Valmar Posted April 24, 2017 Author Share Posted April 24, 2017 I started I huge apple tree farm in my base recently. I harvest apples with a steel fire axe which one hit an unharvested tree and two hit an harvested tree. Yesterday when I do my harvesting, I accidentally hit a few harvested trees, turning those trees to 16/40 HP. I did not cut down the tree immediately and thinking of either the tree would grow back into unharvested trees or it did stop growing (and then I would chop it down). A few hours later I got back to the tree for the second harvest, those trees got hit turn into unharvested tree with 0/40 HP. These trees cannot be broken down by any attack by axe and fist even though their HP is 0/40. Hitting their don't change them into harvested tree and I did not get anything from the tree as well. I also tried to dug around and below hoping to make it fall but they stay upright and floating even though it is clear unsupported from all side. Is there anyone aware of this problem and have a quick fix on the xml file? BTW, I realize this can be an OP tree wall to fence off any zombies if left unfixed... Interesting. Simple fix. Edit the appleTreeEmpty block to have 40 MaxDamage, same as appleGrown. That should fix it for future trees. <property name="MaxDamage" value="40" /> Link to comment Share on other sites More sharing options...
7788 Posted April 26, 2017 Share Posted April 26, 2017 Modding question Hi, Valmar. I always adore your works. I started modding things too because of your mods. 1 thing i want to ask is, how to change/add name to an item? I know that in the config the item have a different name than in the game. Hope you help me. Thanks. Link to comment Share on other sites More sharing options...
7788 Posted April 27, 2017 Share Posted April 27, 2017 Hi, Valmar. I always adore your works. I started modding things too because of your mods. 1 thing i want to ask is, how to change/add name to an item? I know that in the config the item have a different name than in the game. Hope you help me. Thanks. Nevermind, i already found out. It's in the localization.txt Sorry for the stupid question Link to comment Share on other sites More sharing options...
Lucerat Posted May 27, 2017 Share Posted May 27, 2017 Valmar Will you add a description to the collection How to expand the inventory of a bike and a character? Link to comment Share on other sites More sharing options...
Valmar Posted June 1, 2017 Author Share Posted June 1, 2017 Valmar Will you add a description to the collection How to expand the inventory of a bike and a character? Can you clarify what you mean about the descriptions? Each link comes with a small summery that glosses over what the individual mod does. The actual individual mod topic page should be more in-depth. Expanding the inventory on the bike requires you to edit the windows.xml for the minibike and the loot.xml. I don't have anything stand-alone that explains it all in detail (though there is a mod for this on the forum if you search for it) but I did share this inside a topic once that should have the relevant code if you know where to place it: https://pastebin.com/xwDsymvJ As I said, I never shared it standalone so there isn't really any specific instructions on how its added if you don't already have a general understanding of the XML mod. As for increasing the backpack size look here: Mod Resource: 45 Slot Backpack There are other "bigger backpack" mods on the forum too, some that go as high as 90 slots I believe. Though I dont have a link for those on-hand so you'd have to do a search for that. Link to comment Share on other sites More sharing options...
Lucerat Posted June 1, 2017 Share Posted June 1, 2017 thanks for the answer I liked the overhaul There was a mini-bike more than standard And also did not require disabling the EAC Link to comment Share on other sites More sharing options...
Valmar Posted June 2, 2017 Author Share Posted June 2, 2017 thanks for the answer I liked the overhaul There was a mini-bike more than standard And also did not require disabling the EAC Disabling EAC is only required for the bigger backpack mod - not bigger minibike storage. Link to comment Share on other sites More sharing options...
Lucerat Posted June 4, 2017 Share Posted June 4, 2017 Disabling EAC is only required for the bigger backpack mod - not bigger minibike storage. It's clear And on a mini-bike increase (as in your mods, overhaul and expansion). Or is it an author's development under the modification? I replaced the code from the link in Windows and in loot. Here's what happened[ATTACH=CONFIG]20484[/ATTACH] Link to comment Share on other sites More sharing options...
Lucerat Posted June 5, 2017 Share Posted June 5, 2017 After 2 reboot - all ok Very big thx Valmar!!! p.s. i do it on stopped server - start - and on screen what happened. 2 reboot fix it :\ Link to comment Share on other sites More sharing options...
SarcasticOrgasm Posted June 8, 2017 Share Posted June 8, 2017 Workbench Problem. Hello! I've been using Valmod for a long time now. And I was wondering if I could have some help. I paid for my own server, I had customer support add on Overhaul for me. Which they said was successful. When I log in, I cannot create a workbench. But if I make a SP game the skills have changed and I now can. I've been trying to look up other people with the same problem. But I haven't really found an answer for this issue. I've uninstalled, and reinstalled the whole game AND the mods. But I still haven't fixed it. I wonder if it's just an issue locally for me? Or maybe I should try and have another person join and test the server? If anyone could help me out I would appreciate it. Also I hope this the right place for this. If not, I will move it. Link to comment Share on other sites More sharing options...
Valmar Posted June 9, 2017 Author Share Posted June 9, 2017 Hello! I've been using Valmod for a long time now. And I was wondering if I could have some help. I paid for my own server, I had customer support add on Overhaul for me. Which they said was successful. When I log in, I cannot create a workbench. But if I make a SP game the skills have changed and I now can. I've been trying to look up other people with the same problem. But I haven't really found an answer for this issue. I've uninstalled, and reinstalled the whole game AND the mods. But I still haven't fixed it. I wonder if it's just an issue locally for me? Or maybe I should try and have another person join and test the server? If anyone could help me out I would appreciate it. Also I hope this the right place for this. If not, I will move it. The Valmod Pack topic would perhaps had been more appropiate to ask this since it is a Valmod Pack question. Though I'll still answer you nevertheless. The workbench in Overhaul is a free recipe that does not need to be unlocked. If the server does indeed have Overhaul installed then the only reason it would say the recipe is locked is if you do not have the mod also installed locally. You need the mod installed on the server and locally for everything to function correctly. Ensure both the server and client both have Valmod Overhaul installed. Link to comment Share on other sites More sharing options...
Siddus Posted July 16, 2017 Share Posted July 16, 2017 Have you done any testing of your mods on A16 ?? Link to comment Share on other sites More sharing options...
ScottWhite9 Posted July 16, 2017 Share Posted July 16, 2017 Have you done any testing of your mods on A16 ?? I believe Valmar is taking time off, something about life situations i read in another post. I wish him well. As to your question. https://github.com/LordValmar/Valmod-Overhaul-Experimental/archive/master.zip That is an experimental A16 Mod i have been using with the Stable A16 that is currently out. it runs well on my PC as other players seem to be doing just find as well. I hope it helps, and hope Valmar comes back soon. Good luck man Link to comment Share on other sites More sharing options...
BadCops Posted July 21, 2017 Share Posted July 21, 2017 all work in A16.1 ???? Link to comment Share on other sites More sharing options...
SlicksGirl Posted September 14, 2017 Share Posted September 14, 2017 i'm takign ti upon myself to develop this for A16.. I will let you know if i'm successful. Link to comment Share on other sites More sharing options...
PAL-18 Posted September 22, 2017 Share Posted September 22, 2017 So is the expansion compatible with A16.3 or not? The motd on steam group still says its not compatible with A16.1. Link to comment Share on other sites More sharing options...
Valmar Posted September 22, 2017 Author Share Posted September 22, 2017 So is the expansion compatible with A16.3 or not? The motd on steam group still says its not compatible with A16.1. It is. I just never edited the group "warning" about it. Derp. Link to comment Share on other sites More sharing options...
Azrael907 Posted October 4, 2017 Share Posted October 4, 2017 Ded Linux Server Hello there, Is it possible to install this mod pack on a dedicated Linux server? Thanks, Az Link to comment Share on other sites More sharing options...
Ruso Posted November 26, 2017 Share Posted November 26, 2017 Hello guys, what is Compo Pack? for the Overhaul version? Thank you.1 Link to comment Share on other sites More sharing options...
barrakis Posted May 18, 2018 Share Posted May 18, 2018 Amazing Just wanted to say what an amazing job you did with the overhaul...did you make those new POI's and houses?? If so...outstanding, you added needed diversity. Thanks! Link to comment Share on other sites More sharing options...
Fervid Posted July 8, 2018 Share Posted July 8, 2018 delete me Link to comment Share on other sites More sharing options...
manux Posted August 14, 2018 Share Posted August 14, 2018 Hi Valmar, thanks a lot for sharing all this with the community, it's really amazing the quantity you got there, and the quality as well! There's very ingenious ideas in there, I love it! I haven't tried your full overhaul yet, it's on my to do list. I recently started modding 7d2d (my first modding experience ever). But I program a lot and work in the industry, so it's going pretty well so far. I am currently integrating some of your feature piece by piece, to have time to digest them, and adapt them to my liking. It's been smooth so far, the main times I got stuck with no clue, was with ids stuff. Like missing a dev comment saying that ids can't go beyond a certain number, lol! One question for you. I tried integrating a bigger feature from you, the new zombies, but failed miserably with waves of nullref exceptions. What I tried was simply copying the concerned files I was able to find. I didn't want to go surgical for this one cause the change is too big. The files I found are: archetypes.xml, entityclasses.xml, entitygroups.xml and a couple of chunks in Localization.txt that I merged manually. Am I missing something? I noticed that in some of your files, like blocks.xml or maybe items.xml, many classes ids don't match the ones in 16.4 vanilla, so I'm wondering if that could be one of the reasons I'm failing? Thanks! Link to comment Share on other sites More sharing options...
manux Posted August 14, 2018 Share Posted August 14, 2018 Lol, I integrated your working oven and sinks and just realized that sinks deliver drinkable water and ovens don't need fuel, this is sooooooo AWESOME!!! Link to comment Share on other sites More sharing options...
manux Posted August 15, 2018 Share Posted August 15, 2018 I'm also trying to make something similar to the chickencoop but, making it an hydroponic indoors plant growing system. But for some reason it doesn't want to work indoors even when I had this line to the chickenCoop2 block: <property name="PlantGrowing.LightLevelGrow" value="0"/> I thought this was the way to do it, it works for my other systems, not sure why it doesn't work with this one. Is there a limitation for "growOnTop" type things, they only work outside or something even with that line added? I thought I saw grass grow indoors when making an indoor mushroom farm, before I used the hoe on the ground... EDIT: nvm, I simply also needed to add this to the nest (hydroponic potato plant in my case): <property name="PlantGrowing.LightLevelGrow" value="0"/> Works like a charm now. I am so happy, this is gonna be amazing!!! Won't be cheap, you're gonna need a solar panel, a battery and a spotlight to build it... (yeah I know, how can a solar panel work indoors. Well The spotlight feeds it in a loop, lol) When you loot the plant, it gets destroyed, and to restart the process, you need to feed the machine with potatoes. (Upgrade block with potatoes) Link to comment Share on other sites More sharing options...
manux Posted August 22, 2018 Share Posted August 22, 2018 One question for you. I tried integrating a bigger feature from you, the new zombies, but failed miserably with waves of nullref exceptions. Not sure if anyone is reading this, but anyways, just wanted to say that I took another shot at it and succeeded. I used a code merge tool to find all the differences in your files, and managed to get what I needed to make them work. Pretty cool to have some new zeds in there! I wish all of the new ones were there, many are commented out like Jason, Big Bitch, child zeds, survivors, etc... I guess they were buggy, I tried Jason, and it broke. Link to comment Share on other sites More sharing options...
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