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mlburgoon last won the day on February 7

mlburgoon had the most liked content!

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About mlburgoon

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  • Birthday 02/04/1971

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  • Biography
    Kansas City Area 7 Days to Die Fan
  • Location
    Olathe, KS
  • Interests
    Computers, Gaming, Fireworks

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  1. I know that this mod has some issues with A19. I want to wait a little for stable, but if it takes much longer, I will update to work with A19. Not yet. there are some issues with it that I know of. waiting for a more stable A19. If it takes much longer, I will update it and do any rework needed.
  2. Thanks for the ideas. I will look into them. I have tried to do the "placeable" property. Maybe I should try picking it up to fix it in my inventory and re-place it. see if that works? I will try that as well.
  3. Yes. It solved it for the fireaxe. had to modify it for the other 2 because it is not "effect group" it needed to be inserted before. I ended up changing all three to an insert after and did it after the property "Material". that way it was a "standard" way of doing it within my xml for all three. Thinking differently and using other commands really helped a bunch. I will be using those commands on a couple other little mods I am working on. I may check out DMT. The last full game I wrote was over 20 years ago, and even though I still do some programming with my job, games are a different beast. I am going to be playing this mod (and many others) on a 24hr twitch stream this weekend (hopefully). All 3 of my mods will be included, of course! Now if I can just figure out where the "repair kit" is defined for vehicles. Not finding that anywhere.
  4. Update to version 1.2.0. This is a bug fix for the Steel Fire Axe, Steel Spear, and Steel Knuckles. All other Items checked and (pretty sure) they all work with the appropriate Repair Kit now. Also, Item Names and Descriptions are added for ENGLISH via the localization.txt file. Still working on Vehicles... Zip file updated in first post. As always. Let me know if there is an issue.
  5. Awesome help. Thanks. Modding like this with XML is different than the programming I am used to. And way different from the last actual game I wrote years ago. Learning is happening though.
  6. Thanks for the thoughts. I tried a few more ways, including yours, and think I have found out what is happening. When you extend an object in the game: 1. any Properties (variables) that are set during the extend get set and can be changed. 2. any Properties (variables) that are NOT set during the extend DO NOT get set and created for the new object. Instead a POINTER to that Property (variable) is set and thus becomes hard coded to that object and can no longer be changed. This is getting deep down into the actual game code and is only correctable by the Fun Pimps if this is actually occurring. There are 2 solutions for my specific issue then. 1. provide a Modified Vanilla Items.xml file that has to be manually copied into the game folder that only has the "<property name="RepairTools" value="resourceRepairKit"/>" added into the 3 items I need it to. Then my mod would work as it is written. This would be the MOST compatible with other mods that may work with these 3 items in the game. 2. Within my mod, Delete the 3 items from the game and re-create them from scratch including the Property I need to set. This would also work for my mod, but would have a higher probability of screwing up another mod by someone else that is working with any of these 3 items. Should I provide 2 downloads and explain the difference to people so that get the correct download to fix this issue for either situation? Should I create a bug report on this???? I do feel it is a bug in the game for modding. Anyone else have any thoughts on this or another fix I am not thinking of?
  7. Ok, I created a mod and released it. It was pretty quick and simple so I didn't test everything. That is on me. But there is an issue and I can't figure out how to solve it and it SHOULD be simple. <!-- Items fixed by Steel Repair Kit --> <set xpath="/items/item[@name='gunToolNailgun']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <!-- <append xpath="/items/item[@name='meleeToolFireaxeSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</append> --> <!-- <set xpath="/items/item[@name='meleeToolFireaxeSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> --> <set xpath="/items/item[@name='meleeToolPickaxeSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeToolShovelSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeToolKnifeMachete']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeClubBaseballBat']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeToolSledgehammerSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeThrownSpearSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> <set xpath="/items/item[@name='meleeKnucklesSteel']/property[@name='RepairTools']/@value">resourceIceburgSteelRepairKit</set> Three of the items don't use the correct repair kit to repair the item. Just uses the "default" repair kit from the game. Those 3 items are Steel Fire Axe, Steel Spear, and Steel Knuckles. They all have a common theme in that they are all created by using "extends" to create them from the Iron form of them from the game. All other repair kits work for all other different types of weapons, tools, and armor. So it is something with these items themselves and I think related to the "extends" somehow but unsure. The only thing I have not tried doing is basically deleting the items entirely and recreating them from scratch, which I really don't want to have to do. You can see 2 of my tries on the Steel Fire Axe in the code above. The set is how I did every other item I am working with and works great except on these three. I tried an append, and that didn't work either. I have now tested every item and these are the only 3 that don't work. Does anyone have any idea why these 3 would be acting this way? I am completely stumped at this point after digging at it for a few hours.
  8. OK, found 3 items that don't repair with the correct repair kit. And I don't know why (yet). they are - Steel Fireaxe, Steel Spear, Steel Knuckles. And I still don't know what or where to change what repairs a vehicle... Working on the Steel Items first, though.
  9. Was interested in this. Download link is broken.
  10. I will check on the axe. If you have shorter name Ideas, I am open to suggestions! I struggled with that as well because of the length. Also, currently vehicles are repaired with the normal repair kit. I can't figure out where they are controlled. It may be hard coded, but still looking and hoping to have them repaired with the Motor Repair Kit.
  11. Version update with Bug Fix and to be able to find these kits out in the world!
  12. Ah. Yes. I didn't realize solarCell was already in the game. So that explains that. I know for stuff I create that is NOT in the game already, I try not to use a "generic" name, but make it unique for my new unique object. My new mod I just put out does this just right. The current repair kit that is in the game is left alone. But my custom ones have very unique names so they don't get blasted by another mod somewhere. That also makes it more compatible with new mods and other mods because if they use the default repair kit, it still works.
  13. Repair kits have always been odd. Always using the same 2 items to repair anything just seemed wrong. So here is a fix for that. Each kit will handle a certain type or group of Items. Each type of repair kit is color coded as well so you can find the type you are looking for easily. This modlet is server side friendly, so you can just drop it in and go. Repair Kit Types: Iron Repair Kit - this is just the current repair kit in the game. Any non-vanilla items will still be repaired with this. Steel Repair Kit - This repairs Steel Tools and Weapons. Motor Repair Kit - Repairs things with motors. Currently does not work for vehicles - Looking how to fix that but it seems hard coded for just the normal repair kit. Gun Repair Kit - Repairs Guns Non-Metal Armor Repair Kit - Repairs cloth and leather armor. Metal Armor Repair Kit - Repairs Iron and Steel Armor. Military Armor Repair Kit - Repairs Military Armor. I am looking for feedback on this from the community. I am up for any suggestions if they make sense in the grand scheme of things. For example, originally I had Corn Meal being used in the gun repair kit. I know of a few people that use this. But if it gets any moisture in it, it turns to a gooey paste pretty quick. And in the apocalypse, keeping that stuff dry in a repair kit would be impossible. Recipe suggestions are welcome as well. There will be some updates for sure, but this is a pretty good start on it. Change Log: May 1, 2020 - Ver. 1.0.0 - Initial release May 6, 2020 - Ver. 1.1.0 - Bug Fix for not being able to use the repair kits to repair the item it was meant to repair - Added configuration for loot.xml so that you can find these in the same locations in the world where you would find normal repair kits May 13, 2020 - Ver. 1.2.0 - Bug Fix for proper repair kit for the Steel Fireaxe, Steel Spear, and Steel Knuckles. IceBurg_Proper_Repair_Kits.zip
  14. Ah. ok. Thanks. I guess this goes back to some of my original posts and questions about modding. Make sure to use unique names for stuff you do and create so it does not cause issues. Thanks again.
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