Numberz Posted September 20, 2016 Share Posted September 20, 2016 If you change xml like it, you can't craft clawHammer no longer..... Good point. It is as intended and not a bug. Link to comment Share on other sites More sharing options...
jamokoo Posted September 25, 2016 Share Posted September 25, 2016 boiled water (in a can) cannot be used with same recipes as bottled water. is this on purpose? does not make sense... Link to comment Share on other sites More sharing options...
Gazz Posted September 25, 2016 Share Posted September 25, 2016 is this on purpose? Yes. Link to comment Share on other sites More sharing options...
Kubikus Posted September 27, 2016 Share Posted September 27, 2016 Yes. @Gazz: There is a naming-convention-violation in blocks.xml. The regular naming-convention is material-shape, for example woodRamp or steelPyramid. Everything that is called "wood" is made of the same material, also using the same texture, and everything called "Ramp" is the same block shape. The catwalks and all the associated blocks violate that, id 1271 - 1277 for wood and 1278 - 1285 for metal. The biggest issue is the naming of the blockshape: The wooden catwalk shape is <property name="Shape" value="New" /> <property name="Model" value="catwalk" /> The metal catwalk shape is <property name="Shape" value="New" /> <property name="Model" value="catwalk_metal" /> These are two different shapes, yet they have the same name "Catwalk". This counts for the other related blocks as well, one more example is the CatwalkRailing, this is the wooden block, called "woodCatwalkRailing": <property name="Model" value="catwalk_rail" /> This is the metal block, called "metalCatwalkRailing": <property name="Model" value="catwalk_rail_metal" /> Also, what's called "wood" and "metal" in the catwalks, is not the same "wood" and "metal" used in other blocks. The woodBlock, woodRamp etc. use the material "wood", the metalPipe, metalPipeCorner, etc. use the material "metal", both unlike the woodCatwalk and the metalCatwalk. An appropriate naming would be something like this: cwood - material for wooden catwalk blocks using the material "MwoodCatwalk" CatwalkWood - shape name for wooden catwalk blocks cmetal - material for metal catwalk blocks using the material "MmetalCatwalk" CatwalkMetal - shape name for metal catwalk blocks So: cwoodCatwalkWood cwoodCatwalkWoodRailing woodWeakRailing (->) cwoodCatwalkWoodRailingCNR cwoodCatwalkWoodStairsBoardRailing cwoodCatwalkWoodWedgeRailing cwoodCatwalkWoodWedge and cmetalCatwalkMetal cmetalCatwalkMetalRailing metalRailing (->) cmetalCatwalkMetalRailingCNR cmetalCatwalkMetalStairsBoard cmetalCatwalkMetalStairsBoardRailing cmetalCatwalkMetalWedgeRailing cmetalCatwalkMetalWedge The railing being made of a different material also is somewhat annoying, I assume it's to make the blocks weaker against cop-puke. I'd prefer if they were just penetrable for the puke. In case you wonder why I care: I massproduce blocks with different shapes and materials, and these new blocks break out of the pattern, for no good reason but, I assume, oversight. Link to comment Share on other sites More sharing options...
Gazz Posted September 27, 2016 Share Posted September 27, 2016 Perfection is a neat goal but then people happen. =P Not all blocks are created equal and they can have different purposes while still being "more wood than not-wood". If you want to mass produce things, put your preferred search pattern in the localised name. =P Link to comment Share on other sites More sharing options...
Kubikus Posted September 27, 2016 Share Posted September 27, 2016 I mean "mass produce" as in modding all kinds of shapes with all kinds of materials, it's done with a script and works flawlessly with everything but the catwalks. So you can't fix a couple of names? Takes 10 minutes or so. Link to comment Share on other sites More sharing options...
Numberz Posted September 29, 2016 Share Posted September 29, 2016 Items.xml Second buff overrides first buff on meatStew and vegetableStew: <item id="740" name="meatStew"> ... <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_food" value="20" /> [color="#FF0000"]<property name="Buff" value="eatFood_26_Trigger" />[/color] <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="1.6" /> <property name="Sound_start" value="UseActions/player_drinking" /> <!-- jar from cooking food <property name="Create_item" value="emptyJar" /> --> [color="#FF0000"]<property name="Buff" value="stewWarming" />[/color] </property> <property name="Smell" value="exLargeSmell" /> <property name="Group" value="Food/Cooking" /> </item> <item id="758" name="vegetableStew"> ... <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_food" value="7" /> [color="#FF0000"]<property name="Buff" value="eatFood_4_Trigger" />[/color] <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="0.1" /> <property name="Sound_start" value="UseActions/player_drinking" /> [color="#FF0000"]<property name="Buff" value="stewWarming" />[/color] <!-- jar from cooking food <property name="Create_item" value="emptyJar" /> --> </property> <property name="Group" value="Food/Cooking" /> </item> should be <item id="740" name="meatStew"> ... <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_food" value="20" /> <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="1.6" /> <property name="Sound_start" value="UseActions/player_drinking" /> <!-- jar from cooking food <property name="Create_item" value="emptyJar" /> --> [color="#FF0000"]<property name="Buff" value="stewWarming,eatFood_26_Trigger" />[/color] </property> <property name="Smell" value="exLargeSmell" /> <property name="Group" value="Food/Cooking" /> </item> <item id="758" name="vegetableStew"> ... <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_food" value="7" /> <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="0.1" /> <property name="Sound_start" value="UseActions/player_drinking" /> [color="#FF0000"]<property name="Buff" value="stewWarming,eatFood_4_Trigger" />[/color] <!-- jar from cooking food <property name="Create_item" value="emptyJar" /> --> </property> <property name="Group" value="Food/Cooking" /> </item> Update: meatStew fixed in b94. vegetableStew still needs correction. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted October 3, 2016 Share Posted October 3, 2016 Alpha15exp(b94) In items.xml clubWood misses its RepairTools. <property name="RepairTools" value="wood"/> Updated:This is intended(in A15 patch note) Link to comment Share on other sites More sharing options...
StompyNZ Posted October 12, 2016 Share Posted October 12, 2016 entitygroups.xml has ZombieUtilityWorkerGroup twice <entitygroup name="ZombieUtilityWorkerGroup"> <entity name="ZombieUtilityWorker" /> <entity name="zombieBoe" prob="0.01" /> <entity name="zombieJoe" prob="0.01" /> <entity name="zombieSteve" prob="0.01" /> <entity name="zombieMoe" prob="0.01" /> <entity name="zombieYo" prob="0.01" /> </entitygroup> <entitygroup name="ZombieUtilityWorkerGroup"> <entity name="ZombieUtilityWorker" /> <entity name="ZombieMiner" /> </entitygroup> Link to comment Share on other sites More sharing options...
Mad5ara Posted October 12, 2016 Share Posted October 12, 2016 is there a way to make garage door 4 by 2 by 2? and how? Link to comment Share on other sites More sharing options...
kaneta1 Posted October 31, 2016 Share Posted October 31, 2016 WoodFence Icon of mistaking one thing for FenceWoodSheet http://i.imgur.com/865gnoV.jpg Link to comment Share on other sites More sharing options...
Devil_Vi Posted March 21, 2017 Share Posted March 21, 2017 cant find Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config ok so i absolutely new at all this. I am running War of the Walkers mod on a dedicated server and having issues with several missing items. I asked for assistance in WotW Mod and was told where to replace the files. after looking throught several related forums all seem to have same problem and fix solution with icons. my problem i cant find the common file and beyone, once i click get to steam\steamapps\ there is no common\7 days to die\data\confing. where there should be a common file there is only a sourcemod file and libraryfolders.vdf. Ive looked through out many files on my pc and cant find this file. please help so frustrated. Link to comment Share on other sites More sharing options...
The Lorax Posted March 23, 2017 Share Posted March 23, 2017 ok so i absolutely new at all this. I am running War of the Walkers mod on a dedicated server and having issues with several missing items. I asked for assistance in WotW Mod and was told where to replace the files. after looking throught several related forums all seem to have same problem and fix solution with icons. my problem i cant find the common file and beyone, once i click get to steam\steamapps\ there is no common\7 days to die\data\confing. where there should be a common file there is only a sourcemod file and libraryfolders.vdf. Ive looked through out many files on my pc and cant find this file. please help so frustrated. Go to your steam game library, Right click 7 days to die, Select the following: Properties> Local Files> Browse Local Files. Doing that will bring you to your 7 days to die install folder which is where you need to put the Mods folder from WOTWM. Link to comment Share on other sites More sharing options...
Devil_Vi Posted March 23, 2017 Share Posted March 23, 2017 Go to your steam game library, Right click 7 days to die, Select the following: Properties> Local Files> Browse Local Files. Doing that will bring you to your 7 days to die install folder which is where you need to put the Mods folder from WOTWM. ok so i found where my file was. forgot it was on SSD drive not standard C drive. Ive followed all the steps in each forum ive found and all same the same, but for some reason im still not seeing the icons in game. other players in my clan have done the same and are now displaying the items ingames. ive unistalled the game and completely removed all related files from my pc even through regedit. i reinstall updated and re downloading and extracted the mod and data files and still not seeing the icons in games. what am i missing? Link to comment Share on other sites More sharing options...
The Lorax Posted March 24, 2017 Share Posted March 24, 2017 ok so i found where my file was. forgot it was on SSD drive not standard C drive. Ive followed all the steps in each forum ive found and all same the same, but for some reason im still not seeing the icons in game. other players in my clan have done the same and are now displaying the items ingames. ive unistalled the game and completely removed all related files from my pc even through regedit. i reinstall updated and re downloading and extracted the mod and data files and still not seeing the icons in games. what am i missing? This isn't exactly the right spot to provide this support, You should post in the General Help section or even just in the general Mods section. Verify your game files through steam, download the mod you wish to use, extract it to your desktop, Open that folder, Inside should be 2 folders (Data, Mods). Copy those 2 folders into your 7 days to die root folder (follow the steps posted in my last message). Overwrite the files it asks. Launch your game, it should work. Once completed, your root folder for 7 days to die should look like this: http://imgur.com/a/rOLBJ If this doesn't work, I strongly suggest starting a new help thread in one of the aforementioned locations so people can try to help you without derailing another topic. Link to comment Share on other sites More sharing options...
SnowDog1942 Posted March 24, 2017 Share Posted March 24, 2017 Is there a central place where unofficial xml files are stored with descriptions so everyone can try them out? Would be so awesome. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 9, 2017 Author Share Posted April 9, 2017 A 15 Discussion starts here! Version 3.16 Update (4/9/17) +Materials Added animal hide material to allow for scraping of animal hide clothing <material id="animalHide"> <property name="damage_category" value="cloth" /> <property name="surface_category" value="cloth" /> <property name="forge_category" value="animalHide" /> <property name="Hardness" type="float" value="1" /> <property name="stepsound" value="wood" /> <property name="stability_glue" value="24" /> <property name="Mass" type="int" value="6" /> <property name="MaxDamage" value="20" /> </material> +Recipes Fixed upgrade rotation issue of cobblestone ramp frames Added cobblestoneRamp recipe requires 10 cobblestones Commented out cobblestoneFrameRamp rScrapIronPlateMine: Fixed changed recipe ingredients from scrap iron to 1 rScrapIronPlate Added recipe to allow for proper scraping of animal hide clothing <recipe name="animalHide" count="1" scrapable="False" tooltip="ttScrapMetalBrass" > <wildcard_forge_category /> </recipe> +Items Fixed Cop Zombie Vomit will now properly apply buffs See Full changelog for details! unit_stone: Fixed <property name="CustomIcon" value="rockSmall" /> <--- From cobblestones animalHide: Changed material to allow for proper scrapping of animal hide clothing: <property name="Material" value="animalHide" /> from organic Added missing properties: <property name="RepairAmount" value="80" /> <property name="Weight" value="5" /> animalHideBoots: Changed material to allow for proper scrapping to animal hide Changed repair cost of animal hide animalHidePoncho: Changed material to allow for proper scrapping to animal hide Changed repair cost of animal hide All other animal hide clothing extends from the boots +Blocks paintedBrickBroke1: <property class="UpgradeBlock"><property name="ToBlock" value="brickpaintedBlock" /> paintedBrickBroke2: <property class="UpgradeBlock"><property name="ToBlock" value="brickpaintedBlock" /> paintedBrickBroke3: <property class="UpgradeBlock"><property name="ToBlock" value="brickpaintedBlock" /> brickDecayedBroke1Block: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedBlock" /> brickDecayedBroke2Block: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedBlock" /> brickDecayedBroke3Block: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedBlock" /> tanBrickDecayedBroke1: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTanBlock" /> tanBrickDecayedBroke2: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTanBlock" /> tanBrickDecayedBroke3: <property class="UpgradeBlock"><property name="ToBlock" value="brickDecayedTanBlock" /> concreteTrim2Broke1: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2Block" /> Changed repair cost <property class="RepairItems"> <property name="concreteMix" value="10" /> </property> concreteTrim2Broke2: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2Block" /> Changed repair cost <property class="RepairItems"> <property name="concreteMix" value="10" /> </property> concreteTrim2Broke3: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2Block" /> Changed repair cost <property class="RepairItems"> <property name="concreteMix" value="10" /> </property> concreteTrim2Broke4: <property class="UpgradeBlock"><property name="ToBlock" value="concreteTrim2Block" /> Changed repair cost <property class="RepairItems"> <property name="concreteMix" value="10" /> </property> +Loot sniperRifleSchematic: Fixed added missing schematic to militaryWeaponParts loot group toiletLoot: Changed loot container size to 2 x 2 Fixed added missing AK47 from military weapons loot group: Added Loot Group: <lootgroup name="AK47+ammo" count="all"> <item name="gunAK47"/> <item name="762mmBullet" count="1,20"/> </lootgroup> Changed Loot Group: <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...
Alphado-Jaki Posted April 9, 2017 Share Posted April 9, 2017 Welcome back, and nicely done. Some blocks has no EconomicValue and this make them too expensive or too cheap. chair01, tv, woodHalf, metalReinforcedWoodDrawBridge, painting02, garageDoorMetal_v1 Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 9, 2017 Author Share Posted April 9, 2017 Welcome back, and nicely done. Some blocks has no EconomicValue and this make them too expensive or too cheap. chair01, tv, woodHalf, metalReinforcedWoodDrawBridge, painting02, garageDoorMetal_v1 Thanks! And ok I have now fixed the missing economic values for these that you have listed as well as made it so that drawbridge and garage door can not be sold to traders. If you think that should be allowed or not let me know. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 9, 2017 Author Share Posted April 9, 2017 Update (04/09/17) Version 3.17 +Blocks Fixed missing economic values for: chair01 - EconomicValue = 15 tv - EconomicValue = 100 woodHalf - EconomicValue = 10 metalReinforcedWoodDrawBridge - EconomicValue = 150 (not sellable to traders) painting02 - EconomicValue = 25 painting01 - EconomicValue = 25 garageDoorMetal_v1 - EconomicValue = 150 (not sellable to traders) keep in mind these are not actually calculated and balanced just something I thought would fit and be balanced Link to comment Share on other sites More sharing options...
Numberz Posted April 9, 2017 Share Posted April 9, 2017 Here are a couple of quick hitters for you... Blocks.xml Harvest events can not have ranged count. <block id="267" name="animalGore"> ... <drop event="Harvest" name="femur" count="[color="#FF0000"]1,2[/color]" prob="1" /> <block id="338" name="cntSuitcase"> ... <drop event="Harvest" name="scrapPlastics" count="[color="#FF0000"]2,8[/color]" tool_category="Disassemble" /> Windows.xml Incorrect spelling. Should be "passengerstitle" - all lowercase <window name="windowVehicleStats" width="228" height="280" panel="Right" controller="VehicleStats" > ... <label depth="1" width="180" pos="30,-2" name="lblPassengers" font_size="22" text="{[color="#FF0000"]passengersTitle[/color]}: [DECEA3]{passengers|once}[-]" /> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted April 9, 2017 Author Share Posted April 9, 2017 Update (4/9/17) Version 3.18 +Windows Fixed improper capitalization passengersTitle to passengerstitle +Blocks Fixed harvest events for: animalGore: <drop event="Harvest" name="femur" count="1" prob="1" /> cntSuitcase: removed unnecessary harvest code <drop event="Harvest" name="" count="0" tool_category="Disassemble" /> and fixed harvest event <drop event="Harvest" name="scrapPlastics" count="4" prob="0.75" tool_category="Disassemble" /> Link to comment Share on other sites More sharing options...
Numberz Posted May 2, 2017 Share Posted May 2, 2017 Blocks.xml Names mixed up. <block id="893" name="woodFenceSheet"> <block id="1102" name="fenceWoodSheet"> should be <block id="893" name="fenceWoodSheet"> <block id="1102" name="woodFenceSheet"> Link to comment Share on other sites More sharing options...
Guppycur Posted May 2, 2017 Share Posted May 2, 2017 That's actually a vanilla bug, too. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 2, 2017 Author Share Posted May 2, 2017 Update (5/1/17) Version 3.19 +Blocks -Fixed changed <block id="893" name="woodFenceSheet"> to <block id="893" name="fenceWoodSheet"> -Fixed changed <block id="1102" name="fenceWoodSheet"> to <block id="1102" name="woodFenceSheet"> Link to comment Share on other sites More sharing options...
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