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Unofficial XML Fixes


Clockwork Orange

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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! :)

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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">

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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.

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  • 2 weeks later...
Sry no the old alpha files have been removed since I use the same repo.

 

Wrong, thats why git is so nice! :D 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 :D

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Wrong, thats why git is so nice! :D 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 :D

 

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.

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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 :)

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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.

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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.

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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.

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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

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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.

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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>

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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>

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