Boa_2K7 Posted July 26, 2017 Share Posted July 26, 2017 Good to see you back at this for A16 Clockwork! Just installed on my dedi. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted July 27, 2017 Author Share Posted July 27, 2017 Good to see you back at this for A16 Clockwork! Just installed on my dedi. Thanks, if you find any issues let me know! Link to comment Share on other sites More sharing options...
Proteus12 Posted August 7, 2017 Share Posted August 7, 2017 [MOD] Unofficial XML Fixes I noticed that it is very rare to spawn in the game Weapons Crossbow + ammo I could put it on too. <lootgroup name="weaponsCrossbow+ammo" count="all"> <item name="crossbow" count="1"/> <item name="ironCrossbowBolt" count="10,30"/> </lootgroup> <lootgroup name="weaponsMilitaryGuns+ammo"> <item group="weaponsMilitaryParts"/> <item group="weaponsMP5+ammo" prob="0.07"/> <item group="weaponsAK47+ammo" prob="0.07"/> <item group="weaponsSniperRifle+ammo" prob="0.07"/> <item group="weaponsCrossbow+ammo" prob="0.07"/> <item group="weaponsRocketLauncher+ammo" prob="0.03"/> </lootgroup> Link to comment Share on other sites More sharing options...
Numberz Posted August 16, 2017 Share Posted August 16, 2017 Blocks.xml Blocks 1196, 1197, 1199 upgrade incorrectly to "WindowPlug01" when they should upgrade to "plainWoodWindowPlug" Add the following to each of these three blocks to correct the issue: <property class="UpgradeBlock"> <property name="ToBlock" value="plainWoodWindowPlug"/> </property> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 16, 2017 Author Share Posted August 16, 2017 Blocks.xml Blocks 1196, 1197, 1199 upgrade incorrectly to "WindowPlug01" when they should upgrade to "plainWoodWindowPlug" Add the following to each of these three blocks to correct the issue: <property class="UpgradeBlock"> <property name="ToBlock" value="plainWoodWindowPlug"/> </property> No its upgrading correctly the sidingWhiteBurntCTRPlate is considered the same as plainWoodWindowPlug and they both upgrade into the WindowPlug01 Link to comment Share on other sites More sharing options...
Numberz Posted August 16, 2017 Share Posted August 16, 2017 No its upgrading correctly the sidingWhiteBurntCTRPlate is considered the same as plainWoodWindowPlug and they both upgrade into the WindowPlug01 Yes, but blocks 1196, 1197, and 1199 are broken windows. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 16, 2017 Author Share Posted August 16, 2017 Yes, but blocks 1196, 1197, and 1199 are broken windows. Ok yeah I just did some testing and they are also missing their downgrade path into their frame, thanks Numberz! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 16, 2017 Author Share Posted August 16, 2017 Update (8/16/17) Updated all files to A 16.3 Exp and is also Compatible with A 16.2 Stable Bedsides the updated made by TFP I have made these updates! +Blocks -Fixed window02Broken01CTRPlate will now properly downgrade into its frame and will now properly upgrade into a plainWoodWindowPlug -Fixed window02Broken02CTRPlate will now properly downgrade into its frame and will now properly upgrade into a plainWoodWindowPlug -Fixed window02Broken03CTRPlate will now properly downgrade into its frame and will now properly upgrade into a plainWoodWindowPlug -Added missing destroy events to all windows to collect broken glass Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 16, 2017 Author Share Posted August 16, 2017 I noticed that it is very rare to spawn in the game Weapons Crossbow + ammo I could put it on too. <lootgroup name="weaponsCrossbow+ammo" count="all"> <item name="crossbow" count="1"/> <item name="ironCrossbowBolt" count="10,30"/> </lootgroup> <lootgroup name="weaponsMilitaryGuns+ammo"> <item group="weaponsMilitaryParts"/> <item group="weaponsMP5+ammo" prob="0.07"/> <item group="weaponsAK47+ammo" prob="0.07"/> <item group="weaponsSniperRifle+ammo" prob="0.07"/> <item group="weaponsCrossbow+ammo" prob="0.07"/> <item group="weaponsRocketLauncher+ammo" prob="0.03"/> </lootgroup> Not a bad suggestion but I would not consider a crossbow to be a military weapon and TFP have left it out of all loot groups for some reason maybe by design but I will consider adding it to a loot group as I did with the ak47. Link to comment Share on other sites More sharing options...
n2n1 Posted August 18, 2017 Share Posted August 18, 2017 in rwgmixer.xml: one of the two must be - utility_celltower_02 <prefab_rule name="industrialGroup"> <prefab name="utility_waterworks_01" max_count="1"/> <prefab name="utility_electric_co_01" /> <prefab name="utility_refinery_01" max_count="1"/> <prefab name="settlement_01" /> <prefab name="factory_lg_01" max_count="1"/> <prefab name="factory_lg_02" max_count="1"/> <prefab name="installation_red_mesa" max_count="1"/> <prefab name="sawmill_01_snow" max_count="1"/> [color="#FF0000"]<prefab name="utility_celltower_01" max_count="1"/> <prefab name="utility_celltower_01" max_count="2"/> [/color] <prefab name="junkyard_lg_01" /> <prefab name="junkyard_med_01" /> <prefab name="vacant_lot_med_01"/> <prefab name="vacant_lot_med_02"/> <prefab name="vacant_lot_sm_01"/> <prefab name="vacant_lot_sm_02"/> <prefab name="army_barracks_01" /> <prefab name="mp_waste_bldg_01_white" /> <prefab name="mp_waste_bldg_03_white" /> <prefab name="mp_waste_bldg_04_white" /> <prefab name="mp_waste_bldg_01_red" /> <prefab name="mp_waste_bldg_02_red" /> <prefab name="mp_waste_bldg_03_red" /> <prefab name="mp_waste_bldg_04_red" /> <prefab name="mp_waste_bldg_01_tan" /> <prefab name="mp_waste_bldg_02_tan" /> <prefab name="mp_waste_bldg_03_tan" /> <prefab name="mp_waste_bldg_04_tan" /> <prefab name="mp_waste_bldg_04_grey" /> <prefab name="mp_waste_bldg_05_grey" /> <prefab name="mp_waste_bldg_06_grey" /> <prefab name="waste_rubble_bldg_01" /> <prefab name="waste_rubble_bldg_02" /> <prefab name="waste_rubble_bldg_03" /> <prefab name="waste_rubble_bldg_04" /> <prefab name="waste_rubble_bldg_05" /> <prefab name="waste_rubble_bldg_06" /> <prefab name="waste_rubble_bldg_07" /> <prefab name="waste_rubble_bldg_08" /> <prefab name="waste_rubble_bldg_09" /> <prefab name="mp_waste_sewer_hole_1" /> </prefab_rule> Link to comment Share on other sites More sharing options...
Gazz Posted August 18, 2017 Share Posted August 18, 2017 Thanks. Merged a lot of those into vanilla or used them as a starting point. The balancing changes are a matter of taste. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 Thanks. Merged a lot of those into vanilla or used them as a starting point. The balancing changes are a matter of taste. Awesome! I should probably let you know that the harvest code is broken in the Assembly-Csharp file as well, harvestOverDamage true makes it so that any damage you do to a block over the remaining hp is calculated for giving resources and I think that is intended to compliment the damagePassThrough however if it is set to false you get double the amount of resources after breakign the block cause you get all resources from all harvest events and on the destruction of the block you get the full harvest amount. EDIT: Also you should probably not use a harvest count over 100% in the progression file and instead start people at something like 50% then work up to 100% that way you dont have exploit issues and have to try balance it using resource counts on harvest events on blocks Link to comment Share on other sites More sharing options...
n2n1 Posted August 18, 2017 Share Posted August 18, 2017 ...and another find in rwgmixer.xml: one of the two must be - water_tower_02 <prefab_rule name="ruralGroup"> <prefab name="blueberryfield_sm"/> <prefab name="cornfield_sm"/> <prefab name="cornfield_med"/> <prefab name="potatofield_sm"/> <prefab name="barn_01" /> <prefab name="barn_02" /> <prefab name="barn_03" /> <prefab name="farm_shed1" /> <prefab name="farm_shed2" /> <prefab name="farm_shed3" /> <prefab name="farm_shed4" /> <prefab name="oldwest_stables" /> <prefab name="pond02"/> <prefab name="pond01"/> [color="#FF0000"]<prefab name="water_tower_01" /> <prefab name="water_tower_01" /> [/color] <prefab name="oldwest_watertower" /> <prefab name="oldwest_church"/> <prefab name="oldwest_hotel_01"/> <prefab name="oldwest_hotel_02"/> <prefab name="oldwest_jail"/> <prefab name="oldwest_md_shop_01"/> <prefab name="oldwest_md_shop_02"/> <prefab name="oldwest_md_shop_03"/> <prefab name="oldwest_md_shop_04"/> <prefab name="oldwest_sm_shop_01"/> <prefab name="oldwest_sm_shop_02"/> <prefab name="oldwest_sm_shop_03"/> <prefab name="army_camp_01" /> <prefab name="army_camp_02" /> <prefab name="army_camp_03" /> </prefab_rule> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 ...and another find in rwgmixer.xml: one of the two must be - water_tower_02 Thanks! idk if this is a mistake or what I will have to check those prefabs and see what the difference is between them Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 Update (8/18/17) +Rwgmixer -Fixed duplicate water_tower_01 to water_tower_02 -Fixed duplicate utility_celltower_01 to utility_celltower_02 Link to comment Share on other sites More sharing options...
Gazz Posted August 18, 2017 Share Posted August 18, 2017 I should probably let you know that the harvest code is broken in the Assembly-Csharp file as well, harvestOverDamage true makes it so that any damage you do to a block over the remaining hp is calculated for giving resources and I think that is intended to compliment the damagePassThrough however if it is set to false you get double the amount of resources after breakign the block cause you get all resources from all harvest events and on the destruction of the block you get the full harvest amount. Is there an actual use case? A block where this is happening? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 Is there an actual use case? A block where this is happening? the use case is that harvest over damage true is default for harvesting any and all blocks and it is not working correctly or if it is then setting it to false is not working correctly due to getting double the amount of resources. Considering I have to fix this code so it does not do this in order to fix harvesting to balance the game in my mod I would like the developers to actually fix it. I have done extensive controlled tests and if extra damage is being calculated for harvest amounts due to damage that is over the remaining hp of the block you get more than the intended specified resources. That is default settings setting it to false does not help and it gives you the full harvest amount plus the total harvest amount when the block breaks netting nearly double the resources so it is totally broken. Link to comment Share on other sites More sharing options...
Gazz Posted August 18, 2017 Share Posted August 18, 2017 No, that's not what I mean. Which block in the vanilla game is an example of that so I can see it? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 No, that's not what I mean. Which block in the vanilla game is an example of that so I can see it? I dont think you understand, in the vanilla game the harvestOverDamage code is the default setting for all blocks, the code does not have to be present on the blocks for it to be the default setting. In vanilla if you make sure you are not using and skills that increase your harvest count so you are doing a controlled test then destroy a block that is supposed to give you an intended specified amount of resources you will not get that intended specified amount of resources. so look a tree in the blocks file and see how much it is supposed to give you for eg. then observe how much it actually gives you using different tools. IDK what about my post leads you to believe this is not a vanilla issue. So still any and all blocks. for eg if a tree is supposed to return say 100 wood specified as harvest count and 0 for destroy event you will get more than 100 wood plain and simple the harvest code is broken and if the testers actually tested the game they would have seen this when i did and would have done controlled tests like I have. Link to comment Share on other sites More sharing options...
Gazz Posted August 18, 2017 Share Posted August 18, 2017 So the answer is "every tree". I can try that. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 So the answer is "every tree". I can try that. any block jsut make sure to observe the intended harvest count but yes trees are the best example. Just make sure you are not using a skill that will give you an increased harvest count through the progression file. cmon man Link to comment Share on other sites More sharing options...
Gazz Posted August 18, 2017 Share Posted August 18, 2017 In vanilla if you make sure you are not using and skills that increase your harvest count so you are doing a controlled test then destroy a block that is supposed to give you an intended specified amount of resources you will not get that intended specified amount of resources. Okay, so... with with with Base StoneAxe IronAxe SteelAxe Block Harvest (0.7) (1.0) (1.4) 560 30 22 32 46 564 150 105 152 215 This is right on the mark considering integer math and rounding multiple times. I'm sure that a longer test would be even more accurate. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 Okay, so... with with with Base StoneAxe IronAxe SteelAxe Block Harvest (0.7) (1.0) (1.4) 560 30 22 32 46 564 150 105 152 215 This is right on the mark considering integer math and rounding multiple times. I'm sure that a longer test would be even more accurate. I guess there is a much bigger issue going on than just the broken code if I am the only one who sees it and can do proper tests lol block 560 iron axe 100% = 30 wood not 32 block 564 iron axe 100% = 150 wood not 152 block 560 stone axe 70% = 21 wood not 22 block 564 with steel axe 140% = 210 wood not 215 etc etc no integer issues to be considered considering I have fixed this in the assembly file with the help of DnaJur, and the issue has something to do with the value not being properly clamped from what DnaJur had told me. Either way forget it man I can fix it myself for each update. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted August 18, 2017 Author Share Posted August 18, 2017 You know if you guys cared about this game even half as much as I do you guys would have not only noticed this for yourselves but it would have already been fixed. And 140% on a harvest return... do I need to go into full detail on why you cant go over 100% for eg lets say I have a block that costs 10 wood to craft and I place that block down then harvest it for 140% of its resources or better yet lets make that 200% with max skills cause why not right. Now I can craft that block and harvest it and then craft two of those blocks. Oh wait that seems a bit exploity so lets make the harvest count of that block less than half so that cant happen. SMH Link to comment Share on other sites More sharing options...
rngchiefbob Posted August 18, 2017 Share Posted August 18, 2017 Your doing good work but a developer is actually trying to understand and listen and actually use some of said work in the actual game and instead of being patient which you needed to be to do all of the work in the first place, instead you flame him? take time and actually try to explain and work with him Link to comment Share on other sites More sharing options...
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