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Unofficial XML Fixes


Clockwork Orange

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Hi Clockwork,

 

Just curious what you think of this.

 

I went to make a concrete ramp. looks like it requires 10 concrete to make a ramp, which arguably is half the size of a regular block so I'm thinking the ramps should only be 5 concrete. I went in to blocks to change it but I couldn't figure it out. It looks like it calls back to the regular concrete block. Either way not sure how to change it, and just thinking it shouldn't be a the same requirement as a full block, unless you get 2 ramps for each 10 concrete used.

 

Thanks,

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Hi Clockwork,

 

Just curious what you think of this.

 

I went to make a concrete ramp. looks like it requires 10 concrete to make a ramp, which arguably is half the size of a regular block so I'm thinking the ramps should only be 5 concrete. I went in to blocks to change it but I couldn't figure it out. It looks like it calls back to the regular concrete block. Either way not sure how to change it, and just thinking it shouldn't be a the same requirement as a full block, unless you get 2 ramps for each 10 concrete used.

 

Thanks,

 

That is hard to say weather or not it should work that way or not, ramps can be used as full blocks and have the same amount of hit points, making them cost half the resources to make could result in people making walls of ramps that look ugly as sin but cost half the resources.

 

I do understand where you are coming from though.

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Hey clockwork, can you pls post a link for the latest fixes from a 14.5? thx. :o)

 

The best way to get the best fixes for A 14.5 is simply dont use the entityclasses.xml and you can use all other files, all the fixes that were made for this latest update will only further improve A 14.5 since TFP have just made more fixes to those files, ones that I was not previously aware of along with a couple that I had fixed as well.

 

But I strongly recommend rolling back to A 14.4 to avoid the endless horde spawning bug, A 14.5 is not a good build. You can do as you wish but that is my recommendation.

 

These files will work perfectly on A 14.4 and A 14.5 just do not use the entityclasses.xml use the stock version the only fixes I have made to that file is removing duplicate code that will not affect gameplay at all.

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i have an interesting issue, after coping over your fixes, most of my weapons and tools use the leather model.

 

Im on 14.5

 

Yeah I forgot that they changed some mesh files, I have uploaded a separate version for A 14.4 /5, and as I said before I recommend A 14.4.

 

 

 

 

 

Update (4/19/16)

 

Added separate version for both experimental and stable (Recommended Stable Version A 14.4)

 

Unofficial XML Fixes A 14.4 / 14.5: Download

 

Unofficial XML Fixes Experimental Version: Download

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is there a way to revert to 14.4 on a dedi linux server? i run one from my house.

 

I am not 100% sure on how servers work, I myself have never ran one before but I do know that it is absolutely possible.

 

My guess is that you will have to do it through server tools or something. Maybe if you PM Valmar, he is always very helpful and he runs a serer as well I believe.

 

But if you are running a server off a PC in your house then I think all you need to do is roll back that PC's game version to A 14.4 by going to steam right clicking the game go to properties / Betas and select A 14.4 once that version is installed on the PC you are hosting from, that should be all you need to do maybe.

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update (4/23/16)

 

Both Versions

 

Version 3.06

 

+Blocks

 

cobblestoneRamp: Fixed cobblestone ramp will no longer rotate when being upgraded to concrete

 

Commented out mesh and model and changed shape to Wedged

 

<block id="1042" name="cobblestoneRamp">
<property name="Material" value="Mcobblestone" />
<property name="Shape" value="[color="#FFFF00"]Wedged[/color]" />
[color="#FF0000"]<!--<property name="Mesh" value="opaque" />
<property name="Model" value="wedge" />-->[/color]
<property name="Texture" value="26" />
<property class="UpgradeBlock">
	<property name="ToBlock" value="concreteRamp" />
	<property name="Item" value="concreteMix" />
	<property name="ItemCount" value="10" />
	<property name="UpgradeHitCount" value="4" />
</property>
<property class="RepairItems"> <property name="cobblestones" value="10" /> </property>
<drop event="Harvest" name="rockSmall" count="8" />
<drop event="Destroy" name="rockSmall" count="8" />
<drop event="Fall" name="destroyedStone" count="1" prob=".75" stick_chance="1" />
</block>

 

+recipes

 

Added cobblestoneRamp recipe requires 10 cobblestones

Commented out cobblestoneFrameRamp

 

Do not craft Cobblestone Ramp Frames! They will rotate when being upgraded to concrete if they are positioned upside down

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rScrapIronPlate seems a bit cheap for its strength.

 

for 3 Scrap Iron you get a block that is the same strength as rScrapIronBlock, but:

recipe - scrapIronFrameBlock = 3 scrap iron

upgrade - scrapIronBlock = 8 scrap iron

upgrade - rScrapIronBlock = 8 scrap iron

 

so with the plate you get 3 scrap iron what takes 19 scrap for the full block.

 

Thoughts?

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rScrapIronPlate seems a bit cheap for its strength.

 

for 3 Scrap Iron you get a block that is the same strength as rScrapIronBlock, but:

recipe - scrapIronFrameBlock = 3 scrap iron

upgrade - scrapIronBlock = 8 scrap iron

upgrade - rScrapIronBlock = 8 scrap iron

 

so with the plate you get 3 scrap iron what takes 19 scrap for the full block.

 

Thoughts?

 

Well what I would do is:

 

I would remove the recipe entirely and make it so that you have to craft a wood plate and upgrade it to the rScrapIronPlate.

 

That way you have to use all the necessary resources that you would otherwise be awarded for due to its downgrade path.

 

One thing people need to realize is that a blocks size has no impact on recipe cost, even a thin plate fills a full block and can have the same hp as a full block thus making it equally as effective.

 

Another thing to keep in mind for block recipes of different nature is its full downgrade path as well.

 

In this instance the rScrapIronPlate downgrades into a scrapIronPlate which downgrades into a rWoodMetalPlate which downgrades into a rWoodPlate which downgrades into a woodPlate effectively making this thin little 3 scrap iron costing block one of the absolute strongest in the game for its material costs.

 

Thanks Stompy!

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Can you make a fix that adds all parts for minibike craftable? I feel it sucks when I have to reset a server and look everywhere for a lead battery etc. Sometimes its quick and other times it takes a long time. :/ Also preferably with recipe books because I feel like it should be convenient not easy you know?

 

I am using version 14.5 Stable Unity 5.2

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Can you make a fix that adds all parts for minibike craftable? I feel it sucks when I have to reset a server and look everywhere for a lead battery etc. Sometimes its quick and other times it takes a long time. :/ Also preferably with recipe books because I feel like it should be convenient not easy you know?

 

I am using version 14.5 Stable Unity 5.2

 

That would be a mod not a fix, and this thread is purely for fixes so I can not offer that here I am afraid.

 

But you can check out my A Clockwork Project mod it has almost all things craftable for the minibike and I am planning on adding recipes for the battery and headlight soon. And everything is unlocked through perks, and skill books only facilitate giving experience and do not unlock anything.

 

Check out my mod, you can even check out my Let's Play series on it to see it in action first, and soon the recipes that you are asking for will be added as well.

 

I also recommend either updating to Latest Experimental Build A 14.6 or rollign Back to A 14.4 and avoid A 14.5 regardless of what mods you use or dont use.

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Update (4/29/16)

 

Both Versions!

 

Versions 3.08

 

Experimental Version:

 

Updated all files to latest experimental build

 

Stable Version:

 

+Blocks

Adjusted some repair values to match latest experimental version

Added bleeding buff when walked on to all spikes to match experimental version

Changed Flagstone Block to extend stoneToAdobeMaster to match experimental version

Changed chain link fence to now extend metalNoUpgradeMaster to match experimental version

 

+Entitycalsses

Fixed Zombie Bear Ai Tasks

+Items

Changed Casino coin to brass and now stacks to 5000 to match experimental version

 

+Recipes

Changed store shelving recipe to match experimental verision

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Found a mistake in the recipes (14.6 stable) pew_segment01 is listed twice, while pew_segment03 is missing. Fast fix for my server - simply renamed one of the 01 to the 03 version :)

 

That was a mistake in my ACP mod, vanilla does not have those recipes, its fixed now, thanks! :)

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