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About Astralweaver

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  1. <Astralweaver> <append xpath="/item_modifiers" > <item_modifier name="Dye: Sunset" installable_tags="clothing,armor,weapon,tool,vehicle" modifier_tags="dye" type="attachment" rarity="0.2"> <property name="DescriptionKey" value="modDyeGroupDesc"/> <property name="Stacknumber" value="1"/> <property name="CustomIcon" value="modDyeBlack"/> <property name="CustomIconTint" value="251,157,50"/> <item_property_overrides name="*"> <property na
  2. You have a lot of errors not sure which ones you are referring too. 2020-08-15T20:53:18 66.030 ERR XML loader: Loading and parsing 'recipes.xml' failed 2020-08-15T20:53:18 66.030 EXC No item/block/material with name 'medicalSnowberryExtract' existing Exception: No item/block/material with name 'medicalSnowberryExtract' existing This one means you have an ingredient in the recipes that you don't have an item for. So if you changed any item names they need to be changed in recipes as well or removed. 2020-08-15T20:53:18 66.221 WRN XML patch for "loot.xml"
  3. @Telric just wanted to let you know before I head to work everything is working fine. Changing those numbers was the only problem. The error I got was because I had one of the prefabs open in scene and unity didn't like that it packaged fine once scene was closed. Thanks again for all the help and input.
  4. Ok thank you so much for all your help! Have a goodnight!
  5. I think your write because I have 45 posters and I just tried to export again and it looks like only 16 went through. Is 45 to much should I break it up into 3 collections or just keep trying til they all work?
  6. Your awesome Telric thanx for reading my post. Your method worked with my DeanTest, however, I got excited and changed it on all my dean posters, but than when I tried to load up the game got an error: ERR Loading AssetBundle "E:/Steam/SteamApps/common/7 Days To Die/7daystodie_Data/../Mods\Astral/Resources/DeanWinchesterCollection.unity3d" failed! 2020-08-04T20:06:20 220.806 ERR Model '#@modfolder(Astral Mod):Resources/DeanWinchesterCollection.unity3d?DeanAbs' not found on block with name DeanAbs 2020-08-04T20:06:20 220.806 ERR XML loader: Loading and parsing 'blocks.xml' faile
  7. Changing them to 0 completely erases the image in both the parent and the child. Its just that blue/gray background when I try that.
  8. . The first one is the child, the second one is the parent. This is the XML code. <block name="DeanTest"> <property name="CreativeMode" value="Player"/> <property name="Material" value="Mglass"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="#@modfolder:Resources/DeanTest.unity3d?DeanTest"/> <property name="Place" value="TowardsPlacerInverted"/>
  9. @Telric That is how I had it Telric then Xyth said to add the TagManager.asset to my folder which in my case is E:/Unity/7D2Dtest/7D2D/ProjectSettings. I added the tag manager, reviewed it, and it looked like the tag may have changed in the manager it has T_Mesh_B in either slot 3 or slot 4 depending on if Items is slot 0 or 1. unless that doesn't matter anymore the tutorial said they had to be in a specific order, but Xyth said lots has changed. Anyway I changed them back to what you just stated Telric and it did not work. I will post a code up later I have to go to work in a few.
  10. So changed tags yet again and imported them to game same issue can be picked up and such in prefab editor but not in game. Tried tag 4 and tag 3 for the T_Mesh_B with no luck. I don't know if the issue is xml code or something in Unity but find it really annoying that it all works fine in prefab editor but not in game. The xml code is pretty much copied of the pictures that come with the game with some minor adjustments like them being able to be picked up, descriptions, and when destroyed get turned into an item for the player to pick up. Been using the destroy pick up as a substitute for ju
  11. Ah okay so T_Mesh_B if I am understanding this right is tag 4? So I changed the tags repackaged and imported and the same thing is still happening. The E option appears in Prefab Editor where all the posters can be picked up. But the posters still cant be picked up in game, Unless tag 4 is not the T_Mesh_B. The only other it can be is 3 if items is tag 0.
  12. Okay so I tried following Xyth's tip, thank you btw and got rid of the air spot but now have another really weird issue. In the prefab editor where I test the posters, I can pick up the poster using the E option that appears. However, in the actual game there is no E option:( so they just stick to the walls. I know in Unity I put the T_Mesh_B tag on them in tag 2 just like Xyth's tutorial stated and it is really weird that they can be picked up in editor and not in game. Any suggestions on an xml code line or something I may be missing? Thanks, Astral
  13. Thank's so much Xyth love the Guppy Zombies and was hoping they wouldn't be gone for too long. Your time, effort, and work is much appreciated!
  14. I would like to request a tutorial in unity on how to add your own custom posters and pictures. I have been trying to make some posters and pictures in Unity recently and thought i could figure out the process on my own. However, i came into an issue that has been driving me crazy. I get the posters in game and working except for one small annoyance there is a big space of air between the poster and the wall. I know it is because the poster is on the front of the cuber but I cant figure out how to get it to the back of the cube so it sticks on the wall. I have been comparing it to other poster
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