPickup (this works but it's instant pickup). Looking at the rest of the block XML, I've tried different tags to no avail. There's no reference to these blocks in any other XML files that might indicate the ability to implement this. The outcome I'm looking for is to be able to hover over custom blocks like road barricades, and be prompted to hold "E" for XXX seconds to pick up.
  6. Turns out that the / didn't matter - though it is best practice. The issue was I missed a parent "crafting_skills" XML wrapper. THIS <append xpath="progression/crafting_skills/crafting_skill[@name='craftingElectrician']/ MISSED THE PARENT <append xpath="progression/crafting_skill[@name='craftingElectrician']/
  7. Hi all, I'm trying to add a custom electrical recipe to the existing recipes... and I keep getting an error no matter what syntax I use. Anyone spot what I'm doing wrong? The error is: 2023-09-07T18:09:54 34.536 WRN XML patch for "progression.xml" from mod "Test" did not apply: <append xpath="progression/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item" (line 14 at pos 2) The code I'm using is: <append xpath="progression/crafting_skill[@name='craftingElectrician']/display_entry[@name_key='electricianT1']/unlock_entry/@item">,TestlightIndustrialRed></append> The code in progression.xml that I'm trying to add to is the first unlock_entry item.. basically adding the custom recipe after the recipe "ceilingLight07_player". <crafting_skill name="craftingElectrician" max_level="100" parent="attCrafting" name_key="craftingElectricianName" desc_key="craftingElectricianDesc" long_desc_key="craftingElectricianLongDesc" icon="ui_game_symbol_electric_generator"> <display_entry icon="generatorBankA" name_key="electricianT1" has_quality="false" unlock_level="25" > <unlock_entry item="generatorbank,electricwirerelay,switch,tripwirepost,ceilingLight01_player,industrialLight01_player,industrialLight02_player,ceilingLight07_player" unlock_tier="1" /> </display_entry> <display_entry icon="motionsensor" name_key="electricianT2" has_quality="false" unlock_level="50" > <unlock_entry item="motionsensor,electrictimerrelay,pressureplate,pressureplateLong,spotlightPlayer,speaker" unlock_tier="1" /> </display_entry>
  8. I also editted the trader xml files, turned off trader protection, restarted the game, did a chunk reset.. and nothing works to either fix the Buried Treasure missions.... nor can you destroy the trader even with protection turned off. Seems this is all hard coded and not respecting the XML.
  9. I spawned the same 2 traders (Joel, Hugh) outside the land claim zone and trader protection zone... they are full of buried treasure missions. I also spawned Joel in the nearby trader outpost and he had normal quests. Therefore traders spawned outside of trader protection zone... only generated Buried Treasure missions. This is definitely new behavior in A20... and not really desirable. I will try to figure out how to make a "mini trader protection" zone around them to see if this "fixes" it inside the player base... and let you know how it goes. Still no lucky on deleting static spawned traders... no command line entries work either.
  10. The location I am spawning them is a player built base, which has an active land claim. There is a standard trader about 150m away that spawns a full range of quests. I also spawned a trader in the above location... and it has a full range of quests. So it appears that it's not a distance thing (plenty of potential quest POIs around). It might be that the traders being spawned in an active land claim area could be the issue. I will try to spawn the trader outside the active land claim area and see if that is the cause. I should also mention that eventually after doing a bunch of buried treasure quests, I got the special mission to unlock the next tier. Guess what... having done that special mission (it chose the trader 150m away)... I am still only seeing L1 buried treasure on the spawned trader. (correction: I am getting tier 2 missions)
  11. Hi all, I host a 72D2 server and part of my admin role is to spawn in traders into player bases when they become strong enough. I've noticed 3 weird things: Spawning in Trader Hugh.. he only has buried treasure quests. Even on day 3 refresh, or using the admin menu to refresh it. Spawning in Trader Joel... he only has buried treasure quests. You cannot delete static spawned traders with any of the admin weapons/tools, or using admin commands (which is needed if a player base gets over run by the horde). Any ideas appreciated.
  12. Novamourne... I couldn't have said this better myself. Best post ever.
  13. If bandits are proving so hard, why not let the community help out with the modelling, animations and coding? Surely there is some assets or source code that can be released, or some problem statement that we can help brainstorm around.
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