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Jegethy

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Everything posted by Jegethy

  1. Hi there, I'm trying to make a simple mod that allows me to upgrade iron bars to steel bars. It's functionally working, but when loading the game I get an error. I can't find the "replace_me" block that it's referring to. I have searched every default file and mod file and it's nowhere to be found. Can anyone shed some light on this? 2020-03-28T21:34:44 18.475 ERR XML loader: Executing post load step on 'item_modifiers.xml' failed 2020-03-28T21:34:44 18.475 EXC Block with name 'replace_me' not found in block steelBarsCentered Exception: Block with name 'replace_me' not found in block steelBarsCentered at Block.LateInit () [0x00176] in <3ca2702590144b2c95bd610195728952>:0 at Block.LateInitAll () [0x0000d] in <3ca2702590144b2c95bd610195728952>:0 at WorldStaticData+<LateInitItems>d__20.MoveNext () [0x00018] in <3ca2702590144b2c95bd610195728952>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallba ck>d__40.MoveNext () [0x00044] in <3ca2702590144b2c95bd610195728952>:0 UnityEngine.DebugLogHandler:Internal_LogException( Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception , Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) <>c__DisplayClass47_0:<loadSingleXml>b__3(Exceptio n) <CoroutineWrapperWithExceptionCallback>d__40:MoveN ext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumera tor, IntPtr) (Filename: <3ca2702590144b2c95bd610195728952> Line: 0)
  2. That is from my log. It's a mod I'm working on that hasn't been added to the server, so I doubt that had anything to do with it.
  3. Our base was essentially a 9x9 concrete box with a central platform that contained the land claim, bedrolls, and crafting stations. We had two forges smelting iron, clay, and stone. My friend was there alone working on the base while I was mining approximately 300m away. The chunk that reset contained the forges, workstation, and everything else that was on the central platform. Here is the server log. The error occurs on line 6261: https://justpaste.it/23nyn Here is my log: https://pastebin.com/H0frz7u6 And my friend's log: https://pastebin.com/9fSz63nA
  4. I host the server myself using the Steam dedicated server. Half our base is gone. Some of it is still there, but one chunk completely reset and everything inside it is gone.
  5. I was playing with a friend this evening and she received an error while I was mining elsewhere. She relogged and upon logging in, the following error appeared in the server console and the chunk where our base was had completely reset resulting in all of our progress and items vanishing. 2020-03-08T05:18:35 19041.716 ERR EXCEPTION: In load chunk (chunkX=-87 chunkZ=-5) EndOfStreamException: Attempted to read past the end of the stream. 2020-03-08T05:18:35 19041.729 ERR Stream position: 50287, length: 50287, compressed length: 5950 We're now going to restart, but does anyone know the possible cause of this so we can avoid it in future?
  6. I've having an issue where I can edit an item to add a new affix, for example +50 loot bonus or +1 strength, but that effect does not show up on the item in-game even though I can confirm it works by looking at the character sheet. Is there a way to have it display the extra effect?
  7. I've been tinkering with settings for the past few days and I can't seem to change/remove this annoying feature. I can only assume that it's not set by the XML files.
  8. I've noticed that when exploring POIs, sometimes zombies will detect me even when I'm making literally zero noise (achieved through a custom mod). These zombies always tend to break out of cupboards or fall from the ceiling, which has lead me to believe that A18 added some triggered spawns, or area triggers, to POIs. Does anyone know where and how I can change that? I don't like that behaviour and I'd like to remove it.
  9. How can I change what items are scrapped into? I want to make it so that perk books no longer scrap into paper, but scrap into a custom item that will be used in recipes. EDIT: I figured it out using this thread as a reference: https://7daystodie.com/forums/showthread.php?120165-Scrap-Mechanic-in-the-XML-Files&highlight=scrapped
  10. That changes all of the perks. I only want to change the custom one I added and it is not possible as far as I can tell.
  11. I'm trying to remove the negative RNG that was added to items in A18. The problem I am having is that there are multiple of the same tags within the effect_group section, as shown below. <effect_group name="meleeToolFireaxeIron"> <passive_effect name="EntityDamage" operation="base_set" value="15.1"/> <passive_effect name="BlockDamage" operation="base_set" value="45.0"/> <passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- Gazz change 47 to 60 --> <passive_effect name="StaminaLoss" operation="base_set" value="15.6" tags="primary"/> <passive_effect name="DegradationMax" operation="base_set" value="188,641" tier="1,6" tags="perkMiner69r"/> <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkMiner69r"/> <passive_effect name="MaxRange" operation="base_set" value="2.6"/> <passive_effect name="BlockRange" operation="base_set" value="3.5"/> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/> <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random rng --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus --> <passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random rng --> <passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus --> <passive_effect name="DegradationMax" operation="perc_add" value="-.15,.15" tags="perkMiner69r"/> <!-- random DegMax --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM --> <passive_effect name="StaminaLoss" operation="perc_add" value="-.05,.05"/> <!-- random StamLoss --> <passive_effect name="HarvestCount" operation="base_set" value=".7" tags="butcherHarvest"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="stone"/> <passive_effect name="DamageModifier" operation="perc_add" value="-.75" tags="metal"/> </effect_group> Setting the xpath to change EntityDamage for example will change all 3 occurrences of it. Using "/passive_effect [contains(@name, 'EntityDamage') and (contains(@operation, 'perc_add'))]" will result in the 'base_set' damage being correct, and it changes the RNG EntityDamage line as intended, but it also changes the line below that which affects the tier bonus. I don't know how to get around this as using more than one and/or condition results in an error. The only solution I can think of is to remove and then append the entire block, but I was hoping to cover all items with as few lines as possible. This is the code I was trying to use: <set xpath="/items/item/effect_group/passive_effect[contains(@name, 'EntityDamage') and (contains(@operation, 'perc_add'))]/@value">0,.15</set>
  12. I've been tinkering with it for a while now and it doesn't seem like it's possible.
  13. Hi folks, I'm wondering if it's possible to make a skill cost zero points? I am adding a perk tree which unlocks some custom crafting recipes, but I want it to cost 0 skill points. I tried this and the icon shows the requirement as "NA" in game, but it cannot be learned. <perk name="perkMasterCrafter" parent="skillCraftsmanship" base_skill_point_cost="0" name_key="perkMasterCrafterName" desc_key="perkMasterCrafterDesc" icon="ui_game_symbol_fire">
  14. Hey guys, I had a mod that added a skill book which was rewarded when completing quests. I tweaked it for A18 and it loads without any error, but the item is not listed in the creative menu and I can't figure out why. Here's the mod code. <append xpath="/items"> <item name="skillbook"> <property name="CreativeMode" value="None"/> <property name="HoldType" value="21"/> <property name="Meshfile" value="Items/Misc/bookPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Mpaper"/> <property name="EconomicValue" value="1600"/> <property name="SellableToTrader" value="false"/> <property class="Action0"> <property name="Class" value="Quest"/> <property name="Delay" value="0"/> <property name="QuestGiven" value="quest_SkillPointReward"/> </property> <property name="FuelValue" value="2"/> <property name="Weight" value="2"/> <property name="Group" value="Special Items"/> <property name="CreativeMode" value="None"/> <property name="name_key" value="Skill Point Book" /> <property name="desc_key" value="Awards 2 Skill Points for that quest you just completed. Good job!\n\n*Pats you on the head*" /> <property name="CustomIcon" value="challengeQuestMaster"/> <property name="CustomIconTint" value="9f9fff"/> <property name="Stacknumber" value="200"/> </item> </append> EDIT: Fixed, I realised it was set to not show in creative mode.
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