Puschpa Posted March 29, 2016 Share Posted March 29, 2016 ...ignore me, i was blind Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 ...ignore me, i was blind Whoops! Should be fixed now, sorry bout that. Update (3/29/16) Version 2.4 +Items Fixed changed animal hide clothing items to use animalHide Material and Repair cost. Link to comment Share on other sites More sharing options...
Grimothos Posted March 29, 2016 Share Posted March 29, 2016 HUD Left Stat Bars Mod This should have been posted as a Help thread in the main modding section of the forum, and in the future please refrain from walls of text or please contain it within a [spoiler ] [/spoiler ], not to be rude or anything. But either way here is the code you want to use for adding food and water back to the hud: .... Clockwork Orange - This was my first post... An XML fix for my clients. The mod works great now. Thanks for the help, Grimothos Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Clockwork Orange - This was my first post... An XML fix for my clients. The mod works great now. Thanks for the help, Grimothos Sorry didnt see it was your first post, no worries, glad you got it all set up nice. You are welcome. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Update (3/29/16) Version 2.5 +Entityclasses hornet: Removed duplicate code <property name="PushFactor" value="10" /> fatzombiecop: Removed duplicate code <property name="PushFactor" value="20" /> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Update (3/29/16) Version 2.6 Moved Files into Config folder Added Prefabs folder +Prefabs barn_01: Fixed <property name="StaticSpawner.Class" value="Dog_Sm_Territorial" /> From SpawnCrawlersDogs <--This does not exist! barn_02: Fixed <property name="StaticSpawner.Class" value="Dog_Sm_Territorial" /> From SpawnCrawlersDogs barn_03: Fixed <property name="StaticSpawner.Class" value="Dog_Sm_Territorial" /> From SpawnCrawlersDogs cabin_02_sm: Fixed <property name="StaticSpawner.Class" value="SpawnSmall" /> From SpawnSpawn Link to comment Share on other sites More sharing options...
h0tr0d Posted March 29, 2016 Share Posted March 29, 2016 Update (3/28/16) Progression: Added missing <trigger name="... code for: The Decapitator perk Dead Shot Perk Splatter Gun Perk Better Lead Than Dead Perk They removed that intentionally didn't they? The patch notes mentioned "Fixed: Removed deprecated properties from progression.xml." Those entries were removed for 14.1 by design most likely. Vote h0tr0d 2016 -- we have good intentions Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 They removed that intentionally didn't they? The patch notes mentioned "Fixed: Removed deprecated properties from progression.xml." Those entries were removed for 14.1 by design most likely. Vote h0tr0d 2016 -- we have good intentions Yeah that seems to be the case I guess I did not read the A14.1 patch notes so thanks for pointing that out. Update (3/29/16) Version 2.7 Removed Progression file since there are no fixes necessary for that file. Please revert back to the vanilla progression file. Link to comment Share on other sites More sharing options...
Latheos Posted March 29, 2016 Share Posted March 29, 2016 Just a quick suggestion, to make it easier to track: any chance of putting the version number in the download file? The way it is now, the archives overwrite whatever previous versions were downloaded, making it more difficult to make sure I've got the correct version. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Just a quick suggestion, to make it easier to track: any chance of putting the version number in the download file? The way it is now, the archives overwrite whatever previous versions were downloaded, making it more difficult to make sure I've got the correct version. ... what you mean, if you download the zip file and look inside you will see what version it is in the version.txt file. if you download it now and it says version 2.7 inside you have the latest release... I am just not sure what the issue is exactly? I cant change the name of the zip folder itself if that is what you mean. Link to comment Share on other sites More sharing options...
LewZephyr Posted March 29, 2016 Share Posted March 29, 2016 I think he was hoping for the version.txt file to be like version2.7.txt Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 I think he was hoping for the version.txt file to be like version2.7.txt Ok I can do that, no problem. Link to comment Share on other sites More sharing options...
Latheos Posted March 29, 2016 Share Posted March 29, 2016 Yes, I get that the version information is in the file itself, but that's not quite what I'm getting at. What I mean is that the file itself, listed as 7-Days-to-die-Unofficial-XML-Fixes-master.zip, tends to overwrite any other copies of itself when saved. I'm suggesting that the filename be something like 7-Days-to-die-Unofficial-XML-Fixes-master-2.7.zip, so that, when saved, it doesn't overwrite any previous copies. Perhaps it's just me. ;-) I tend to keep older versions of mods and files in case I have to revert to an older iteration. If it's too much of a hassle on your end to keep the file name constant, no worries. Link to comment Share on other sites More sharing options...
Gazz Posted March 29, 2016 Share Posted March 29, 2016 The skill "trigger" thingie is now obsolete. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Yes, I get that the version information is in the file itself, but that's not quite what I'm getting at. What I mean is that the file itself, listed as 7-Days-to-die-Unofficial-XML-Fixes-master.zip, tends to overwrite any other copies of itself when saved. I'm suggesting that the filename be something like 7-Days-to-die-Unofficial-XML-Fixes-master-2.7.zip, so that, when saved, it doesn't overwrite any previous copies. Perhaps it's just me. ;-) I tend to keep older versions of mods and files in case I have to revert to an older iteration. If it's too much of a hassle on your end to keep the file name constant, no worries. Yeah I cant change the name of the zip file so you will just have to make sure you rename it after you download it I guess. - - - Updated - - - The skill "trigger" thingie is now obsolete. Good to know, thanks man! Link to comment Share on other sites More sharing options...
Latheos Posted March 29, 2016 Share Posted March 29, 2016 The food item canPears is missing from the lootgroup cannedFood. It's been missing a while now (since at least 12.5), but since it's included in the items.xml (item 717, fyi), it really ought to be included in the loot.xml file. ------------- No worries, then. I'll just make sure to change the filename manually. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Update (3/29/16) Version 2.8 +Loot Added missing <item name="canPears"/> to loot group Link to comment Share on other sites More sharing options...
Numberz Posted March 29, 2016 Share Posted March 29, 2016 Update (3/28/16) Version 1.22 +Entityclasses Fixed removed duplicate <property name="WanderSpeed" value="0.08" /> from zombieUMAfemale +Blocks Fixed trees will now grow properly Added growth code to all trees extending from treeMasterGrowing since tis grow code does not get extended properly. <property name="PlantGrowing.GrowthRate" value="60" /> <property name="PlantGrowing.IsRandom" value="true" /> <property name="PlantGrowing.FertileLevel" value="1" /> Progression: Added missing <trigger name="... code for: The Decapitator perk Dead Shot Perk Splatter Gun Perk Better Lead Than Dead Perk Saw this on the A14.1 release notes: •Fixed: Trees growing a little less optimized but a lot more working. I'm not seeing the additional 3 lines of code on the "treePlanted" blocks in your Blocks.xml file... was this fixed in the release? Thx Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 29, 2016 Author Share Posted March 29, 2016 Saw this on the A14.1 release notes: •Fixed: Trees growing a little less optimized but a lot more working. I'm not seeing the additional 3 lines of code on the "treePlanted" blocks in your Blocks.xml file... was this fixed in the release? Thx That was what I was hoping but I did not test it and was waiting for you guys to tell me.... Seems all they did was change the tree growing from random true to random false and maybe that is why it was not getting extended properly IDK. Link to comment Share on other sites More sharing options...
Gazz Posted March 29, 2016 Share Posted March 29, 2016 Random uses a different function which caused an overflow with the base value of 60. I think 15 or 16 is the max usable value for random and that gets you an average time of 30ish. Link to comment Share on other sites More sharing options...
Numberz Posted March 29, 2016 Share Posted March 29, 2016 That was what I was hoping but I did not test it and was waiting for you guys to tell me.... Seems all they did was change the tree growing from random true to random false and maybe that is why it was not getting extended properly IDK. Ah ok. Sorry, haven't had a chance to test- been too busy re-adding all of my own mods back into the files :S . I noticed that a couple of the master blocks double-Extend. The treeMaster -> treeMasterGrowing is one of these. Not sure if this presents a parsing problem. I had thought previously that you could not double-Extend the properties but perhaps that limitation no longer applies... Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 30, 2016 Author Share Posted March 30, 2016 Update (3/29/16) Version 2.9 Updated to A14.2! Only the Blocks and Items files were affected! Link to comment Share on other sites More sharing options...
UnseenOni Posted March 30, 2016 Share Posted March 30, 2016 Cowboy hats and the Leather Duster are still not able to be scrapped. Link to comment Share on other sites More sharing options...
Gorgarn Posted March 30, 2016 Share Posted March 30, 2016 The AK47 is a military weapon, it's been left out of the military weapons group. the AK47 parts are listed in the military parts group. Loot.xml Added (I placed this above MP5) <lootgroup name="AK47+ammo" count="all"> <item name="gunAK47"/> <item name="762mmBullet" count="1,20"/> </lootgroup> Changed (orange) <lootgroup name="militaryguns+ammo"> <item group="militaryWeaponParts" /> <item group="Ak47+ammo" prob="0.03" /> <item group="mp5+ammo" prob="0.03" /> <item group="sniperRifle+ammo" prob="0.03" /> <item group="rocketLauncher+ammo" prob="0.01"/> </lootgroup> Link to comment Share on other sites More sharing options...
LewZephyr Posted March 30, 2016 Share Posted March 30, 2016 Cowboy hats and the Leather Duster are still not able to be scrapped. Not sure on the truth of this, but I was told I needed to have the leather skill to scrap them. Haven't had a chance to verify that though. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.