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Unofficial XML Fixes


Clockwork Orange

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  • 3 weeks later...
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

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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

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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.

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@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".

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@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!

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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".

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  • 4 weeks later...

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]

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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.

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  • 2 weeks later...

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.

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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]

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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"/>

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