Clockwork Orange Posted September 4, 2017 Author Share Posted September 4, 2017 I'm curious about this change. Do you mean this value is reverted to previous one in A16.2? Yes I simply left the full generation height so you are not limited in terrain generation. Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted September 4, 2017 Share Posted September 4, 2017 There is 2 problems with this rwg change. 1. Now, Unofficial XML Fixes force users to restart their world. Otherwise, new generated area have the 0~40 blocks gap with existing area. 2. <property name="scale" value="182"/> turns down height, but some locations are high enough to exceed generation cap. (1.5 x 0.9 x 182 - 28 = 217.7 This is higher than 194.) I'm not sure whether other rwg changes force to restart. But, you had better note that on OP... Link to comment Share on other sites More sharing options...
Clockwork Orange Posted September 4, 2017 Author Share Posted September 4, 2017 There is 2 problems with this rwg change. 1. Now, Unofficial XML Fixes force users to restart their world. Otherwise, new generated area have the 0~40 blocks gap with existing area. 2. <property name="scale" value="182"/> turns down height, but some locations are high enough to exceed generation cap. (1.5 x 0.9 x 182 - 28 = 217.7 This is higher than 194.) I'm not sure whether other rwg changes force to restart. But, you had better note that on OP... Ok I see what you are saying, I did not want to limit terrain gen is all but I can change it no problem. Plus the snow biome is set to <biome_spawn_rule name="snow"> <biome_generator range="0.6,0.7"/> <terrain_generator range="176,255"/> </biome_spawn_rule> And that is vanilla so that is another reason why I left it. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted September 4, 2017 Author Share Posted September 4, 2017 Update (9/4/17) +Rwgmixer -Changed generation output to 182 Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted September 4, 2017 Share Posted September 4, 2017 Thanks as always. Now I can recommend this fix to friends again. Link to comment Share on other sites More sharing options...
skullpoker Posted September 16, 2017 Share Posted September 16, 2017 Please delete this. I will give this perk it's own thread. Link to comment Share on other sites More sharing options...
DannyUK Posted November 9, 2017 Share Posted November 9, 2017 Hey I posted on your YouTube channel about making screamers into normal zombies, could you post the code to change please? I assume it's best to make a back up of the file before I change anything right? I'll just be glad to get rid of those damn screamers to stop them spawning more zombies. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 9, 2017 Author Share Posted November 9, 2017 Hey I posted on your YouTube channel about making screamers into normal zombies, could you post the code to change please? I assume it's best to make a back up of the file before I change anything right? I'll just be glad to get rid of those damn screamers to stop them spawning more zombies. Ok so there are a couple ways to do this, One way that you can do this is by simply editing the entityclasses.xml using notepad++ and change the screamer zombie to this <entity_class name="zombieScreamer" extends="zombieArlene"> </entity_class> however I do not know if the screamer is hardcoded so it may not work so if it doesnt then I suggest that you do this by removing heatmap from workstations and burning barrels etc. Inside Blocks.xml these are the changes required if you are playing with vanilla files Delete the lines that are highlighted in yellow Change the original code found in the files to the lines highlighted in orange <block id="1301" name="candleWall"> <property name="CreativeMode" value="Dev"/> <property name="Class" value="Torch"/> <property name="IsTerrainDecoration" value="true"/> <property name="Material" value="wood_weak"/> <property name="MaxDamage" value="1"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="Model" value="Lighting/candleWall" param1="main_mesh"/> <property name="Place" value="TowardsPlacerInverted"/> <property name="OnlySimpleRotations" value="true"/> <property name="ParticleName" value="candleWall_flame"/> <property name="CanPickup" value="true" param1="candle"/> [color="#FFFF00"]<property name="HeatMapStrength" value="1"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="15"/>[/color] <drop event="Destroy" name="candle" count="1"/> <property name="Group" value="Building"/> <property name="DescriptionKey" value="torchGroupDesc"/> </block> <block id="1351" name="wallTorchPlayer"> <property name="Extends" value="wallTorch"/> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="wallTorch"/> <property name="Stacknumber" value="50"/> [color="#FFFF00"]<property name="Class" value="TorchHeatMap"/> <property name="HeatMapStrength" value="4.05"/> <property name="HeatMapTime" value="1200"/> <!-- str1, t600, f5 = 2.5; str1, t900, f5 = 4; str4.05, t1200, f15 = 4.05-8.1; --> <property name="HeatMapFrequency" value="15"/>[/color] <property name="DescriptionKey" value="torchPlayerGroupDesc"/> </block> <block id="1353" name="candleWallPlayer"> <property name="Extends" value="candleWall"/> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="candleWall"/> <property name="Stacknumber" value="50"/> [color="#FFFF00"]<property name="Class" value="TorchHeatMap"/> <property name="HeatMapStrength" value="1"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="15"/>[/color] <property name="DescriptionKey" value="torchPlayerGroupDesc"/> </block> <block id="1774" name="burningBarrelPlayer"> <property name="Extends" value="corrugatedMetalNoUpgradeMaster"/> <property name="CreativeMode" value="Player"/> <property name="CanPickup" value="true"/> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Industrial/barrel03_burningPrefab"/> <property name="IsTerrainDecoration" value="true"/> <property name="Stacknumber" value="50"/> [color="#FFA500"]<property name="Class" value="Torch"/>[/color] [color="#FFFF00"]<property name="HeatMapStrength" value="4.05"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="15"/>[/color] <property name="Group" value="Building"/> <property name="DescriptionKey" value="torchPlayerGroupDesc"/> </block> Now for the workstations do the same thing and remove these three lines from Campfire, Chem Station, Forge, Workbench, Cement Mixer <block id="309" name="campfire"> <property name="Class" value="Campfire"/> <property name="Material" value="MstoneNoGlue"/> <property name="MaxDamage" value="100"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Shape" value="ModelEntity"/> <property name="Model" value="Entities/Crafting/campfirePrefab"/> <property name="ImposterDontBlock" value="true"/> <property name="IsTerrainDecoration" value="true"/> <property name="ParticleName" value="campfire"/> <property name="ParticleOffset" value="0.5,0,0.5"/> <property name="Stacknumber" value="1"/> [color="#FFFF00"]<property name="HeatMapStrength" value="1.5"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="25"/>[/color] <property name="BuffsWhenWalkedOn" value="blockBurn3Trigger"/> <property name="ActiveRadiusEffects" value="+heatSource(3)"/> <property class="Workstation"> <property name="Modules" value="tools,output,fuel,input"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> </property> <property class="RepairItems"> <property name="rockSmall" value="8"/> </property> <drop event="Harvest" name="" count="0" tool_category="Disassemble"/> <drop event="Destroy" count="0"/> <drop event="Destroy" name="campfire" count="1" tool_category="Disassemble"/> <drop event="Fall" name="destroyedStone" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Food/Cooking,Basics,Building"/> <property name="DescriptionKey" value="campfireDesc"/> <property name="EconomicValue" value="5"/> <property name="EconomicBundleSize" value="1"/> <property name="SellableToTrader" value="false"/> </block> <block id="422" name="chemistryStation"> <block id="556" name="forge"> <block id="1561" name="cementMixer"> <block id="1563" name="workbench"> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 9, 2017 Author Share Posted November 9, 2017 Hey I posted on your YouTube channel about making screamers into normal zombies, could you post the code to change please? I assume it's best to make a back up of the file before I change anything right? I'll just be glad to get rid of those damn screamers to stop them spawning more zombies. If you are running my mod A Clockwork Project, then you do not need to worry about the torches and candles since I have already removed the heatmap generation from those, but you will instead have to remove the heatmap from GoreBlock1Prefab and more workstations. <block id="701" name="GoreBlock1Prefab"> <property name="Class" value="Gore"/> <property name="CreativeMode" value="Dev"/> <property name="Material" value="organic" /> <property name="Shape" value="Terrain" /> <property name="Mesh" value="terrain" /> <property name="Texture" value="2" /> <property name="ImposterDontBlock" value="true"/> <property name="Collide" value="melee,bullet,arrow,rocket"/> <property name="Tag" value="Gore"/> <property name="IsTerrainDecoration" value="true"/> <property name="FallDamage" value="false"/> <property name="LootList" value="37"/> <[color="#FFFF00"]property name="HeatMapStrength" value="6.0"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="15"/>[/color] <drop event="Harvest" name="femur" count="2" tool_category="Butcher" /> <drop event="Harvest" name="rottingFlesh" count="2" tool_category="Butcher" /> <drop event="Destroy" name="femur" count="1" /> <drop event="Destroy" name="rottingFlesh" count="1" /> </block> <block id="1416" name="woodTable"> <property name="Class" value="Workstation"/> <property name="Material" value="wood_regular"/> <property name="Shape" value="New"/> <property name="Model" value="table"/> <property name="IsDecoration" value="true"/> <property name="Texture" value="241"/> <property name="ImposterExclude" value="true"/> <property name="UseGlobalUV" value="Local"/> <property name="FuelValue" value="300"/> <property name="Stacknumber" value="1"/> [color="#FFFF00"]<property name="HeatMapStrength" value="0.5"/> <property name="HeatMapTime" value="1200"/> <property name="HeatMapFrequency" value="25"/>[/color] <property name="OnlySimpleRotations" value="true"/> <property name="Collide" value="melee,bullet,arrow,rocket,movement"/> <property class="RepairItems"> <property name="wood" value="10"/> </property> <property class="Workstation"> <property name="Modules" value="tools,output"/> </property> <property name="TakeDelay" value="15"/> <drop event="Harvest" name="wood" count="5" tool_category="Harvest"/> <drop event="Harvest" name="nail" count="2" tool_category="DisassembleHammer"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="woodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="Group" value="Decor/Miscellaneous"/> <property name="EconomicValue" value="550"/> <property name="SellableToTrader" value="false"/> <property name="DescriptionKey" value="furnitureGroupDesc"/> </block> <block id="90" name="Research_Table"> <block id="91" name="Old_Oven"> <block id="92" name="New_Oven"> <block id="93" name="Tailoring_Table"> <block id="94" name="Smithing_Table"> <block id="97" name="Ammunition_Table"> <block id="95" name="Crafting_Table"> And dont forget the <block id="1774" name="burningBarrelPlayer"> as stated in my previous post above. This discussion should have been made in my other mod thread https://7daystodie.com/forums/showthread.php?38345-A-Clockwork-Project but that is fine. But keep it in mind for future reference. Link to comment Share on other sites More sharing options...
credomane Posted January 24, 2018 Share Posted January 24, 2018 "Reinforced Wood Ramp Inner Corner" has the wrong texture. Uses the old shingles looking texture instead of the normal reinforced wood texture. Start out with a this block as a frame and upgrade it to reinforced wood. It will have the right textures until it hits reinforced wood. <block id="228" name="rWoodCNRInside"> All the other "rWood*" blocks use texture id 379 but rWoodCNRInside uses "44,379,379,379,379,379". I've thought about experimenting by setting it to 379 like the rest but I haven't been brave enough yet. lol Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 24, 2018 Author Share Posted January 24, 2018 "Reinforced Wood Ramp Inner Corner" has the wrong texture. Uses the old shingles looking texture instead of the normal reinforced wood texture. Start out with a this block as a frame and upgrade it to reinforced wood. It will have the right textures until it hits reinforced wood. <block id="228" name="rWoodCNRInside"> All the other "rWood*" blocks use texture id 379 but rWoodCNRInside uses "44,379,379,379,379,379". I've thought about experimenting by setting it to 379 like the rest but I haven't been brave enough yet. lol Fixed, thanks for posting. - - - Updated - - - Update (1/24/18) Version 3.26 +Blocks -FIxed texture for <block id="228" name="rWoodCNRInside"><property name="Texture" value="379,379,379,379,379,379"/> to match the rest of the reinforced wood blocks Link to comment Share on other sites More sharing options...
Laokia Posted May 5, 2018 Share Posted May 5, 2018 Just wanted to point out that on the changelog you have the following listed as changed, however the value is not actually changed in the file. +Rwgmixer -Changed <property name="scale" value="182"/> to <property name="scale" value="255"/> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted May 5, 2018 Author Share Posted May 5, 2018 Just wanted to point out that on the changelog you have the following listed as changed, however the value is not actually changed in the file. +Rwgmixer -Changed <property name="scale" value="182"/> to <property name="scale" value="255"/> Whoops forgot to remove that bit, thanks for letting me know. Link to comment Share on other sites More sharing options...
Laokia Posted May 5, 2018 Share Posted May 5, 2018 No prob, thanks for putting this together! =3 Link to comment Share on other sites More sharing options...
Malkadore Posted May 8, 2018 Share Posted May 8, 2018 Does anyone have the original items.xml file for version A16.4 (B8) ? It's not listed at http://7d2d.rocks/xml-defaults.php unfortunately. :/ Link to comment Share on other sites More sharing options...
Alphado-Jaki Posted May 9, 2018 Share Posted May 9, 2018 Does anyone have the original items.xml file for version A16.4 (B8) ? It's not listed at http://7d2d.rocks/xml-defaults.php unfortunately. :/ Totally off topic, but here it is. https://github.com/AlphadoJaki/7D2D_XMLs/blob/master/Data/Config/items.xml Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 Update (11/25/18) Version 3.27 Updated main thread for A 17 fixes to be addressed, A 17 discussion starts here, pls feel free to let me know of any xml fixes you might have found. +Recipes -Fixed changed all instances of perkEngineer to perkAdvancedEngineering +Progression -Fixed perkYeahScience added missing chemistryStation tag Link to comment Share on other sites More sharing options...
masel Posted November 25, 2018 Share Posted November 25, 2018 maybe its easier for the admins to release them as a modlet? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 maybe its easier for the admins to release them as a modlet? Not really, the way I see it these are the files that should be in your game to begin with rather than the game running files with errors then running files on top of those errors to fix those errors, this way the files being ran are running without errors to begin with or at least that's the intention. Link to comment Share on other sites More sharing options...
CyrusBlaze Posted November 25, 2018 Share Posted November 25, 2018 Here is a fix that can be added: The Sledgehammer is not considered a sledge.. or a hammer so a couple of mods won't work on it. I am using the following (XPATH) <append xpath="/items/item[@name=meleeToolSledgehammer]/property[@name=Tags]/@value">,hammer,sledge</append> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 Here is a fix that can be added: The Sledgehammer is not considered a sledge.. or a hammer so a couple of mods won't work on it. I am using the following (XPATH) <append xpath="/items/item[@name=meleeToolSledgehammer]/property[@name=Tags]/@value">,hammer,sledge</append> Sounds good Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 Update (11/25/18) Version 3.28 +Items -meleeToolSledgehammer added tags sledge,hammer, -meleeToolClawHammer added tags hammer, Link to comment Share on other sites More sharing options...
Darehitorimo Posted November 25, 2018 Share Posted November 25, 2018 Hey Clockwork, plz look into my files that I've fixed so far to compare it to yours. I've modified your fixes a bit and put recipe unlocks into the right perk level. Additionally I've added all the weapon and armor mod schematics to the yeahScience skill. Maybe you can use them for your files, too. https://7daystodie.com/forums/showthread.php?96066-FIX-Schematics-craftable-for-A17exp-b199 Cheers, Darehitorimo [EDIT] Sorry, forgot the link. _ Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 Update (11/25/18) Version 3.29 +Localization -tableSawDesc fixed improper line spacing -buffDrugRecogDesc fixed improper line spacing -buffDrugSteroidsTooltip fixed improper line spacing -hpRunningShoesDesc fixed improper line spacing and removed ,', -medicalFirstAidKitDesc fixed improper line spacing -resourceAcidDesc added description "A corrosive substance that can react with and sometimes dissolve other materials." -Added modDyeBrown name "Dye: Brown" +Item_Modifiers -Fixed removed modDyeBrown stacksize of 1 Link to comment Share on other sites More sharing options...
Clockwork Orange Posted November 25, 2018 Author Share Posted November 25, 2018 Hey Clockwork, plz look into my files that I've fixed so far to compare it to yours. I've modified your fixes a bit and put recipe unlocks into the right perk level. Additionally I've added all the weapon and armor mod schematics to the yeahScience skill. Maybe you can use them for your files, too. https://7daystodie.com/forums/showthread.php?96066-FIX-Schematics-craftable-for-A17exp-b199 Cheers, Darehitorimo [EDIT] Sorry, forgot the link. _ I will look into this sometime soon, thanks for posting. Link to comment Share on other sites More sharing options...
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