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Camiracundus

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About Camiracundus

  • Birthday 07/01/1996

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  • Biography
    Creative. Always up for learning something new. Major languistics nerd. Love video games, music, animals, and anything and everything that allows me to be creative. Self-taught graphics designer, been working for a game for going on 6 years.
  • Location
    Denmark
  • Interests
    Gaming, music, animals, anything creative

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  1. I couldn't wait to try it, and it works now! Apple Pie shows up clear as day under the campfires recipes without needing to search. Thank you, you're a lifesaver!
  2. Would you be up for possibly helping with a new issue? I've tried adding this recipe to the game; <append xpath="/recipes"> <recipe name="Apple Pie" count="1" craft_time="2" craft_area="campfire"> <ingredient name="Sliced Apples" count="6"/> <ingredient name="Flour" count="2"/> <ingredient name="foodEgg" count="1"/> <ingredient name="resourceAnimalFat" count="1"/> <ingredient name="drinkJarBoiledWater" count="1"/> </recipe> </append> And it does exist just fine - but I have to search for it manually in order to get it to show up in a campfire. Is there a way to get it to show up automatically along with the already existing recipes such as the boiled eggs and charred meat?
  3. You were absolutely right about it being a typo. I scoured the code again and noticed the tiniest of tiny typos - a q had snuck into an item name, so instead of "Damascus Knife" it read "Damqascus Knife" - and because I had the text size so small, it didn't pop out easily. I corrected it, double-checked there were no others, and fired up the game - and now it runs perfectly. Thank you for the help!
  4. I've added all three files to a previous reply, but it seems to need to be approved before it'll show up. I don't know how long that'll take.
  5. Thanks for the response! That was my initial thought, too, but I can't spot whatever it is. Here's the items.xml and the recipes.xml; hopefully you'll be able to make more sense of them than I can! I appreciate the help. I tried to use Pastebin, but the files are too big. I used paste.c instead; Recipes.xml - https://paste.c-net.org/CarolLeper Items.xml - https://paste.c-net.org/AnyankaSquared Blocks.xml - https://paste.c-net.org/GrissomSleaze
  6. I've been working on re-doing one of my older farm mods to be functional with A21. It worked perfectly earlier; then all I did was remove 2 recipes from recipe.xml and the matching items from items.xml, fix the name of one recipe ingredient to match its Item name, and now it doesn't work anymore. Or at least, that's what I thought I did; I don't recall doing anything else, and I've scoured both documents to see if any of the three things I touched (Spice Seed, Herb Seed, Cabbage) are unchanged, remaining or hiding, but no such luck; and in the rare instances this happens, the console error usually tells me that it cannot parse recipes because there's no item by a certain ingredient name. I tried going through process of elimination and had it load perfectly with all but 1 section/line of code (a specific Jar made in a forge) in recipe.xml enabled (I used the <!-- o --> tag), and it worked flawlessly; then I tried simplifying the excluded Jar line that I thought had to be the issue, cause it worked perfectly without it; but when I tried to load again, it spat out the same error. So I went back to recipes.xml and disabled the newly written Jar code entirely, and fired up the game, expecting it to work just fine - but it spat out that error again. And it keeps doing it now, even when the recipe.xml document consists only of lines that have already worked just fine during my earlier processes. I'm about to tear my hair out out of frustration with this issue. Hopefully someone here can shed some light on what's going wrong. Thanks in advance! I've attached the log from the latest error., but it's this part in particular that pops up the console; 2023-10-27T05:45:53 55.593 ERR XML loader: Loading and parsing 'recipes.xml' failed 2023-10-27T05:45:53 55.595 EXC Object reference not set to an instance of an object at RecipesFromXml+<LoadRecipies>d__1.MoveNext () [0x002be] in <d7dcfa4979674f179c13273f8b30b551>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <d7dcfa4979674f179c13273f8b30b551>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>c__DisplayClass52_0:<loadSingleXml>b__2(Exception) <CoroutineWrapperWithExceptionCallback>d__51:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) https://pastebin.com/ewESwXZC Thanks!
  7. Still no luck; the Apple no longer shows up under the Food/Cooking Trader category, but the new ZTTest category is always missing. I've thought about what the reason could be, and can't think of one; the syntax/coding is correct as it's not throwing out any errors, but it just won't implement it properly. I may need to simple add it all into the Food/Cooking category and then increase the min/max stock count and refresh count instead; that, I can do.
  8. Ahh that makes a lot more sense! Thank you! I'll try it this way when I have the chance and get back to you if it fixed it - thank you!
  9. The problem would then be that the items show up under both the Food/Cooking and ZTTest categories at the trader when they're only supposed to show up in one; can I remove the Food/Cooking tag from them without them also dissapearing from cooking (campfire)?
  10. I see what you mean. Now my concern is, that most of the these food items already have the <property name="Group" value="Food/Cooking"/> Can I add the ZTTest group to that as well, or do I need to remove it? And if I need to remove it, my worry is that it'll prevent the items from showing up properly elsewhere. Do you have any insight on this? I appreciate your help!
  11. Hi again, I went into devmode and refreshed his inventory, and the items showed up - but under the Food/Cooking category instead of their own category (which didn't show up, either). So something somewhere is not quite right; I've posted the coding below so you can look over it. traders.xml <insertAfter xpath="/traders/trader_item_groups/trader_item_group[@name='foodSupplies']"> <trader_item_group name="ZTTest"> <item name="Apple" count="1,10"/> </trader_item_group> </insertAfter> <insertBefore xpath="/traders/trader_info[@id='1']/trader_items/item[@group='modAllT1SecretStash']"> <item group="ZTTest" count="4,8"/> </insertBefore> Ui_display <insertAfter xpath="/ui_display_info/trader_category_display/trader_category[@name='TCArmor']"> <trader_category name="ZTTest" icon="ui_game_symbol_spatula" display_name="ZTTest" /> </insertAfter> items.xml <append xpath="/items"> <property name="Group" value="ZTTest"/> </append> So the Apple does show up in-game but not in its own category, which is preferable; if I add all of the crops into the normal food/cooking category, there's a pretty big chance they'll drown out the vanilla games items in there.. unless there's a better quick fix of simply increasing the number of items in the Food/Cooking category that the traders can display? That's also an option, but a new category would be best, to help users distinguish what's from the mod and what's not.
  12. Hey! Thanks for your input; it doesn't work, though There's no errors or warnings loading in, but there's still no new category at the traders 😕 Do you have any other suggestions?
  13. Hi everyone. I was wondering if anyone knows if it's possible/how to add new categories to the traders? I work on a mod that has a ton of fruits, vegetables, resources etc, that I'd like to make buyable from the Traders; and while I could easily add them into the existing categories (which I have done with seeds), I'd prefer to make an all-new category so I don't end up making it nearly impossible to find the existing crop items (potatoes, pumpkins, blueberries etc) because there's a much higher likelihood of some of mine showing up instead (10:1 ratio, likely). I imagine it would need to be done through the traders.xml and the windows + uidisplay xmls, but I'm not sure on much more than that.
  14. If you want to get them to work, go into the Blocks.xml and find the cabinets; change the LootList on each to a different value. I did; "<property name="LootList" value="17" /> to <property name="LootList" value="cupboard" /> This gives the cabinets/sinks/other blocks that you give that LootList value the ability to open/close. I went with cupboard as the value as it gives them 18 slots. If you'd prefer a larger number of slots, you could use "playerStorage" for 48 slot, or even "storageCrate" for 72 slots. The reason they broke in A20 is because the developers moved away from using numbers as IDs for loot containers; I had to fix this in one of my own mods, so I applied the same to Ztensity's, and it works perfectly. To Ztensity; I hope you've had a wonderful start to 2022, and I can't wait to see where you take this mod - it's one of my all-time favorites, and a must-have in my opinion... just because you're in apocalypse, doesn't mean you can't trick out your base to look really nice and comfortable! 😂 I hope you don't mind me helping anyone who'd like the containers fixed ASAP instead of waiting for your update/A20 patch by commenting above as I did
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