Clockwork Orange Posted December 21, 2018 Author Share Posted December 21, 2018 Update (12/21/18) Updated to EXP 238 Link to comment Share on other sites More sharing options...
pgriffith Posted December 22, 2018 Share Posted December 22, 2018 C'mon Clockwork, 240 has been out for many many hours now, you better not be off having a life or something Seriously though, many thanks for maintaining these files, I hope TFP buy you a beer occasionaly for helping them out. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 22, 2018 Author Share Posted December 22, 2018 C'mon Clockwork, 240 has been out for many many hours now, you better not be off having a life or something Seriously though, many thanks for maintaining these files, I hope TFP buy you a beer occasionaly for helping them out. Lol, Im trying, Im trying, I was out of the loop for a sec. - - - Updated - - - Update (12/22/18) Version 3.70 Updated all files to EXP 240 Cheers! Link to comment Share on other sites More sharing options...
Greymantle Posted December 23, 2018 Share Posted December 23, 2018 Is this needed for the stable release? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 23, 2018 Author Share Posted December 23, 2018 Is this needed for the stable release? Stable and EXP are the same right now so yes same files Link to comment Share on other sites More sharing options...
GG2015 Posted December 24, 2018 Share Posted December 24, 2018 Greese Monkey Perk seems to be missing the 5th level, and I verified my files to be sure. <perk name="perkGreaseMonkey" parent="skillCraftsmanship" max_level="5" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service"> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted December 24, 2018 Author Share Posted December 24, 2018 Greese Monkey Perk seems to be missing the 5th level, and I verified my files to be sure. <perk name="perkGreaseMonkey" parent="skillCraftsmanship" max_level="5" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service"> Nope it has 5 levels, the max_level="5" is not needed since it is set by default. Link to comment Share on other sites More sharing options...
GG2015 Posted December 24, 2018 Share Posted December 24, 2018 Weird, no one on the server I play on was able to get the Fifth level until I added that code and I've never edited the progression xml file before. Link to comment Share on other sites More sharing options...
taelnia Posted January 4, 2019 Share Posted January 4, 2019 block scrapIronFrameCNRFull is missing the canPickup is true property. Discovered this when making some cheap sneakable ramps that can be shot through, heh. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 5, 2019 Author Share Posted January 5, 2019 Update (1/4/19) Version 3.71 +Blocks -Added missing <property name="CanPickup" value="true"/> to scrapIronFrameCNRFull Link to comment Share on other sites More sharing options...
Anedac Posted January 7, 2019 Share Posted January 7, 2019 Is there anywhere I can find the Alpha 16.4 version of the fix? Version 3.26, I believe? Thanks! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 7, 2019 Author Share Posted January 7, 2019 Is there anywhere I can find the Alpha 16.4 version of the fix? Version 3.26, I believe? Thanks! Sry no the old alpha files have been removed since I use the same repo. Link to comment Share on other sites More sharing options...
Anedac Posted January 7, 2019 Share Posted January 7, 2019 Sry no the old alpha files have been removed since I use the same repo. Aw, too bad. Thanks anyway! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 7, 2019 Author Share Posted January 7, 2019 Aw, too bad. Thanks anyway! Yeh, if you want you can play my mod A Clockwork Project I still have the 16.4 available and it has all those fixes included. Link to comment Share on other sites More sharing options...
Akzyra Posted January 7, 2019 Share Posted January 7, 2019 Sry no the old alpha files have been removed since I use the same repo. Wrong, thats why git is so nice! You can go back to each commit. This is the last commit before you started A17: https://github.com/ClockworkOrange420/7-Days-to-die-Unofficial-XML-Fixes/tree/c35d6db0d177a73317693b9024e8deec73c60947 Green Button "Clone or Download", choose ZIP and you have the old fixes Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 7, 2019 Author Share Posted January 7, 2019 Wrong, thats why git is so nice! You can go back to each commit. This is the last commit before you started A17: https://github.com/ClockworkOrange420/7-Days-to-die-Unofficial-XML-Fixes/tree/c35d6db0d177a73317693b9024e8deec73c60947 Green Button "Clone or Download", choose ZIP and you have the old fixes Cool I was looking at my history and the desktop app didn't go back that far and I thought I would have to revert back to it in order to get it, even if I did find it. Link to comment Share on other sites More sharing options...
Anedac Posted January 8, 2019 Share Posted January 8, 2019 Wrong, thats why git is so nice! You can go back to each commit. This is the last commit before you started A17: https://github.com/ClockworkOrange420/7-Days-to-die-Unofficial-XML-Fixes/tree/c35d6db0d177a73317693b9024e8deec73c60947 Green Button "Clone or Download", choose ZIP and you have the old fixes Fantastic! Thanks so much! Link to comment Share on other sites More sharing options...
Sirillion Posted January 8, 2019 Share Posted January 8, 2019 I remade this as a modlet this morning and when doing so I noticed that the hunting rifle also needs to have its noise scales set for silenced mode and I couldn't find anywhere in your change log where you had done so. hunting_rifle_s_fire Just figured I would let you know Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 8, 2019 Author Share Posted January 8, 2019 I remade this as a modlet this morning and when doing so I noticed that the hunting rifle also needs to have its noise scales set for silenced mode and I couldn't find anywhere in your change log where you had done so. hunting_rifle_s_fire Just figured I would let you know Cool thanks, yeah I must have missed that one in the changelog but I didnt miss it in the actual changes. EDIT: Make sure you label the modlet folder something like "A Unofficial XML fixes" so it shows up first in the load order. Link to comment Share on other sites More sharing options...
Sirillion Posted January 8, 2019 Share Posted January 8, 2019 Cool thanks, yeah I must have missed that one in the changelog but I didnt miss it in the actual changes. EDIT: Make sure you label the modlet folder something like "A Unofficial XML fixes" so it shows up first in the load order. Yeah I labeled it 7DXMLfixes to ensure they load first. Not that it would matter for me though as I have nothing else loading that affect those particular changes/files. But it is good practice to do so of course and for future updates and all that. Link to comment Share on other sites More sharing options...
TopAce6 Posted January 8, 2019 Share Posted January 8, 2019 you have a download for the Modlet version of The XML fixes? god this would solve so many compatibility problems i'm having, plus once i get the base modlet, it shouldn't be hard for me to update it by following the changes made by Clockwork. Link to comment Share on other sites More sharing options...
Sirillion Posted January 8, 2019 Share Posted January 8, 2019 you have a download for the Modlet version of The XML fixes? god this would solve so many compatibility problems i'm having, plus once i get the base modlet, it shouldn't be hard for me to update it by following the changes made by Clockwork. Sure, I guess that would be ok. I made it for my own benefit as I like having "clean" game files, but sharing is caring and I am sure it will come to good use out there. Please ensure the load order though, this modlet really needs to be at the top of your modlet folder. If it isn't simply do a rename of the folder so that it is. https://github.com/Sirillion/7DXMLfix/archive/master.zip Link to comment Share on other sites More sharing options...
TopAce6 Posted January 9, 2019 Share Posted January 9, 2019 Sure, I guess that would be ok. I made it for my own benefit as I like having "clean" game files, but sharing is caring and I am sure it will come to good use out there. Please ensure the load order though, this modlet really needs to be at the top of your modlet folder. If it isn't simply do a rename of the folder so that it is. https://github.com/Sirillion/7DXMLfix/archive/master.zip Thanks lot!, and yes the load order is something I learned quickly with the new modlet system,... had some id10t errors when I tried to get a couple of other mods I customized working. Link to comment Share on other sites More sharing options...
Boa_2K7 Posted January 9, 2019 Share Posted January 9, 2019 Dart Trap Requires Forged Iron to Craft But Forged Steel to Repair Tipped off to this in the official bug report thread. Dart Traps require Forged Iron to craft but Forged Steel to repair. Entry in blocks.xml <block name="dartTrap"> <property name="CreativeMode" value="Player"/> <property name="Class" value="Launcher"/> <property name="DisplayType" value="blockElectricalHardened" /> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Mesh" value="models"/> <property name="Path" value="solid"/> <property name="Model" value="Entities/Electrical/arrowTrapPrefab"/> <property name="HandleFace" value="South"/> <property name="PlaySound" value="darttrap_fire"/> <!-- <property name="StartSound" value="darttrap_start"/> --> <property name="EndSound" value="darttrap_end"/> <property name="ImposterExchange" value="imposterBlock" param1="109"/> <property name="BurstFireRate" value="0.5"/> <property name="ShowTargeting" value="false"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="AmmoItem" value="ammoDartSteel"/> <property name="RequiredPower" value="10"/> <property name="Group" value="Tools/Traps,Science"/> <property class="RepairItems"> [color="#FF8C00"]<property name="resourceForgedSteel" value="16"/>[/color] <property name="resourceMechanicalParts" value="3"/> <property name="resourceElectricParts" value="2"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceMechanicalParts" count="1,3" tag="salvageHarvest"/> <drop event="Harvest" name="resourceElectricParts" count="1,2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="20,100" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Stacknumber" value="10"/> <property name="TakeDelay" value="10"/> <property name="EconomicValue" value="220"/> <property name="FilterTags" value="fdecor,felectrical,ftraps"/> <property name="SortOrder1" value="70a0"/> </block> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted January 9, 2019 Author Share Posted January 9, 2019 Update (1/9/19) Version 3.72 +Blocks -Changed repair resource of dartTrap from forged steel to forged iron <block name="dartTrap"> <property name="CreativeMode" value="Player"/> <property name="Class" value="Launcher"/> <property name="DisplayType" value="blockElectricalHardened" /> <property name="Material" value="Mmetal_hard"/> <property name="Shape" value="ModelEntity"/> <property name="Mesh" value="models"/> <property name="Path" value="solid"/> <property name="Model" value="Entities/Electrical/arrowTrapPrefab"/> <property name="HandleFace" value="South"/> <property name="PlaySound" value="darttrap_fire"/> <!-- <property name="StartSound" value="darttrap_start"/> --> <property name="EndSound" value="darttrap_end"/> <property name="ImposterExchange" value="imposterBlock" param1="109"/> <property name="BurstFireRate" value="0.5"/> <property name="ShowTargeting" value="false"/> <property name="Collide" value="sight,movement,melee,bullet,arrow,rocket"/> <property name="AmmoItem" value="ammoDartSteel"/> <property name="RequiredPower" value="10"/> <property name="Group" value="Tools/Traps,Science"/> <property class="RepairItems"> <property name="[color="#FF8C00"]resourceForgedIron[/color]" value="16"/> <property name="resourceMechanicalParts" value="3"/> <property name="resourceElectricParts" value="2"/> </property> <drop event="Harvest" name="terrStone" count="0" tool_category="Disassemble"/> <drop event="Harvest" name="resourceMechanicalParts" count="1,3" tag="salvageHarvest"/> <drop event="Harvest" name="resourceElectricParts" count="1,2" tag="salvageHarvest"/> <drop event="Harvest" name="resourceScrapIron" count="20,100" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="Stacknumber" value="10"/> <property name="TakeDelay" value="10"/> <property name="EconomicValue" value="220"/> <property name="FilterTags" value="fdecor,felectrical,ftraps"/> <property name="SortOrder1" value="70a0"/> </block> Link to comment Share on other sites More sharing options...
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