Tin Posted March 30, 2016 Share Posted March 30, 2016 Don't know If you want this or not: <biome name="water"> <spawn maxcount="3" respawndelay="4" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="8" time="Any" entitygroup="AnimalsAll" spawnDeadChance="0" /> </biome> Spawner.xml To Allow spawns to happen in that biome, not all areas are actually undewater and It's pretty sparse with no entities walking around (except at Poi's). Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 30, 2016 Author 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> Fixed, thanks for posting! But just to make sure you know, you need to make sure that your lootgroup name is exactly the same, Ak47+ammo --> Change to AK47+ammo Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 30, 2016 Author Share Posted March 30, 2016 Update (3/30/16) Version 2.91 +Spawning Fixed added missing entity spawns for new biome <biome name="water"> <spawn maxcount="3" respawndelay="4" time="Day" entitygroup="ZombiesAll" /> <spawn maxcount="1" respawndelay="8" time="Any" entitygroup="AnimalsAll" spawnDeadChance="0" /> </biome> +Loot Fixed added missing AK47 from military weapons lootgroup Link to comment Share on other sites More sharing options...
LewZephyr Posted March 30, 2016 Share Posted March 30, 2016 Clockwork Orange, Not sure what happened, but I dont have the previous update. 2.90 and 2.91 But between the two, all was working fine, and applying this last update, all of our groups containers are getting the " object reference not set to an instance of an object " I can't roll back to previous version since I overwrite the previous one. But rolling back to vanilla there is no issue. Thanks for all your hard work. Link to comment Share on other sites More sharing options...
UnseenOni Posted March 30, 2016 Share Posted March 30, 2016 Clockwork Orange, Not sure what happened, but I dont have the previous update. 2.90 and 2.91 But between the two, all was working fine, and applying this last update, all of our groups containers are getting the " object reference not set to an instance of an object " I can't roll back to previous version since I overwrite the previous one. But rolling back to vanilla there is no issue. Thanks for all your hard work. I had this problem yesterday, I merely did a quick file integrity check, reinstalled the xml fixes, and it solved the problem. It was the games patch that did it not the mods files. Link to comment Share on other sites More sharing options...
LewZephyr Posted March 30, 2016 Share Posted March 30, 2016 When the issue came up, I did a re-patch from the server and then uploaded all mods. Issue came back. I have a dedicated server running at lowlatencyservers. Everything is from a management gui. The only option I appear to have is run the update to patch from steam. Not sure if thats doing the full integrity check. rolled back to vanila xml files and do not get the error. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 30, 2016 Author Share Posted March 30, 2016 When the issue came up, I did a re-patch from the server and then uploaded all mods. Issue came back. I have a dedicated server running at lowlatencyservers. Everything is from a management gui. The only option I appear to have is run the update to patch from steam. Not sure if thats doing the full integrity check. rolled back to vanila xml files and do not get the error. You must have downloaded the update soon after I updated it I had to make a silent update fixing the lootgroup name for the AK47 added lootgroup. If you download a fresh copy of the fixes and reinstall everything should be working fine. Link to comment Share on other sites More sharing options...
LewZephyr Posted March 30, 2016 Share Posted March 30, 2016 Thanks Clockwork, chests are working again. Thanks for all that you and the other modders do!!!!. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 30, 2016 Author Share Posted March 30, 2016 Thanks Clockwork, chests are working again. Thanks for all that you and the other modders do!!!!. Your welcome! Link to comment Share on other sites More sharing options...
Latheos Posted March 31, 2016 Share Posted March 31, 2016 I noticed this morning that you can equip TVs (regular, large, and fallen). That seems odd to me, and I suspect is in error. It doesn't display anything in your hands (it's apparently a wielded weapon), and while I didn't hit anything with one, it probably doesn't do much. Also, the officechair01 destroys to itself. I'd expect it to drop iron and leather, and otherwise be able to be picked up. Endtable and endtableLamp also have no destroy options. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 31, 2016 Author Share Posted March 31, 2016 I noticed this morning that you can equip TVs (regular, large, and fallen). That seems odd to me, and I suspect is in error. It doesn't display anything in your hands (it's apparently a wielded weapon), and while I didn't hit anything with one, it probably doesn't do much. Also, the officechair01 destroys to itself. I'd expect it to drop iron and leather, and otherwise be able to be picked up. Endtable and endtableLamp also have no destroy options. I think "equip" in this case only places it into your hands so you can place it down not act like a weapon. I will look into the furniture items. Thanks for posting! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 31, 2016 Author Share Posted March 31, 2016 Update (3/31/16) Version 2.92 +Blocks officeChair01: Fixed added <property name="CanPickup" value="true" /> <drop event="Harvest" name="wood" count="2" /> <drop event="Harvest" name="leather" count="2" /> <drop event="Destroy" count="0" /> endTable: Fixed Added missing <drop event="Harvest" name="wood" count="2" /> <drop event="Destroy" count="0" prob="1" /> endTableLamp: Fixed Added missing <drop event="Harvest" name="wood" count="2" /> <drop event="Destroy" count="0" prob="1" /> Link to comment Share on other sites More sharing options...
LewZephyr Posted March 31, 2016 Share Posted March 31, 2016 Not sure if this is something you think should be addressed via this Fix. In the Prefab area in Mag's Compo-Pack, there is a discussion about massive lag/FPS drops (mine goes to 5fps) being caused by some of the prefabs. The block glassCTRSheet appears to be the root cause. Not sure what part / piece of it that is causing the issue, but there was a mention that replacing the block info for that item with the block info for glassBusinessBlock. Just putting it on your radar in case you feel it should be added. Thanks. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 31, 2016 Author Share Posted March 31, 2016 Not sure if this is something you think should be addressed via this Fix. In the Prefab area in Mag's Compo-Pack, there is a discussion about massive lag/FPS drops (mine goes to 5fps) being caused by some of the prefabs. The block glassCTRSheet appears to be the root cause. Not sure what part / piece of it that is causing the issue, but there was a mention that replacing the block info for that item with the block info for glassBusinessBlock. Just putting it on your radar in case you feel it should be added. Thanks. Are you talking about simply changing the localization becasue I highly doubt that that would have any effect on fps if anything it would have to do with a texture or mesh issue... Link to comment Share on other sites More sharing options...
LewZephyr Posted March 31, 2016 Share Posted March 31, 2016 Are you talking about simply changing the localization becasue I highly doubt that that would have any effect on fps if anything it would have to do with a texture or mesh issue... Sorry I was not very clear. Its an issue with the blocks.xml Roland commented in the thread discussing it saying he has passed it along to TFP. Link to where discussion starts. Basically copy the parameters from glassBusinessBlock to the glassCTRsheet in blocks.xml <block id="667" name="glassCTRSheet"> <property name="Material" value="glass" /> <property name="Shape" value="ModelEntity" /> <property name="Texture" value="241" /> <property name="Place" value="TowardsPlacerInverted" /> <property name="ModelOffset" value="0,0.5,0" /> <property name="Model" value="Entities/Buildings/glass_industrialPrefab" /> <property name="ModelOffset" value="0,0.5,0" /> <property name="DescriptionKey" value="glassGroupDesc"/> <property class="UpgradeBlock"> <property name="ToBlock" value="plainWoodWindowPlug" /> <property name="Item" value="wood" /> <property name="ItemCount" value="10" /> <property name="UpgradeHitCount" value="4" /> </property> <drop event="Destroy" count="0" /> </block> with <block id="667" name="glassCTRSheet"> <property name="Material" value="glass" /> <property name="Shape" value="CubeCutout" /> <property name="Mesh" value="transparent" /> <property name="Texture" value="285" /> <property name="DescriptionKey" value="glassGroupDesc"/> <drop event="Destroy" name="brokenGlass" count="1,4" /> </block> They are reporting back that this clears up lag/low FPS caused by various buildings that use that material. Hope I stated this correctly. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 31, 2016 Author Share Posted March 31, 2016 Ok no problem, thanks for letting me know I will correct this shortly. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 31, 2016 Author Share Posted March 31, 2016 Update (3/31/16) Version 2.93 +Blocks glassCTRSheet: Fixed replaced code: <block id="667" name="glassCTRSheet"> <property name="Material" value="glass" /> <property name="Shape" value="CubeCutout" /> <property name="Mesh" value="transparent" /> <property name="Texture" value="285" /> <property name="DescriptionKey" value="glassGroupDesc"/> <property class="UpgradeBlock"> <property name="ToBlock" value="plainWoodWindowPlug" /> <property name="Item" value="wood" /> <property name="ItemCount" value="10" /> <property name="UpgradeHitCount" value="4" /> </property> <drop event="Destroy" name="brokenGlass" count="1,4" /> </block> Link to comment Share on other sites More sharing options...
Retsof123 Posted April 1, 2016 Share Posted April 1, 2016 Cowboy hats and the Leather Duster are still not able to be scrapped. Yes they are, if you have read the leather chest armour schematic. Link to comment Share on other sites More sharing options...
Numberz Posted April 1, 2016 Share Posted April 1, 2016 Few more items to correct: <block id="156" name="solidScrapIronFrameWedge"> <block id="213" name="solidScrapIronFrameBlock"> <block id="216" name="solidScrapIronFrameCNRInside"> <block id="241" name="solidScrapIronFrameRamp"> These are missing the line <property name="CanPickup" value="false" /> Also, a few blocks have <property name="Group" value="Decor" /> These need to be corrected to <property name="Group" value="Decor/Miscellaneous" /> in order to appear correctly in the menu. Thx. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 1, 2016 Author Share Posted April 1, 2016 Few more items to correct: <block id="156" name="solidScrapIronFrameWedge"> <block id="213" name="solidScrapIronFrameBlock"> <block id="216" name="solidScrapIronFrameCNRInside"> <block id="241" name="solidScrapIronFrameRamp"> These are missing the line <property name="CanPickup" value="false" /> Also, a few blocks have <property name="Group" value="Decor" /> These need to be corrected to <property name="Group" value="Decor/Miscellaneous" /> in order to appear correctly in the menu. Thx. I think by default you can not pick up a block unless it says can pick up true so there is no need to have a code that is for false.... unless I am mistaken or misunderstand. I will fix thee decor ones soon. Thanks for posting! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 1, 2016 Author Share Posted April 1, 2016 Update (3/31/16) Version 2.94 +Blocks Fixed improper labels: homelyFurRug: <property name="Group" value="Decor/Miscellaneous" /> <!-- This block is currently not being used but had improper label so i fixed it anyways woodTable: <property name="Group" value="Decor/Miscellaneous" /> Link to comment Share on other sites More sharing options...
Numberz Posted April 1, 2016 Share Posted April 1, 2016 Yup. True enough but these 4 are Extended from the ones that do have the CanPickup True, so they have incorrectly inherited this property. Thx Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 1, 2016 Author Share Posted April 1, 2016 Yup. True enough but these 4 are Extended from the ones that do have the CanPickup True, so they have incorrectly inherited this property. Thx Ah ok, fixed now thanks for posting! - - - Updated - - - Update (4/1/16) Version 2.95 +Blocks solidScrapIronFrameWedge: Added missing code <property name="CanPickup" value="false" /> solidScrapIronFrameBlock: Added missing code <property name="CanPickup" value="false" /> solidScrapIronFrameCNRInside: Added missing code <property name="CanPickup" value="false" /> solidScrapIronFrameRamp: Added missing code <property name="CanPickup" value="false" /> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 3, 2016 Author Share Posted April 3, 2016 Update (4/3/16) Version 2.96 Updated to A 14.3 Updated Changelog to reflect the changes that were addressed. Anything that was not addressed is still present in the changelog. Link to comment Share on other sites More sharing options...
Gorgarn Posted April 3, 2016 Share Posted April 3, 2016 Loot.xml is missing the sniper Rifle Schematic in the Military Weapons Parts group, all other military weapons are here as well as in the rarebooks group. <lootgroup name="militaryWeaponParts"> <item name="partsMP5_barrel"/> <item name="partsMP5_stock"/> <item name="partsMP5_receiver"/> <item name="partsMP5_parts"/> <item name="partsAK47_barrel"/> <item name="partsAK47_stock"/> <item name="partsAK47_receiver"/> <item name="partsAK47_parts"/> <item name="partsSniperRifle_barrel"/> <item name="partsSniperRifle_stock"/> <item name="partsSniperRifle_receiver"/> <item name="partsSniperRifle_parts"/> <item name="partsRocketLauncher_barrel"/> <item name="partsRocketLauncher_stock"/> <item name="partsRocketLauncher_receiver"/> <item name="partsRocketLauncher_parts"/> <item name="smgSchematics"/> <item name="ak47Schematic"/> <item name="sniperRifleSchematic"/> <item name="rocketLauncherSchematic"/> </lootgroup> Link to comment Share on other sites More sharing options...
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