YseGuy Posted May 5, 2017 Share Posted May 5, 2017 Whow CO is back ... nice! Hope to have you here when A16 drops, guess there'll be work for you. Link to comment Share on other sites More sharing options...
JamieLee2k Posted May 20, 2017 Share Posted May 20, 2017 If I use this fix, does that mean SMX Enhanced wont work?, since you have changed values in the windows.xml file just like SMX has Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 22, 2017 Author Share Posted May 22, 2017 If I use this fix, does that mean SMX Enhanced wont work?, since you have changed values in the windows.xml file just like SMX has Just make the fix in whatever modified windows xml you are using. +Windows Fixed improper capitalization passengersTitle to passengerstitle Link to comment Share on other sites More sharing options...
Aribo Posted May 28, 2017 Share Posted May 28, 2017 That's actually a vanilla bug, too. 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"> Aha. I wondered what happened here, thanks guys. Hey Clockwork. anyway to sort the old Brown Concrete tile on this. it looked kinda red actually 4 square like the blue and green. But the new one just looks like the bog floor one I need more colour for my designs xD Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 28, 2017 Share Posted May 28, 2017 Shotgun is working only for the blunderbuss, now. Reproductive Steps: 1. Make new game in vanilla 2. Open Console and type the commands, "cm" "dm" "giveself gunPumpShotgun 1" "giveselfxp 1000000". 3. Pickup Pump Shotgun. <- Quality 1 4. Open Creativemenu and take Shotgun Slug. <- EntityDamage:100 5. Strike F6 and spawn zombieSteve. <- HP:150 6. Kill it using Pump Shotgun with Shotgun Slug on its body. <- Two shots are needed 7. Purchase shotguns skill and Boom Stick perk. <- *1.28 *1.563 8. Again do 5-6 processes. <- Two shots are needed If shotgun skill is working correctly, on process 8, shotgun should give EntityDamge 200.06. However, you can't kill zombieSteve by one shot. (HP 150) How to fix: Add <property name="ActionSkillGroup" value="Shotguns"/> in shotgunShell and shotgunSlug. Here is a bug report thread I made couple months ago So if you could confirm this bug, report on the thread, please. https://7daystodie.com/forums/showthread.php?61284-Shotguns-Skill-is-NOT-working-Alpha15-2 Link to comment Share on other sites More sharing options...
Numberz Posted May 29, 2017 Share Posted May 29, 2017 Shotgun is working only for the blunderbuss, now. Reproductive Steps: 1. Make new game in vanilla 2. Open Console and type the commands, "cm" "dm" "giveself gunPumpShotgun 1" "giveselfxp 1000000". 3. Pickup Pump Shotgun. <- Quality 1 4. Open Creativemenu and take Shotgun Slug. <- EntityDamage:100 5. Strike F6 and spawn zombieSteve. <- HP:150 6. Kill it using Pump Shotgun with Shotgun Slug on its body. <- Two shots are needed 7. Purchase shotguns skill and Boom Stick perk. <- *1.28 *1.563 8. Again do 5-6 processes. <- Two shots are needed If shotgun skill is working correctly, on process 8, shotgun should give EntityDamge 200.06. However, you can't kill zombieSteve by one shot. (HP 150) How to fix: Add <property name="ActionSkillGroup" value="Shotguns"/> in shotgunShell and shotgunSlug. Here is a bug report thread I made couple months ago So if you could confirm this bug, report on the thread, please. https://7daystodie.com/forums/showthread.php?61284-Shotguns-Skill-is-NOT-working-Alpha15-2 Through testing, I can confirm that the bug exists and that the suggested fix does resolve the problem. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 29, 2017 Share Posted May 29, 2017 @Numberz Thx, Sir. And the bug provides the suggestion, which some mods using alternative ammo are also not working correctly. This bug concerning action skills occurs when these conditions are satisfied : 1. Not only gun / gun parts, but also ammo has EntityDamage / BlockDamage. 2. Ammo has no property of "ActionSkillGroup". Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 29, 2017 Author Share Posted May 29, 2017 @Numberz Thx, Sir. And the bug provides the suggestion, which some mods using alternative ammo are also not working correctly. This bug concerning action skills occurs when these conditions are satisfied : 1. Not only gun / gun parts, but also ammo has EntityDamage / BlockDamage. 2. Ammo has no property of "ActionSkillGroup". Thanks man, wish I knew this a while ago, its all fixed up now! Cheers! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 29, 2017 Author Share Posted May 29, 2017 Update (5/28/17) Version 3.19 +Items -Fixed added missing <property name="ActionSkillGroup" value="Shotguns"/> to both slugs and shells Link to comment Share on other sites More sharing options...
Gazz Posted May 29, 2017 Share Posted May 29, 2017 Good work but... not necessary in A16 Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 29, 2017 Author Share Posted May 29, 2017 Good work but... not necessary in A16 Yeah I know lol Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 29, 2017 Share Posted May 29, 2017 Good work but... not necessary in A16 Glad to hear that. Link to comment Share on other sites More sharing options...
ShadexDemarr Posted May 31, 2017 Share Posted May 31, 2017 Just curious, what was the need for the actionSkillGroup property being added to shotgun ammunition? I don't see an actionSkillGroup on any other ammunition. Thanks. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 31, 2017 Share Posted May 31, 2017 Just curious, what was the need for the actionSkillGroup property being added to shotgun ammunition? I don't see an actionSkillGroup on any other ammunition. Thanks. See 1:) And the bug provides the suggestion, which some mods using alternative ammo are also not working correctly. This bug concerning action skills occurs when these conditions are satisfied : 1. Not only gun / gun parts, but also ammo has EntityDamage / BlockDamage. 2. Ammo has no property of "ActionSkillGroup". Link to comment Share on other sites More sharing options...
Sanguini Posted June 3, 2017 Share Posted June 3, 2017 Thank you for these fixes; they must have taken some work. I'm so glad I found this thread because I didn't even know there was something like it. Link to comment Share on other sites More sharing options...
n2n1 Posted July 2, 2017 Share Posted July 2, 2017 I sent this to thread of b119, but there it is left unattended. https://7daystodie.com/forums/showthread.php?65446-A16-Experimental-B119-Bug-Reports-Only-Thread&p=670687&viewfull=1#post670687 Post here, use it or explain to me why i'm wrong rwgmixer.xml error I think it <hub_rule name="townSmall" prob="0.3"/> <hub_rule name="townLarge" prob="0.3"/> <hub_rule name="citySmall" prob="0.1"/> <hub_rule name="cityLarge" prob="0.1"/> [color="#FF0000"]<hub_rule name="rural" prob="0.3"/>[/color] should look like this: <hub_rule name="townSmall" prob="0.3"/> <hub_rule name="townLarge" prob="0.3"/> <hub_rule name="citySmall" prob="0.1"/> <hub_rule name="cityLarge" prob="0.1"/> [color="#00FF00"]<hub_rule name="ruralSmall" prob="0.3"/> <hub_rule name="ruralLarge" prob="0.3"/>[/color] Link to comment Share on other sites More sharing options...
Tin Posted July 2, 2017 Share Posted July 2, 2017 I sent this to thread of b119, but there it is left unattended. https://7daystodie.com/forums/showthread.php?65446-A16-Experimental-B119-Bug-Reports-Only-Thread&p=670687&viewfull=1#post670687 Post here, use it or explain to me why i'm wrong rwgmixer.xml error I think it <hub_rule name="townSmall" prob="0.3"/> <hub_rule name="townLarge" prob="0.3"/> <hub_rule name="citySmall" prob="0.1"/> <hub_rule name="cityLarge" prob="0.1"/> [color="#FF0000"]<hub_rule name="rural" prob="0.3"/>[/color] should look like this: <hub_rule name="townSmall" prob="0.3"/> <hub_rule name="townLarge" prob="0.3"/> <hub_rule name="citySmall" prob="0.1"/> <hub_rule name="cityLarge" prob="0.1"/> [color="#00FF00"]<hub_rule name="ruralSmall" prob="0.3"/> <hub_rule name="ruralLarge" prob="0.3"/>[/color] Not needed TBH, any of the other hub rules will produce the same results. You can just erase the rest of the hub rules, you really only need 1. The hubs 'size' is really adjust by the axiom and the terrain the hub wants to be placed in now. It will always 'Try' to get to the biggest size it can produce. If you look at the axiom of all the rules they are the same. edit: oh and you're not per say wrong either it's just not needed to be changed is all. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 2, 2017 Author Share Posted July 2, 2017 Also please wait for stable release for any future recommendations for A 16 thanks. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 13, 2017 Author Share Posted July 13, 2017 A 16 Discussion Starts Here! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 13, 2017 Author Share Posted July 13, 2017 Update (7/13/17) Updated to A 16 stable! Review full changelog for details! Link to comment Share on other sites More sharing options...
smaeul Posted July 13, 2017 Share Posted July 13, 2017 A16 blocks.xml property fixes I've reformatted the file and sorted the properties, so the line numbers don't match, but the they're still easy to find based on the block IDs. Duplicated properties (same value): https://github.com/smaeul/sdtd/commit/93ea0a2a8336763d269f3bd08f8b51a2d4853b49 Conflicting properties (different value): https://github.com/smaeul/sdtd/commit/f653d7ab7e354014f49c2aeef8811967eb7e4458 For the water blocks, I don't know which map color is "correct", so I kept the last one defined. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 13, 2017 Author Share Posted July 13, 2017 Update (7/13/17) V 3.20 +Blocks -Removed all duplicate codes as posted by smaeul, Thanks for posting! <block id='119' name='cropsGrowingMaster'> [color="#FFFF00"]<property name='DescriptionKey' value='devOnlyGroupDesc' />[/color] <block id="128" name="treeMaster"> [color="#FFFF00"]<property name="ImposterExclude" value="true"/>[/color] <block id="251" name="concreteSupport"> [color="#FFFF00"]<property name="LightOpacity" value="0"/>[/color] <block id="360" name="boardedWindowsSheet4"> [color="#FFFF00"]<property name="Place" value="TowardsPlacerInverted"/>[/color] <block id='684' name='treePlantedMaple17m'> [color="#FFFF00"]<property name='ParticleOnDeath' value='treeGib_birch' />[/color] <block id='825' name='waterMoving'> [color="#FFFF00"]<property name='Map.Color' value='20,20,120' />[/color] <block id='826' name='water'> [color="#FFFF00"]<property name='Map.Color' value='20,20,120' />[/color] <block id='1467' name='bed02'> [color="#FFFF00"]<property name='Group' value='Building' />[/color] <block id='1472' name='waterSource8'> [color="#FFFF00"]<property name='Map.Color' value='20,20,120' />[/color] <block id='2001' name='generatorbank'> [color="#FFFF00"]<property name='Stacknumber' value='1' />[/color] <block id='2007' name='pressureplate'> [color="#FFFF00"]<property name='Stacknumber' value='40' />[/color] <block id='2008' name='speaker'> [color="#FFFF00"]<drop count='0' event='Destroy' />[/color] <block id='2010' name='bladeTrap'> [color="#FFFF00"]<property name='EconomicValue' value='444' />[/color] <block id='2017' name='pressureplateLong'> [color="#FFFF00"]<property name='Stacknumber' value='40' />[/color] <block id='2021' name='industrialLight01_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] <block id='2022' name='porchLight01_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] <block id='2023' name='ceilingLight01_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] <block id='2024' name='ceilingLight02_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] <block id='2025' name='wallLight01_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] <block id='2026' name='ceilingLight07_player'> [color="#FFFF00"]<property name='CreativeMode' value='Player' />[/color] Link to comment Share on other sites More sharing options...
sphereii Posted July 14, 2017 Share Posted July 14, 2017 Added your Unofficial XML Fixes to the 7D2D Mod Launcher as well I've placed them both under "Clockwork Orange". Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 14, 2017 Author Share Posted July 14, 2017 Added your Unofficial XML Fixes to the 7D2D Mod Launcher as well I've placed them both under "Clockwork Orange". Cool thanks spherii! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 18, 2017 Author Share Posted July 18, 2017 Update (7/18/17) +Entityclasses -Fixed zombies no longer instantly lose their legs when being damaged -Changed <property name="LowerLegDismemberBonusChance" value="0.9"/> to <property name="LowerLegDismemberBonusChance" value="0.09"/> -Changed <property name="UpperLegDismemberBonusChance" value="0.9"/> to <property name="UpperLegDismemberBonusChance" value="0.09"/> Link to comment Share on other sites More sharing options...
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