ScholarDo Posted February 16, 2022 Share Posted February 16, 2022 I just added: <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'military without penalties')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> and the stealth boots work. I cannot find the correct effect group for Chainsaws and Augers though. Impact Driver works fine - but chainsaw and auger must be tagged differently somewhere. Any ideas? Link to comment Share on other sites More sharing options...
MikeyUK Posted February 16, 2022 Share Posted February 16, 2022 1 hour ago, ScholarDo said: I just added: <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'military without penalties')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> and the stealth boots work. I cannot find the correct effect group for Chainsaws and Augers though. Impact Driver works fine - but chainsaw and auger must be tagged differently somewhere. Any ideas? I cant see any difference for the chainsaw or auger in the FP XML, it should work. No other mods interfering with those 2 items? <item name="meleeToolPickT3Auger"> <effect_group name="meleeToolPickT3Auger"> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> That is the original XML, Jax's code searches for name beginning with "melee" for item and effect group, seems fine code wise so I am baffled. <append xpath="/items/item[starts-with(@name, 'melee')]/effect_group[starts-with(@name, 'melee')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> Link to comment Share on other sites More sharing options...
ScholarDo Posted February 16, 2022 Share Posted February 16, 2022 I double checked my load out and there shouldn't be anything in there interfering with it (mostly UI, sound/music, & a few building mods). I came to the same conclusion you did when I double checked them. I even tried a couple different identifiers to see if it was like the stealth boots. That's about the extent of my coding ability - so I'm super stumped. I figured it out! It is on my end. I kicked JTs mod to the end of the load order and it works now. I'm still confused as to what mod was loading over it, but hooray! Thanks for the help troubleshooting, Mikey! Link to comment Share on other sites More sharing options...
Kellis7400 Posted February 17, 2022 Share Posted February 17, 2022 I would like even harsher death penalties I.E. a full level of xp debt and up to a max of 3 full levels debt for multiple deaths and only 25 food and water on respawn. I am unsure how to make those changes. Any help is appreciated Link to comment Share on other sites More sharing options...
MikeyUK Posted February 17, 2022 Share Posted February 17, 2022 (edited) 16 minutes ago, Kellis7400 said: I would like even harsher death penalties I.E. a full level of xp debt and up to a max of 3 full levels debt for multiple deaths and only 25 food and water on respawn. I am unsure how to make those changes. Any help is appreciated You can easily edit the XML (entityclasses.xml) and change to 25, unsure about the debt though! <triggered_effect trigger="onSelfRespawn" action="ModifyStats" stat="Food" operation="set" value="50"/> <triggered_effect trigger="onSelfRespawn" action="ModifyStats" stat="Water" operation="set" value="50"/> You could just play around with the following lines and see what they do with changes! Let me know if you get a winner <!-- The value below changes the deficit percentage of a level you acquire when you die. Game default is .25 (25%) --> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='ExpDeficitPerDeathPercentage'][@value='.25']/@value">.25</set> <!-- This value is the maximum amount a player's deficit can be. By default it's .5, meaning a player can't go in "debt" for more than half a level's worth. --> <set xpath="/entity_classes/entity_class[@name='playerMale']/effect_group/passive_effect[@name='ExpDeficitMaxPercentage'][@value='.5']/@value">1</set> Edited February 17, 2022 by MikeyUK (see edit history) Link to comment Share on other sites More sharing options...
chillout.ice Posted February 17, 2022 Share Posted February 17, 2022 any luck with getting water from the sinks or coolers ? Link to comment Share on other sites More sharing options...
Websurfer30066 Posted February 17, 2022 Share Posted February 17, 2022 Excellent as always! Oohraah!!! o7 Link to comment Share on other sites More sharing options...
KailJ Posted February 18, 2022 Share Posted February 18, 2022 (edited) I am having an issue with the coffeemaker and microwave. When I access it things are fine, but when I go to make something I get a NullReferenceException Object reference not set to an instance of and object from both items. Are these not compatable with the SMX system? Edited February 18, 2022 by KailJ (see edit history) Link to comment Share on other sites More sharing options...
Babuchas Posted February 19, 2022 Share Posted February 19, 2022 On 2/16/2022 at 10:06 PM, ScholarDo said: I just added: <append xpath="/items/item[starts-with(@name, 'armor')]/effect_group[contains(@name, 'military without penalties')]"> <passive_effect name="ModSlots" operation="base_set" value="1,2,3,4,5,6" tier="1,2,3,4,5,6"/> </append> and the stealth boots work. Thank you MikeyUK and ScholarDo, it works fine now. I hope JaxTeller updates the modlet at some point so others wont find the same problem Link to comment Share on other sites More sharing options...
Zagan Posted February 22, 2022 Share Posted February 22, 2022 (edited) On 2/17/2022 at 9:36 AM, chillout.ice said: any luck with getting water from the sinks or coolers ? The Working Sinks and Cooler mod works. You need to use the left click button to fill the jars with them. I'm still waiting for JaxTeller718 to make the water coolers dispense boiled water though. He said he would, haven't heard back yet though. Edited February 22, 2022 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
SylenThunder Posted March 12, 2022 Share Posted March 12, 2022 @JaxTeller718 I'm pretty sure we didn't have this issue before with the bigger wandering hordes. Seeing it now though... Spoiler 2022-03-11T23:33:09 80.855 WRN XML patch for "gamestages.xml" from mod "JaxTeller718_BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='03']/spawn[@group='wanderingHordeStageGS5' and @num='06']/@num" (line 5 at pos 3) 2022-03-11T23:33:09 80.856 WRN XML patch for "gamestages.xml" from mod "JaxTeller718_BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='04']/spawn[@group='ZombieDogGroup' and @num='04']/@num" (line 6 at pos 3) 2022-03-11T23:33:09 80.856 WRN XML patch for "gamestages.xml" from mod "JaxTeller718_BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='05']/spawn[@group='FwanderingHordeStageGS1' and @num='09']/@num" (line 7 at pos 3) 2022-03-11T23:33:09 80.877 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='01']/spawn[@group='wanderingHordeStageGS1' and @num='05']/@num" (line 3 at pos 3) 2022-03-11T23:33:09 80.877 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='02']/spawn[@group='wanderingHordeStageGS2' and @num='10']/@num" (line 4 at pos 3) 2022-03-11T23:33:09 80.879 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='06']/spawn[@group='FwanderingHordeStageGS2' and @num='07']/@num" (line 8 at pos 3) 2022-03-11T23:33:09 80.880 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='07']/spawn[@group='FwanderingHordeStageGS4' and @num='08']/@num" (line 9 at pos 3) 2022-03-11T23:33:09 80.880 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='09']/spawn[@group='wanderingHordeStageGS8' and @num='06']/@num" (line 11 at pos 3) 2022-03-11T23:33:09 80.881 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='10']/spawn[@group='wanderingHordeStageGS11' and @num='09']/@num" (line 12 at pos 3) 2022-03-11T23:33:09 80.881 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='11']/spawn[@group='wanderingHordeStageGS14' and @num='06']/@num" (line 13 at pos 3) 2022-03-11T23:33:09 80.882 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='12']/spawn[@group='WolfGroup' and @num='03']/@num" (line 14 at pos 3) 2022-03-11T23:33:09 80.882 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='13']/spawn[@group='FwanderingHordeStageGS7' and @num='07']/@num" (line 15 at pos 3) 2022-03-11T23:33:09 80.883 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='14']/spawn[@group='FwanderingHordeStageGS10' and @num='06']/@num" (line 16 at pos 3) 2022-03-11T23:33:09 80.883 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='15']/spawn[@group='ZombieBikerBarGroup' and @num='08']/@num" (line 17 at pos 3) 2022-03-11T23:33:09 80.884 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='16']/spawn[@group='FwanderingHordeStageGS13' and @num='09']/@num" (line 18 at pos 3) 2022-03-11T23:33:09 80.884 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='17']/spawn[@group='wanderingHordeStageGS18' and @num='09']/@num" (line 19 at pos 3) 2022-03-11T23:33:09 80.885 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='18']/spawn[@group='wanderingHordeStageGS22' and @num='07']/@num" (line 20 at pos 3) 2022-03-11T23:33:09 80.885 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='19']/spawn[@group='wanderingHordeStageGS27' and @num='08']/@num" (line 21 at pos 3) 2022-03-11T23:33:09 80.886 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='21']/spawn[@group='FwanderingHordeStageGS16' and @num='10']/@num" (line 23 at pos 3) 2022-03-11T23:33:09 80.887 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='22']/spawn[@group='FwanderingHordeStageGS19' and @num='08']/@num" (line 24 at pos 3) 2022-03-11T23:33:09 80.887 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='23']/spawn[@group='FwanderingHordeStageGS23' and @num='07']/@num" (line 25 at pos 3) 2022-03-11T23:33:09 80.887 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='24']/spawn[@group='ZombieGhostTownGroup' and @num='09']/@num" (line 26 at pos 3) 2022-03-11T23:33:09 80.888 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='25']/spawn[@group='wanderingHordeStageGS31' and @num='10']/@num" (line 27 at pos 3) 2022-03-11T23:33:09 80.888 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='26']/spawn[@group='wanderingHordeStageGS36' and @num='07']/@num" (line 28 at pos 3) 2022-03-11T23:33:09 80.890 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='28']/spawn[@group='wanderingHordeStageGS41' and @num='09']/@num" (line 30 at pos 3) 2022-03-11T23:33:09 80.890 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='29']/spawn[@group='FwanderingHordeStageGS27' and @num='07']/@num" (line 31 at pos 3) 2022-03-11T23:33:09 80.890 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='30']/spawn[@group='FwanderingHordeStageGS31' and @num='10']/@num" (line 32 at pos 3) 2022-03-11T23:33:09 80.891 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='31']/spawn[@group='FwanderingHordeStageGS35' and @num='09']/@num" (line 33 at pos 3) 2022-03-11T23:33:09 80.891 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='32']/spawn[@group='wanderingHordeStageGS46' and @num='09']/@num" (line 34 at pos 3) 2022-03-11T23:33:09 80.892 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='33']/spawn[@group='wanderingHordeStageGS52' and @num='06']/@num" (line 35 at pos 3) 2022-03-11T23:33:09 80.892 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='34']/spawn[@group='ZombieDogGroup' and @num='07']/@num" (line 36 at pos 3) 2022-03-11T23:33:09 80.893 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='35']/spawn[@group='wanderingHordeStageGS58' and @num='09']/@num" (line 37 at pos 3) 2022-03-11T23:33:09 80.893 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='36']/spawn[@group='wanderingHordeStageGS70' and @num='08']/@num" (line 38 at pos 3) 2022-03-11T23:33:09 80.894 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='37']/spawn[@group='FwanderingHordeStageGS40' and @num='10']/@num" (line 39 at pos 3) 2022-03-11T23:33:09 80.894 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='38']/spawn[@group='ZombieAnimalsGroup' and @num='05']/@num" (line 40 at pos 3) 2022-03-11T23:33:09 80.894 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='39']/spawn[@group='FwanderingHordeStageGS44' and @num='05']/@num" (line 41 at pos 3) 2022-03-11T23:33:09 80.895 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='40']/spawn[@group='FwanderingHordeStageGS49' and @num='09']/@num" (line 42 at pos 3) 2022-03-11T23:33:09 80.895 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='41']/spawn[@group='WolfPack' and @num='05']/@num" (line 43 at pos 3) 2022-03-11T23:33:09 80.896 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='42']/spawn[@group='wanderingHordeStageGS64' and @num='11']/@num" (line 44 at pos 3) 2022-03-11T23:33:09 80.896 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='43']/spawn[@group='wanderingHordeStageGS76' and @num='09']/@num" (line 45 at pos 3) 2022-03-11T23:33:09 80.897 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='44']/spawn[@group='ZombieSoldierGroup' and @num='09']/@num" (line 46 at pos 3) 2022-03-11T23:33:09 80.897 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='45']/spawn[@group='wanderingHordeStageGS82' and @num='10']/@num" (line 47 at pos 3) 2022-03-11T23:33:09 80.898 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='46']/spawn[@group='FwanderingHordeStageGS54' and @num='11']/@num" (line 48 at pos 3) 2022-03-11T23:33:09 80.898 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='47']/spawn[@group='VultureGroup' and @num='08']/@num" (line 49 at pos 3) 2022-03-11T23:33:09 80.899 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='48']/spawn[@group='FwanderingHordeStageGS59' and @num='10']/@num" (line 50 at pos 3) 2022-03-11T23:33:09 80.899 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='49']/spawn[@group='FwanderingHordeStageGS64' and @num='08']/@num" (line 51 at pos 3) 2022-03-11T23:33:09 80.899 WRN XML patch for "gamestages.xml" from mod "JaxTeller718-BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn[@group='ZombieBearsGroup' and @num='02']/@num" (line 52 at pos 3) Link to comment Share on other sites More sharing options...
WhiteLion Posted March 14, 2022 Share Posted March 14, 2022 Hiho floks, does the "Increased Zombie Spawning" work on server side only or do I ve to copy to every clients mods folder ? Thx! Link to comment Share on other sites More sharing options...
Sugarfree Posted March 20, 2022 Share Posted March 20, 2022 I don't know if this was asked - I didn't see it. Forgive me if it was. Are these MODS server side only or does the player need them install them as well (client side I guess?) in order to use them? I have a Dedicated Server and looking for ONLY server side mods. Link to comment Share on other sites More sharing options...
SylenThunder Posted March 20, 2022 Share Posted March 20, 2022 18 minutes ago, Sugarfree said: I don't know if this was asked - I didn't see it. Forgive me if it was. Are these MODS server side only or does the player need them install them as well (client side I guess?) in order to use them? I have a Dedicated Server and looking for ONLY server side mods. Pretty positive all of them work server-side only. They are just xml edits. 1 Link to comment Share on other sites More sharing options...
Zagan Posted March 21, 2022 Share Posted March 21, 2022 (edited) Is JaxTeller718 still alive? He hasn't posted here for like forever and I'm still waiting for him to fix Working Sinks and Water Coolers mod so that the water coolers dispense clean water, and the rest dispense dirty water. He said he would when I last talked to him. I tried fixing it myself but I don't know how and neither do any of the other mod makers. Edited March 21, 2022 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
seven Posted March 22, 2022 Share Posted March 22, 2022 On 3/20/2022 at 11:36 PM, Zagan said: Is JaxTeller718 still alive? He hasn't posted here for like forever and I'm still waiting for him to fix Working Sinks and Water Coolers mod so that the water coolers dispense clean water, and the rest dispense dirty water. He said he would when I last talked to him. I tried fixing it myself but I don't know how and neither do any of the other mod makers. I heard he recently had another heart attack and was in hospital so your question is a little insensitive or at least poorly worded. Anyway, he posted in the Ravenhearst topic on Friday so he is still with us, but maybe not quite so focused on 7DtD. 2 Link to comment Share on other sites More sharing options...
Oros Posted March 27, 2022 Share Posted March 27, 2022 (edited) I have a question/request. I see you have many working device modlets, and I would like to propose/request one more though I don't know if it is possible. The Yucca Juice Smoothie Recipe is currently only craftable in-inventory, which given my preference for crafting mass batches of food/drinks, would clog my personal queue for quite a while. I play on a server with several others, hence the need for mass batches of stuff. If models are an issue, perhaps the fridge could be made into a working device? It makes a certain amount of sense. If it is possible to use a different model, maybe a blender, with the cooking pot and grill slots replaced with more beakers that speed up crafting? Edit: I did not read all posts, and I apologize if this comes across as foolish/insensitive. Edited March 27, 2022 by Oros realization of mod author's health condition. (see edit history) Link to comment Share on other sites More sharing options...
Zagan Posted April 6, 2022 Share Posted April 6, 2022 On 3/22/2022 at 11:43 AM, seven said: I heard he recently had another heart attack and was in hospital so your question is a little insensitive or at least poorly worded. Anyway, he posted in the Ravenhearst topic on Friday so he is still with us, but maybe not quite so focused on 7DtD. Wow, sorry I had no idea. Hope he's OK. I just had not seen him around for a while so the question was not meant to be insensitive. I know what it's like, I've had 2 myself. No fun at all. Well I hope he feels better soon. Link to comment Share on other sites More sharing options...
arramus Posted April 10, 2022 Share Posted April 10, 2022 On 3/21/2022 at 3:36 PM, Zagan said: I tried fixing it myself but I don't know how and neither do any of the other mod makers. This is a little something for JT's combined devices mod for all working devices stuff. It just changes a typo here and there and also a few other little bits and pieces to make what he wanted to show appear. This replaces the current Localization.txt text. Key,Source,Context,English stoveKitJT,items,Item,Stove Repair Kit stoveKitJTDesc,items,Item,"This stove repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use." grillKitJT,items,Item,Grill Repair Kit grillKitJTDesc,items,Item,"This grill repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use." woodStoveKitJT,items,Item,Wood Stove Repair Kit woodStoveKitJTDesc,items,Item,"This stove repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use." workingStoveOldJT,blocks,Block,Working Old Stove workingStoveOldJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." workingStoveModernJT,blocks,Block,Working Modern Stove workingStoveModernJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." workingGasGrillClosedJT,blocks,Block,Working Gas Grill workingGasGrillClosedJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." workingCharcoalGrillClosedJT,blocks,Block,Working Charcoal Grill workingCharcoalGrillClosedJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." workingWoodBurningStoveJT,blocks,Block,Working Wood Burning Stove workingWoodBurningStoveJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." coffeeMakerJT,blocks,Block,Coffee Maker (Powered) coffeeMakerJTDesc,blocks,Block,"This coffee maker can be placed in your home and used to make coffee and tea." coffeeMakerCommercialJT,blocks,Block,Commercial Coffee Maker (Powered) coffeeMakerCommercialJTDesc,blocks,Block,"This coffee maker can be placed in your home and used to make coffee and tea." workingMicrowaveJT,blocks,Block,Microwave (Powered) workingMicrowaveJTDesc,blocks,Block,"This microwave is powered already and can be used to heat up bowls of canned food to gain the maximum benefits from them." drinkBowlEmptyJT,items,Item,Bowl (Empty) drinkBowlEmptyJTDesc,items,Item,Use this empty bowl to heat up foods in the microwave. foodSoupChickenJT,items,Food,Bowl of Chicken Soup foodSoupChickenJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food. foodBowlPastaJT,items,Food,Bowl of Pasta foodBowlPastaJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food. foodBowlChiliJT,items,Food,Bowl of Chili foodBowlChiliJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food. foodBeefStewJT,items,Food,Bowl of Beef Stew foodBeefStewJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food. foodLambSoupJT,items,Food,Bowl of Lamb Soup foodLambSoupJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food. foodTunaSandwichJT,items,Food,Tuna Sandwich foodTunaSandwichJTDesc,items,Food,Making a delicious tuna sandwich will give you some extra benefits. microwaveTipJT,Journal,EnChanged,The microwave can be placed and used to heat canned food recipes. Canned food recipes offer slightly more benefits to them than if you eat them in singles so save those cans when you can. Bowls can be found in loot and are used with the canned foods.,, microwaveTipJT_title,Journal,KeyTrunk,Microwave sinkKitJT,items,Item,Sink Repair Kit sinkKitJTDesc,items,Item,"This sink repair kit is used with a hammer to take a broken sink and make it a working one that you can use to fill jars." waterCoolerKitJT,items,Item,Water Cooler Repair Kit waterCoolerKitJTDesc,items,Item,"This cooler repair kit is used with a hammer to take a broken cooler and make it a working one that you can use to fill jars." workingGraniteSinkJT,blocks,Block,Working Granite Sink workingGraniteSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets." workingCabinetOldSinkJT,blocks,Block,Working Old Sink workingCabinetOldSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets." workingWaterCoolerFullJT,blocks,Block,Working Water Cooler workingWaterCoolerFullJTDesc,blocks,Block,"A working water cooler can be used to fill jars." workingUtilitySinkJT,blocks,Block,Working Utility Sink workingUtilitySinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets." workingPedestalSinkJT,blocks,Block,Working Pedestal Sink workingPedestalSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets." workingWallOvenJT,blocks,Block,Working Wall Oven workingWallOvenJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment." And as for your question, to change the sink from murky water to clean water, here are some instructions. 1. Go to the items.xml file. 2. Search for drinkJarRiverWater (It appears twice) 3. Change it to drinkJarBoiledWater (sink and water cooler) or drinkJarPureMineralWater (water cooler). BUT, there is one more thing if you are using the all working devices. Make sure the list all has different numbers. At the moment a lot say 3 and will not work. Make it look like this from 1 ~ 5. If you are using just the drinks mod then this is probably not an issue. <property name="Focused_blockname_1" value="workingGraniteSinkJT" /> <property name="Focused_blockname_2" value="workingCabinetOldSinkJT" /> <property name="Focused_blockname_3" value="workingWaterCoolerFullJT" /> <property name="Focused_blockname_4" value="workingUtilitySinkJT" /> <property name="Focused_blockname_5" value="workingPedestalSinkJT" /> There is a missing icon here and there for recipes. I think I saw one for the working grill, but it's not critical and something for the future. @oakraven kindly taught me about changing drink type and setting it for different drink locations and now you can know as well. ^^ 1 Link to comment Share on other sites More sharing options...
Evil_Geoff Posted April 10, 2022 Share Posted April 10, 2022 (edited) On 3/27/2022 at 6:00 AM, Oros said: ... The Yucca Juice Smoothie Recipe is currently only craftable in-inventory, which given my preference for crafting mass batches of food/drinks, would clog my personal queue for quite a while. I play on a server with several others, hence the need for mass batches of stuff... Edit: I did not read all posts, and I apologize if this comes across as foolish/insensitive. Until/unless someone makes a working blender or similar appliance, here's a work-around. Go to your GameDirectory\7 Days to Die\Data\Config folder and open the recipes.xml file. Scroll down to the recipe: <recipe name="drinkYuccaJuiceSmoothie" count="1" tags="perkMasterChef,learnable"> <ingredient name="foodCropYuccaFruit" count="4"/> <ingredient name="foodCropBlueberries" count="4"/> <ingredient name="resourceSnowBall" count="1"/> <ingredient name="drinkJarEmpty" count="1"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="4,5" operation="base_add" value="-1" tags="foodCropYuccaFruit,foodCropBlueberries"/> </effect_group> </recipe> And replace the first line with: <recipe name="drinkYuccaJuiceSmoothie" count="1" craft_area="campfire" tags="perkMasterChef,learnable"> And BOOM! You can craft the Yucca Juice Smoothies in the campfire so they are not stacked up in your personal crafting cue. 👍 Edit: As an alternative, you can go to GameDirectory\7Days to Die\Mods\Working Devices folder\recipes.xml, and in the append section for recipes add: <recipe name="drinkYuccaJuiceSmoothie" count="1" craft_area="coffeemakerJT" tags="perkMasterChef,learnable"> <ingredient name="foodCropYuccaFruit" count="4"/> <ingredient name="foodCropBlueberries" count="4"/> <ingredient name="resourceSnowBall" count="1"/> <ingredient name="drinkJarEmpty" count="1"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="4,5" operation="base_add" value="-1" tags="foodCropYuccaFruit,foodCropBlueberries"/> </effect_group> </recipe> That should allow the recipe to be made in the coffee maker along with the coffee, tea, and other drink recipes. Edited April 10, 2022 by Evil_Geoff Additional option (see edit history) 1 Link to comment Share on other sites More sharing options...
Zagan Posted April 15, 2022 Share Posted April 15, 2022 (edited) On 4/10/2022 at 8:09 AM, arramus said: 1. Go to the items.xml file. 2. Search for drinkJarRiverWater (It appears twice) 3. Change it to drinkJarBoiledWater (sink and water cooler) or drinkJarPureMineralWater (water cooler). BUT, there is one more thing if you are using the all working devices. Make sure the list all has different numbers. At the moment a lot say 3 and will not work. Make it look like this from 1 ~ 5. If you are using just the drinks mod then this is probably not an issue. <property name="Focused_blockname_1" value="workingGraniteSinkJT" /> <property name="Focused_blockname_2" value="workingCabinetOldSinkJT" /> <property name="Focused_blockname_3" value="workingWaterCoolerFullJT" /> <property name="Focused_blockname_4" value="workingUtilitySinkJT" /> <property name="Focused_blockname_5" value="workingPedestalSinkJT" /> There is a missing icon here and there for recipes. I think I saw one for the working grill, but it's not critical and something for the future. @oakraven kindly taught me about changing drink type and setting it for different drink locations and now you can know as well. ^^ Yes, that was the first thing I tried with the drinkJarRiverWater and drinkJarBoiledwater..but see I need only the Water Cooler to dispense boiledWater, and the other sinks and whatnot to give riverWater. (I've said this so many times in this thread...whatever). Like how it was with Home Depot mod. But nobody seems to know how to do that. If you change any of the lines in action0 from drinkJarRiverWater to drinkJarBoiledWater then they all dispense BoiledWater. Edited April 15, 2022 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted April 15, 2022 Share Posted April 15, 2022 53 minutes ago, Zagan said: Yes, that was the first thing I tried with the drinkJarRiverWater and drinkJarBoiledwater..but see I need only the Water Cooler to dispense boiledWater, and the other sinks and whatnot to give riverWater. (I've said this so many times in this thread...whatever). Like how it was with Home Depot mod. But nobody seems to know how to do that. If you change any of the lines in action0 from drinkJarRiverWater to drinkJarBoiledWater then they all dispense BoiledWater. If you want to separate the type of liquid that dispensers can provide, it is probably easiest to make a new type of jar and a new type of liquid so they can change to each other. This will be two new items.xml additions. For example; drinkJarEmptyJT drinkJarBoiledWaterJT The jar will need to be added to the recipes or loot so you can craft/find it. And also added to Localization so it has the name and description you want it to have. They workingWaterCoolerFullJT can be removed from drinkJarEmpty and added to your new drinkJarEmptyJT with it filling up as the change item to become drinkJarBoiledWaterJT and then changing back to drinkJarEmptyJT after you drink it. All of the templates to copy are either in the default files or JT's files. Link to comment Share on other sites More sharing options...
Zagan Posted April 15, 2022 Share Posted April 15, 2022 (edited) @arramus Yeah, not what I'm looking for. Thanks anyways. I probably need 2 separate mods to do the trick. JaxTeller718 made them all the dispense the same thing so he combined them all into 1 mod. Really all I want is just the sink and the water cooler to dispense like this. Edited April 15, 2022 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted April 15, 2022 Share Posted April 15, 2022 1 hour ago, Zagan said: @arramus Yeah, not what I'm looking for. Thanks anyways. This method works dynamically by forcing everything for the empty glass jar to be Action1 (right click) for dirty water except for the Water Cooler which is Action0 (left click) and clean water. If this is what you're looking for I'll send this optional items.xml by Direct Message out of courtesy for JaxTeller and OrbitalBliss (Home Depot) as it merges 2 methodologies and would be disrespectful to post it publicly. I use JaxTeller's Mods constantly and my visit was actually to check for any updates. Link to comment Share on other sites More sharing options...
Zagan Posted April 15, 2022 Share Posted April 15, 2022 (edited) Sure, I'll try it out. Thanks. I'd love to see the coding for that, might clear up some misgivings I have. BTW, I think the reason JaxTeller718 made it fill up jars from the left click button is the right click is used to repair the sinks to make them work with his repair kits. Edited April 15, 2022 by Zagan (see edit history) Link to comment Share on other sites More sharing options...
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