Zagan Posted October 9, 2019 Share Posted October 9, 2019 Hey, did they change the syntax or something in A18? I'm trying to figure out how to fix my mods so they load again. Link to comment Share on other sites More sharing options...
elucidus Posted October 9, 2019 Author Share Posted October 9, 2019 The syntax is basically the same, but they took out or changes some things. For instance, the 30k stacks mod had four things removed/moved, like the cooking pot which was in teh blocks.xml. The ammo had a change, regular bullets changed, for instance 762bullet, because 762bulletball, and steel ammo no longer exists (I think it because AP or HP). In my terrain mod, it had an error from there no longer being a sidewalk terrain block. For other things, there were materials that no longer exist, or there was significant overlap so it would take a redesign, i.e. for the quality effectiveness mod. Oh and the icons have a new folder structure. Move the icons to: UIAtlases/ItemIconAtlas hope that helps. Link to comment Share on other sites More sharing options...
Zagan Posted October 9, 2019 Share Posted October 9, 2019 Well I have mods that add new guns to the game based on the Pistol, AK-47, and marksman rifle. The .xml won't load and neither does the recipe.xml for it. Let's start with the recipe.xml since you have already updated yours. Mine is quite simple. <FlameZapPistol> <append xpath="/recipes"> <recipe name="FlameZapPistol" count="1"> <ingredient name="resourceScrapIron" count="1"/> <ingredient name="resourceScrapPolymers" count="1"/> </recipe> </append> </FlameZapPistol> Does that look right or is there something new I have to change? Link to comment Share on other sites More sharing options...
Zagan Posted October 9, 2019 Share Posted October 9, 2019 OK, nevermind, I got it working There is a lot they added and changed in A18, but after some carful examination I was able to find the problems with 1 of my weapons. I should be able to fix the rest of them. Thanks for your information though. Oh BTW, Can you fix your Effectively Unlimited Stamina mod when you get a chance? I use that one a lot and am really missing it...lol Also the durability part of the infinite ammo mod seems to not be working now. Link to comment Share on other sites More sharing options...
elucidus Posted October 10, 2019 Author Share Posted October 10, 2019 Sorry about the late replies, I am in New Zealand now, so my time zones don't match most of the rest of the world. And I will look at those mods this weekend. Link to comment Share on other sites More sharing options...
Ashram Posted October 10, 2019 Share Posted October 10, 2019 Thank you elucidus I'm counting on you Link to comment Share on other sites More sharing options...
elucidus Posted October 11, 2019 Author Share Posted October 11, 2019 They change the effect group Base_effect to the name of the item, which complicates things. The infinite ammo part still works as mentioned, and the unlimited stamina one seems to work as much as possible, except that i cannot lower the stamina usage from running below 1. Link to comment Share on other sites More sharing options...
Nayru Posted October 17, 2019 Share Posted October 17, 2019 <ModInfo> <Name value="Quality Effectiveness Bonuses" /> <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> <append xpath="/items/item/effect_group[@name='Base Effects']"> <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/> --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" /> tier 1,9? is that really how that's supposed to be? Link to comment Share on other sites More sharing options...
iicecube Posted October 18, 2019 Share Posted October 18, 2019 They change the effect group Base_effect to the name of the item, which complicates things. The infinite ammo part still works as mentioned, and the unlimited stamina one seems to work as much as possible, except that i cannot lower the stamina usage from running below 1. The unlimited stamina still missing out the spear which still whacking with stamina. Link to comment Share on other sites More sharing options...
elucidus Posted October 19, 2019 Author Share Posted October 19, 2019 <ModInfo> <Name value="Quality Effectiveness Bonuses" /> <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> <append xpath="/items/item/effect_group[@name='Base Effects']"> <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/> --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" /> tier 1,9? is that really how that's supposed to be? Haha, nope. But it is the change/removal of the "Base Effects" That broke it. Though Zagan may have figured that out. - - - Updated - - - The unlimited stamina still missing out the spear which still whacking with stamina. Yeah that is still broken, I plan to update it tomorrow. i will post when ti is updqated. Link to comment Share on other sites More sharing options...
elucidus Posted October 22, 2019 Author Share Posted October 22, 2019 <ModInfo> <Name value="Quality Effectiveness Bonuses" /> <Description value="Added back a quality bonus to entity damage (+10% per quality level). Block damage also got a boost of 40% per quality level. All items use 5% less Durability per use per quality level. All ranged weapons have a 5% bonus per quality level to Range, RPM, Reload Speed, Spread, and Weapon Handling." /> <append xpath="/items/item/effect_group[@name='Base Effects']"> <passive_effect name="EntityDamage" operation="perc_add" value="0,.5" tier="1,9" /> <passive_effect name="BlockDamage" operation="perc_add" value="0,2" tier="1,9" /> <!-- <passive_effect name="DegradationPerUse" operation="perc_add" value="0,-.1" tier="1,6"/> --> <passive_effect name="AttacksPerMinute" operation="perc_add" value="0,.20" tier="1,6" /> <passive_effect name="HarvestCount" operation="perc_add" value="0,.125" tier="1,6" /> tier 1,9? is that really how that's supposed to be? Oh that part of the code is commented out anyway, I was probably testing something. Link to comment Share on other sites More sharing options...
elucidus Posted October 22, 2019 Author Share Posted October 22, 2019 It is a pain in the butt to determine the effects of the quality effectiveness mod on items that have random stats, and there seem to be some whacky side effects as well. Link to comment Share on other sites More sharing options...
elucidus Posted October 22, 2019 Author Share Posted October 22, 2019 Effectively Unlimited Stamina has been updated, everything except aim with a knocked arrow ignores stamina usage and in fact you seem regen stamina when you run. Though I ended up combining it with the infinite ammo and durability mod, if that is a problem, let me know and I will separate them out. Link to comment Share on other sites More sharing options...
Bubo Posted October 22, 2019 Share Posted October 22, 2019 Separate would be great..thanks. Link to comment Share on other sites More sharing options...
elucidus Posted October 23, 2019 Author Share Posted October 23, 2019 Alright they are separated again. Everything appears to be working with those mods. Link to comment Share on other sites More sharing options...
elucidus Posted October 26, 2019 Author Share Posted October 26, 2019 Oh I meant to thank Zagan earlier for helping me figure out that update. Link to comment Share on other sites More sharing options...
QuantumX Posted November 6, 2019 Share Posted November 6, 2019 Really would love an updated Impact Wrench... Such a great tool and looked cool as well. Link to comment Share on other sites More sharing options...
Garson211 Posted November 7, 2019 Share Posted November 7, 2019 Quality Effectiveness Bonuses is not yet updated right? Link to comment Share on other sites More sharing options...
Bubo Posted November 7, 2019 Share Posted November 7, 2019 Effectively Unlimited Stamina has been updated, everything except aim with a knocked arrow ignores stamina usage and in fact you seem regen stamina when you run.... Luc, can you check the stone axe? Not ignoring it for me. Appreciated. Link to comment Share on other sites More sharing options...
hei28ssk Posted November 7, 2019 Share Posted November 7, 2019 infinite ammo messes the rocket launcher up Link to comment Share on other sites More sharing options...
Netwit2008 Posted November 9, 2019 Share Posted November 9, 2019 Thank you from the bottom of my heart for a modlet to increase stack size that works seamlessly! Been searching for this forever. Gratitude! Link to comment Share on other sites More sharing options...
elucidus Posted November 10, 2019 Author Share Posted November 10, 2019 @Bubo, I will check the stone axe, that is probably one of the ones I didn't even check. @hei28ssk, I will also check the rocket launcher problem. @QuantumX, Yeah I should really put some work in that to make it compatible. @Garson211, no the Quality effectiveness bonuses hasn't been updated, as the random -15% - +15% they added to most things has caused some unintended side effects. @Netwit2008, Glad you like it, let me know if you run into any problems or mods it isn't working with and I will see what I can do. No promises though. Link to comment Share on other sites More sharing options...
hei28ssk Posted November 11, 2019 Share Posted November 11, 2019 thank you for this outstanding work anyway Link to comment Share on other sites More sharing options...
sureshot1500 Posted November 12, 2019 Share Posted November 12, 2019 yes I agree a updated impact gun would be heaven Link to comment Share on other sites More sharing options...
elucidus Posted January 7, 2020 Author Share Posted January 7, 2020 Just realized my site has been wiped. I am working with my host to get a backup restored. Worst case scenario I will repackage the mods and reupload them. Link to comment Share on other sites More sharing options...
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