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Unofficial XML Fixes


Clockwork Orange

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Ok so I actually think I have found an even better solution than my last one in regards to the shotguns and the different ammunition.

 

This new fix only makes it so that the spread for the shell ammunition is the same for both shotguns.

 

I changed the Shotguns themselves and commented out this code so that the only thing dictating the spread of the ammunition is the ammunition itself so there is no multiplying damage from the slug and it no longer has a spread!

 

This allows me to keep the damage of the slug set to 150!

 

<item id="269" name="PumpShotgun">
       <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefab" />
       <property name="Material" value="metal" />
       <property name="HoldType" value="5" />
       <property name="Stacknumber" value="1" />
       <property name="RepairTools" value="repairKit" />
       <property name="Degradation" value="250" param1="false" />
       <property name="DegradationBreaksAfter" value="false" />
       <property name="SoundJammed" value="Weapons/weapon_jam" />
	<property name="Attachments" value="flashlight02" />
       <property class="Parts">
           <property name="Stock" value="PumpShotgun_stock" />
           <property name="Receiver" value="PumpShotgun_receiver" />
           <property name="Pump" value="PumpShotgun_parts" />
           <property name="Barrel" value="PumpShotgun_barrel" />
       </property>
       <property class="Action0">
           <!-- AttackAction -->
           <property name="Class" value="Ranged" />
           <property name="Delay" value="0.8" />
           <property name="Range" value="100" />[color="#FFFF00"]<!--[/color]
           [color="#FFFF00"]<property name="Rays_per_shot" value="8" />
           <property name="Rays_spread" value="0.75" />-->[/color]
           <property name="Crosshair_min_distance" value="30" />
           <property name="Crosshair_max_distance" value="50" />
           <property name="Magazine_size" value="8" />
           <property name="Magazine_items" value="shotgunShell, shotgunSlug" />
           <property name="Reload_time" value="2.6" />
           <property name="Bullet_icon" value="uzi" />
           <property name="Sound_start" value="Weapons/Ranged/PumpShotgun/pump_shotgun_fire" />
           <property name="Sound_repeat" value="" />
           <property name="Sound_end" value="" />
           <property name="Sound_empty" value="Weapons/weapon_empty" />
           <property name="Sound_reload" value="Weapons/Ranged/SawedOffPumpShotgun/shotgun_reload" />
           <property name="Particles_muzzle_fire" value="nozzleflash_shotgun" />
           <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
           <property name="DamageBonus.head" value="6" />
           <property name="DamageBonus.glass" value="25" />
       </property>
       <property class="Action1">
           <!-- UseAction -->
           <property name="Class" value="Zoom" />
           <property name="Zoom_max_out" value="35" />
           <property name="Zoom_max_in" value="35" />
       </property>
	<!-- Start: Needed for the attachment flashlight -->
	<property name="LightSource" value="lightSource" />
	<property name="ActivateObject" value="Attachments/flashlight/lightSource" />
	<property name="AttachmentFlashlight" value="flashlight02" />
	<!-- End: Needed for the attachment flashlight -->
       <property name="Group" value="Ammo/Weapons" />
       <property class="Preview">
           <property name="Zoom" value="5" />
           <property name="Pos" value="0.1,-0.05" />
           <property name="Rot" value="0,-45,0" />
       </property>
	<property class="Attributes">
           <property name="EntityDamage" value="15,15" />
           <property name="BlockDamage" value="5,10" />
       </property>
	<property name="ActionSkillGroup" value="Shotguns"/>
	<property name="CraftingSkillGroup" value="Gun Smithing"/>
   </item>

 

I think this is the best possible solution! Now the slugs will do the proper damage and will not have a spread and can be used in both weapons!

 

The only thing this effects is the fact that the sawed off will not have a tiny bit more spread than the regular shotgun like it was supposed to but at least I have fixed the slug damage to make it useful and worth crafting again!

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Update (1/20/16)

 

Now only the ammunition will dictate the spread of the ammunition, best fix I can see possible!

 

+Items

 

PumpShotgun: Fixed damage and spread of slug ammunition and removed spread attribute

 

sawedOffPumpShotgun: Fixed damage and spread of slug ammunition and removed spread attribute

 

shotgunShell: Added spread attribute

<item id="48" name="shotgunShell">
       <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/shotgunShell" />
       <property name="Material" value="metal" />
       <property name="HoldType" value="21" />
       <property name="Stacknumber" value="250" />
       <property name="DropScale" value="4" />
       [color="#FFFF00"]<property name="Group" value="Ammo/Weapons" />
	<property class="Action1"> <!-- UseAction -->
           <property name="Class" value="Projectile" />
           <property name="Rays_per_shot" value="8" />
           <property name="Rays_spread" value="0.75" />
       </property>[/color]
       <property class="Preview">
           <property name="Zoom" value="40" />
           <property name="Pos" value="0.0,0.0" />
           <property name="Rot" value="10,0,0" />
       </property>
	<property class="Attributes">
		<property name="GetQualityFromWeapon" value="true" />
           <property name="EntityDamage" value="1,15" />
           <property name="BlockDamage" value="5,10" />
       </property>
	<property name="ActionSkillGroup" value="Shotguns"/>
	<property name="CraftingSkillGroup" value="Gun Smithing"/>
   </item>

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Thank you for all the hard work Clockwork Orange. Instead of continuing to wait for 13.7 I just used your fixes as a base to build the mod for my server. I used WinMerge to compare each of your changes to the vanilla files and I basically incorporated all of them.

 

I couldn't care less about the semantics of the thread title. My server is better as a result of this thread, much appreciation from my server to all that contributed.

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Thank you for all the hard work Clockwork Orange. Instead of continuing to wait for 13.7 I just used your fixes as a base to build the mod for my server. I used WinMerge to compare each of your changes to the vanilla files and I basically incorporated all of them.

 

I couldn't care less about the semantics of the thread title. My server is better as a result of this thread, much appreciation from my server to all that contributed.

 

You are welcome! Thank you for the feedback! :)

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Ok so after further testing my intended fixes for the shotguns I simply can not fix the different spread issue:

 

basically this code does nothing: I have tried changing it to Action0 and <property name="Class" value="Ranged" /> and nothing seems to work. So that means that only the shotgun weapons themselves can dictate the spread of the ammunition.

 

This means that my first solution is now the best one, meaning I have to compensate for the increased damage of the slug by dividing it by the spread.

 

I feel it is better to have spread for both ammo types than have none for both.

<item id="768" name="shotgunSlug">
       <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/shotgunShell" />
       <property name="Material" value="metal" />
       <property name="HoldType" value="21" />
       <property name="Stacknumber" value="128" />
       <property name="DropScale" value="4" />
       <property name="Group" value="Ammo/Weapons" />
      [color="#FFFF00"] <property class="Action1">
           <property name="Class" value="Projectile" />
           <property name="Rays_per_shot" value="1" />
           <property name="Rays_spread" value="0.25" />
       </property>[/color]
       <property class="Preview">
           <property name="Zoom" value="40" />
           <property name="Pos" value="0.0,0.0" />
           <property name="Rot" value="10,0,0" />
       </property>
	<property class="Attributes">
		<property name="GetQualityFromWeapon" value="true" />
           <property name="EntityDamage" value="150,150" />
           <property name="BlockDamage" value="150,150" />
       </property>
	<property name="ActionSkillGroup" value="Shotguns"/>
	<property name="CraftingSkillGroup" value="Gun Smithing"/>
   </item>

 

Sorry guys I did my best to fix this and really thought I was on to something with the last fix and it would have been much better than my first idea but unfortunately it is not.

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Update (1/20/16)

 

Keep in mind I did revert the shotguns back to there previous state and removed my commenting for the spread on the weapons themselves!

 

So basically slugs just do slightly more damage but have the same spread!

 

+Items

 

shotgunSlug: Changed damage values to compensate for the damage being multiplied by the spread. This is just a band aid fix until the devs sort this issue out, but at least the slugs do their intended damage now and are now useful to craft instead of doing the same damage as the shells, the only issue is the slug will have spread just the same as the shells. keep in mind the damage of the slug will still be 150 since it is multiplied by the spread!

<property class="Attributes">
    <property name="GetQualityFromWeapon" value="true" />
           <property name="EntityDamage" value="19,19" /> from 150
           <property name="BlockDamage" value="19,19" /> from 150
       </property>

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I added CraftingSkillGroup to the clothing items to make them mod ready, that way if anyone uses these files to mod off of you will gain crafting experience when crafting with the modded recipes.

 

And I highly suggest all modders update their mods and build them off of these files. It might be a pain in the ass but surely to god there cant be that many more fixes left... :smash:

 

 

I wish there were not many more fixes... however... one thing that I think needs to be corrected is the missing or invalid assignment of the following property to a few of the items in Items.xml and most of the blocks in Blocks.xml:

 

<property name="Group" value="xxxxxx" />

 

I have found that these are missing for a number of the Plant Fibre Clothes in the Items.xml and about 70 percent are missing from the Blocks.xml.

 

These only apply if you want to add a recipe to the Recipes.xml, so it only affects modding. However, I think that it should be fixed, especially with people being encouraged to request new recipes for items they want to see in game. Without this property being listed on the item and/or block, the item that you create a recipe for will not show up on the Crafting Menu unless you perform a search. (This isn't true in all cases - but does appear to be the case most of the time)

 

Another noticeable issue is that a number of items/blocks are assigned with <property name="Group" value="Miscellaneous" />. This does not work - the object will not appear in the Crafting Menu. However, I have found that the following does work <property name="Group" value="Decor/Miscellaneous" />.

 

Based on my testing so far, these are the valid options for this property: Basics, Building, Resources, Food/Cooking, Tools/Traps, Ammo/Weapons, Clothing, Special Items, Decor/Miscellaneous. Medicine and Chemicals are also valid but do not appear in the GUI, so not sure what they are used for.

 

Unfortunately, this isn't a small fix - it takes a number of hours to go through these... :(

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I wish there were not many more fixes... however... one thing that I think needs to be corrected is the missing or invalid assignment of the following property to a few of the items in Items.xml and most of the blocks in Blocks.xml:

 

<property name="Group" value="xxxxxx" />

 

I have found that these are missing for a number of the Plant Fibre Clothes in the Items.xml and about 70 percent are missing from the Blocks.xml.

 

These only apply if you want to add a recipe to the Recipes.xml, so it only affects modding. However, I think that it should be fixed, especially with people being encouraged to request new recipes for items they want to see in game. Without this property being listed on the item and/or block, the item that you create a recipe for will not show up on the Crafting Menu unless you perform a search. (This isn't true in all cases - but does appear to be the case most of the time)

 

Another noticeable issue is that a number of items/blocks are assigned with <property name="Group" value="Miscellaneous" />. This does not work - the object will not appear in the Crafting Menu. However, I have found that the following does work <property name="Group" value="Decor/Miscellaneous" />.

 

Based on my testing so far, these are the valid options for this property: Basics, Building, Resources, Food/Cooking, Tools/Traps, Ammo/Weapons, Clothing, Special Items, Decor/Miscellaneous. Medicine and Chemicals are also valid but do not appear in the GUI, so not sure what they are used for.

 

Unfortunately, this isn't a small fix - it takes a number of hours to go through these... :(

 

 

I misspoke.... Medicine does appear. It is only Chemicals which does not.

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So this is only adding more mod support and the base game itself is ok with the missing / wrong groups or is there any specific items / blocks that need to be addressed for a fix for the base game?

 

If this is ONLY effecting mod support that is good and I will take my time with these and get them fixed tomorrow.

 

If there are any specific items that need to be addressed to fix for the base game let me know what they are and I will fix those now and do the rest tomorrow.

 

EDIT: I am now looking at the items file and I am seeing hubcap uses "Miscellaneous" and so that should be changed to Decor/Miscellaneous?

 

EDIT 2: and now I am looking at the groups.xml and now I can see all the valid groups and yes you are correct it is in fact "Decor/Miscellaneous"

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Ah ok. I missed that. Apart from the Miscellaneous items, the only other strange thing I noticed was how the Magnum components were assigned.

 

Anyway, nothing game breaking. Take your time. I'll go through my change log and let you know if I see anything else. Some items I feel should be re-categorized but that is another matter - not really a "fix" per se.

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Update (1/20/16)

 

+Items

hubcap: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

airFilter: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

candyTin: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

44MagnumCylinder: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumFrame: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumGrip: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumParts: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

flashlight02: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

casinoCoin: Fixed added missing code for group <property name="Group" value="Resources" />

shoppingBasketItem: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

 

- - - Updated - - -

 

Ah ok. I missed that. Apart from the Miscellaneous items, the only other strange thing I noticed was how the Magnum components were assigned.

 

Anyway, nothing game breaking. Take your time. I'll go through my change log and let you know if I see anything else. Some items I feel should be re-categorized but that is another matter - not really a "fix" per se.

 

Way ahead of you on the magnum parts, the rest of the gun parts use Resources as its group so that is the proper code. Everything should be all good with the Items file now in regards to that.

 

Will go through the Blocks tomorrow. :)

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Hi there!

I got a weird problem. After overwriting the files in my config folder with the ones from your xml fixes my game crashes if I try to load a world. Is there a log somewhere that I can look at? Cant find the issue

 

Hmm ok I found the issue. It was because I am on windows and the files from your fixes are UNIX encoded. Had to quickly convert them to Dos/Windows via notepad++ and now it works fine

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Update (1/20/16)

 

+Items

hubcap: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

airFilter: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

candyTin: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

44MagnumCylinder: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumFrame: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumGrip: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

44MagnumParts: Fixed improper code for group <property name="Group" value="Resources" /> from "Miscellaneous"

flashlight02: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

casinoCoin: Fixed added missing code for group <property name="Group" value="Resources" />

shoppingBasketItem: Fixed improper code for group <property name="Group" value="Decor/Miscellaneous" /> from "Miscellaneous"

 

- - - Updated - - -

 

 

 

Way ahead of you on the magnum parts, the rest of the gun parts use Resources as its group so that is the proper code. Everything should be all good with the Items file now in regards to that.

 

Will go through the Blocks tomorrow. :)

 

 

 

 

Here are my notes from the Blocks.xml, if they are of any help to you. You may disagree with some of my choices... which is fine.

 

 

<block id="1" name="stone"> added to Resources

<block id="8" name="sand"> added to Resources

<block id="221" name="woodRampFrame"> changed to Building,Basics to match other wood frame styles

<block id="225" name="woodInsideCornerFrame"> changed to Building,Basics to match other wood frame styles

<block id="230" name="woodOutsideCornerFrame"> changed to Building,Basics to match other wood frame styles

<block id="639" name="secureStorageChest"> corrected to Decor/Miscellaneous,Basics

<block id="556" name="forge"> changed to Tools/Traps,Basics

<block id="703" name="reinforcedTrunkPineTip"> added to Tools/Traps

<block id="704" name="reinforcedMetalTrunkPineTip"> added to Tools/Traps

<block id="1095" name="barbedWire"> added to Tools/Traps

<block id="1432" name="scrapIronSpike"> added to Tools/Traps

<block id="1433" name="reinforcedScrapIronSpike"> added to Tools/Traps

 

 

Blocks below were all assigned to Decor/Miscellaneous. All other blocks were left as is or assigned to the Building group.

 

 

<block id="30" name="sod">

<block id="277" name="painting01">

<block id="286" name="medicineCabinet">

<block id="311" name="oven">

<block id="312" name="oldChair">

<block id="313" name="sectionalMiddle">

<block id="314" name="sectionalCorner">

<block id="315" name="sectionalArm">

<block id="316" name="porchLight01">

<block id="317" name="porchLight04">

<block id="318" name="porchLight04Brass">

<block id="325" name="wallLight01">

<block id="326" name="ceilingLight07">

<block id="328" name="pew_segment01">

<block id="329" name="pew_segment02">

<block id="330" name="pew_segment03">

<block id="327" name="mailbox">

<block id="335" name="trash_can01">

<block id="337" name="nightstand">

<block id="336" name="bin">

<block id="338" name="suitcase">

<block id="339" name="storageChest">

<block id="349" name="fridge">

<block id="366" name="deskSafe">

<block id="367" name="wallSafe">

<block id="369" name="mailBox01">

<block id="370" name="mailBox02">

<block id="371" name="mailBox03">

<block id="373" name="oilBarrel">

<block id="434" name="toilet01">

<block id="435" name="toilet02">

<block id="436" name="toilet03">

<block id="466" name="mattressFlat">

<block id="468" name="driftwood">

<block id="469" name="driftwood2">

<block id="518" name="chair01">

<block id="519" name="desk01">

<block id="520" name="desk02">

<block id="521" name="officeChair01">

<block id="522" name="storeShelving01">

<block id="523" name="storeShelving01Double">

<block id="524" name="storeShelving01Top">

<block id="525" name="storeShelving01TopDouble">

<block id="547" name="endTable">

<block id="548" name="endTableLamp">

<block id="549" name="sectionalArm2">

<block id="550" name="sectionalCorner2">

<block id="551" name="sectionalMiddle2">

<block id="552" name="tv">

<block id="554" name="tv_large_1">

<block id="555" name="tv_large_2">

<block id="557" name="munitionsBox">

<block id="619" name="faucet02">

<block id="620" name="faucet04">

<block id="621" name="faucetBrass02">

<block id="622" name="faucetBrass04">

<block id="623" name="fileCabinet">

<block id="624" name="cooler">

<block id="625" name="schoolDesk">

<block id="626" name="lockers">

<block id="627" name="fountain">

<block id="628" name="gunSafe">

<block id="629" name="graniteSink">

<block id="638" name="secureGunSafe">

<block id="709" name="cabinetOldFiller">

<block id="710" name="cabinetFiller">

<block id="711" name="cabinetOldTopPlate">

<block id="712" name="cabinetTopPlate">

<block id="725" name="bookStoreBookcase">

<block id="737" name="bookcase">

<block id="838" name="cabinet">

<block id="840" name="fridgeTop">

<block id="841" name="fridgeBottom">

<block id="892" name="cardboardBox">

<block id="931" name="chaulkboard">

<block id="944" name="cabinetOldSink">

<block id="1074" name="cabinetOldBottom">

<block id="1075" name="cabinetOldTop">

<block id="1077" name="cabinetTop">

<block id="1162" name="cabinetFiller2">

<block id="1163" name="cabinetOldFiller2">

<block id="1221" name="storageAmmo">

<block id="1222" name="storageBuilding">

<block id="1223" name="storageExplosives">

<block id="1224" name="storageFood">

<block id="1225" name="storageWeapons">

<block id="1260" name="pillCase">

<block id="1261" name="beerCooler">

<block id="1326" name="coldBeer">

<block id="1340" name="cashRegister">

<block id="1341" name="storageAmmoInsecure">

<block id="1342" name="storageBuildingInsecure">

<block id="1343" name="storageExplosivesInsecure">

<block id="1344" name="storageFoodInsecure">

<block id="1345" name="storageWeaponsInsecure">

<block id="1347" name="shoppingCart">

<block id="1349" name="shoppingBasket">

<block id="1394" name="artcube">

<block id="1403" name="emberPile1">

<block id="1404" name="emberPile2">

<block id="1405" name="emberPile3">

<block id="1406" name="emberPile4">

<block id="1416" name="tableWood">

<block id="1418" name="tableScrapIron">

<block id="1420" name="tableIron">

<block id="1426" name="deskSafeInsecure">

<block id="1427" name="wallSafeInsecure">

<block id="1428" name="gunSafeInsecure">

<block id="1446" name="spotlight">

<block id="1467" name="bed02">

<block id="1468" name="coffin">

<block id="1481" name="dumpster">

<block id="1482" name="garbage_decor1">

<block id="1483" name="garbage_decor2">

<block id="1484" name="garbage_decor3">

<block id="1545" name="fusebox">

<block id="1554" name="electricalBox01">

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Glad you got it working! :)

 

Sadly... not. Its happening again. And I really cant find the issue. Does anyone know if 7DTD writes the console output to a log file somewhere? Because I am not able to open the console since the game crashes wiithout any message right after hitting the "Start" button in the "New World" screen.

With a console log I could maybe see what makes the game crash..

 

At least I can't find a log file at the usual places..

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Sadly... not. Its happening again. And I really cant find the issue. Does anyone know if 7DTD writes the console output to a log file somewhere? Because I am not able to open the console since the game crashes wiithout any message right after hitting the "Start" button in the "New World" screen.

With a console log I could maybe see what makes the game crash..

 

At least I can't find a log file at the usual places..

 

Just delete your config folder and then verify integrity of game cache then download a fresh copy of the the fixes to make sure no files were corrupted during the download and replace all the files in the config folder.

 

use winrar 5.0 or later if you still have issues.

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A note on

 

<property name="Weight" value="5" />

 

 

Any item or block for which a recipe exists does not need that property at all.

The weight is auto-calculated from the recipe resources. (100%)

 

Scrapping then gets you 75% of that. Smelting in a forge 100%.

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Hmm ok I found the issue. It was because I am on windows and the files from your fixes are UNIX encoded. Had to quickly convert them to Dos/Windows via notepad++ and now it works fine

 

A general note: the game also cannot handle files with a BOM (byte order mark) at the beginning.

 

Sadly... not. Its happening again. And I really cant find the issue. Does anyone know if 7DTD writes the console output to a log file somewhere? Because I am not able to open the console since the game crashes wiithout any message right after hitting the "Start" button in the "New World" screen.

With a console log I could maybe see what makes the game crash..

 

At least I can't find a log file at the usual places..

 

In the directory the game was installed in: 7DaysToDie_Data/output_log.txt

 

If it fails to load the XML files, usually it crashes to the console, and the output log complains about missing the snow block. If you see that, scroll up in the file for the real error.

 

- - - Updated - - -

 

A note on

 

<property name="Weight" value="5" />

 

 

Any item or block for which a recipe exists does not need that property at all.

The weight is auto-calculated from the recipe resources. (100%)

 

Scrapping then gets you 75% of that. Smelting in a forge 100%.

 

Is this based on the material of the ingredients? (That is, for metal blocks/items, does it only take into account metal ingredients, and if so, how?) Also does this apply to burn time?

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Not burn time, only scrappable materials.

 

 

Just try it with a spiked club.

Delete entry. Spawn one in game. Try to scrap.

 

 

If that works then you don't need to do any math at all. Delete the entry and let auto-weight do it's voodoo.

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Not burn time, only scrappable materials.

 

 

Just try it with a spiked club.

Delete entry. Spawn one in game. Try to scrap.

 

 

If that works then you don't need to do any math at all. Delete the entry and let auto-weight do it's voodoo.

 

Yup that's why I deleted all the entries in the weapons / tools that required me to do that but i sort of feel like tools and weapons should yield 50% in the forge and 75% of that 50% from scrapping otherwise you just use your iron / spike club and when it is nearly dead just scrap it to get almost all your resources back or just throw it int the forge to get it all back.

 

Blocks is a different story and shoudl be 100% but Items like these should not be IMO

 

But considering how minor of a thing this is I dont care either way at all TBH its just a thought.

 

EDIT: also this only works for recipes that do not have a weight value for there other ingredients, for eg the iron club uses scrap iron and wood. since wood has no weight it only uses the weight of the scrap iron to calculate when scrapping and forging. Other items that have other ingredients that have a weight will have those weight values included in the scrapping process and can lead to exploiting.

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Not burn time, only scrappable materials.

 

 

Just try it with a spiked club.

Delete entry. Spawn one in game. Try to scrap.

 

 

If that works then you don't need to do any math at all. Delete the entry and let auto-weight do it's voodoo.

 

I get 7 scrap. Which makes no sense, because scrapping a storeShelving01 gives me 4 scrap (2400 for a full stack, so 4.8), and it uses twice as much forged iron to craft as the club.

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I get 7 scrap. Which makes no sense, because scrapping a storeShelving01 gives me 4 scrap (2400 for a full stack, so 4.8), and it uses twice as much forged iron to craft as the club.

 

That is because I have not gone through all of the scrapable blocks and balanced them properly. I will do that after the next update if it does not get addressed.

 

The only problem with that is I need some sort of baseline that i can go off of in order to do that properly and I will do my best to get an official baseline when it comes to doing that if I can.

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