Page 1 of 58 1231151 ... LastLast
Results 1 to 15 of 866

Thread: Unofficial XML Fixes

  1. #1
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1

    Unofficial XML Fixes!

    A 16 Fixes all found and reported XML mistakes, exploits and errors!


    A16 Discussion Starts Here!






    Message to modders, please feel free to use these files as base files to mod off of so that everyone can have a properly fixed game, no need to ask any permission!



    Install Instructions:
    Easiest way for me to explain this is step by step for dummies (not an insult you know what I mean!):
    1. Right click your steam.exe on your desktop
    2. Click on open File location
    3. Open steamapps folder
    4. Open common folder
    5. Open 7 Days To Die folder
    6. Open Data folder
    7. Open Config folder
    8. Copy all fixed files and replace them with the files found inside the Config folder.
    9. Enjoy!

    Or depending on what drive / folder you installed steam on this is the most likely example for the file path.

    Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Config


    I will be posting this so that everyone can have a fully fixed game that is up to date for each alpha!.



    Please review my changelog, these are the changes that still need to be addressed!



    Full Changelog: HERE!


    Please If anyone has any further fixes to add to the list, do feel free to leave it hear as I will continue to maintain this mod page throughout each update, lets lighten the load for TFP until they can properly merge all of these fixes!

    A16 Download!
    Last edited by Clockwork Orange; 07-13-2017 at 06:29 PM.

  2. #2
    Tracker dreadlocks's Avatar
    Join Date
    Jul 2015
    Posts
    175
    Rep Power
    0
    Some things that I have read or seen that may be considered as missing are the following:

    Missing rwgGenerationType="all" for oilDeposit in biomes.xml

    Many blocks like the GreenMetal have Extend properties and even though the original block has a repair property it doesn't extend so needs to be added separately for each block. (blocks.xml)

    FatZombieCop has duplicate entries for weight and push factor. (entityclasses.xml)
    Zombie dog missing weight and immunities (as it does not use extend properly like other zombies)
    Snow Zombie (lumberjacks) need loot list 66.

    Paper Weight to 1 to allow for scrapping of recipe books to be more than 3 paper. (items.xml)
    Only one schematic has ActioneXP and BonusMultipler values to gain Exp when read multiple times.
    Not All weapons have ActionXP and BonusMultiplier.
    Hide Leather Leg needs to be Layer 3 and Hide Chest Armor needs to be layer 2 to not override certain items.
    rocketcase should be rocketCasing.

    Loot list 63 should have a count of at least 0,1 to allow a possibilty of herbalrecipes to drop (loot.xml)

    Many values in Progression.xml do not give any benefit: 76,99 give the same number value. (progression.xml)

  3. #3
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    Update (1/4/16)

    +Biomes
    -Fixed Oil Deposit <resource blockname="oilDeposit" cluster="2" prob="0.1" rwgGenerationType="all" />

    +Blocks
    -Fixed added repair items to extended blocks since extensions do not carry over the repair item code
    -Fixed added repair items to blocks without extensions
    -The list of blocks that were fixed is far to long to post so you will have to download and check the changelog, even the changelog does not show all of the blocks cause there were too many to copy and paste, you can use this website to compare this xml with the vanilla one if you wish http://www.corefiling.com/opensource/xmldiff.html but almost all blocks now have a repair value except some blocks that use a material of stone that I decided to leave those alone for now and ther emay be a few her or there that I missed but I did almost all of them.

    +Entityclasses:
    -fatzombiecop: Fixed removed duplicate copy paste code for <property name="Weight" value="70" /> <property name="PushFactor" value="20" />
    -zombiedog: added missing properties: <property name="Immunity" value="sickness;disease;bleeding;wellness" /> <property name="Weight" value="70" />
    -snowzombie: Fixed added missing properties: <property name="LootListOnDeath" value="66" />

    Items:


    -Paper fixed weight value to 1
    -Shovel Fixed stamina usage is now 5 instead of 8
    -Stone Shovel Fixed stamina usage is now 4 instead of 8

    +Loot
    -Fixed loot container for herbal antibiotics recipe should now drop <lootcontainer id="63" count="0,1"

    +Progression
    -Fixed missing numerical value for skills <multiply skill_level="76,99" value="1.26, 1.5"/>

  4. #4
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    Im not too sure about the layers for the clothing so I have left those alone for now until i can test it properly

    Also I will leave it up to TFP to decide what they want to do about the ActionXP and BonusMultiplier since I have no problems leveling up now as it is and I dont believe that they will keep it so that rereading books adds to your experience.

    And I found no problems with <item id="846" name="rocketCasing">?

  5. #5
    Hunter
    Join Date
    Jan 2016
    Location
    Germany
    Posts
    100
    Rep Power
    0
    Excellent work - I've combined this with Magoli's CompoPack Mod and Tritox's UI Mod, overall a perfect combination for my taste at this point.

  6. #6
    Tracker dreadlocks's Avatar
    Join Date
    Jul 2015
    Posts
    175
    Rep Power
    0
    Quote Originally Posted by Clockwork Orange View Post
    And I found no problems with <item id="846" name="rocketCasing">?
    Sorry I wasn't more specific because I forgot where I saw it and figured you may do a search. After validating files to find it the problem is under the schematics:

    Code:
    <property name="Recipes_to_learn" value="rocketLauncher,rocket,rocketCase,rocketTip" />
    You will not learn the rocketcasing as it is misspelt.

    The following is only found under hammerSchematic. Not sure why it would be the only book with this value and why TFP would take away the inability to read a book more than once if not to allow for additional exp on reading it again.
    Code:
    <property name="ActionExp" value="100"/>
    <property name="ActionExpBonusMultiplier" value="10"/>
    Last edited by dreadlocks; 01-05-2016 at 11:55 AM.

  7. #7
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    Update (1/5/16)

    Items:

    -Fixed rocketLauncherSchematic mispelling of <property name="Recipes_to_learn" value="rocketLauncher,rocket,rocketCasing,rocketTip" />


    As for ActionExp and ActionExpBonusMultiplier I refuse to add these to every schematic as I fear I will inadvertently cause reading books to become overpowered same with weapons and tools, the default value for these is 1 and 1 if no code is present as far as I know anyways so its not entirely useless. This is one thing I am going to have to let TFP decide on what they think is best and hope they address it soon.

    Thanks for posting!
    Last edited by Clockwork Orange; 01-05-2016 at 03:42 PM.

  8. #8
    Tracker dreadlocks's Avatar
    Join Date
    Jul 2015
    Posts
    175
    Rep Power
    0
    Quote Originally Posted by Clockwork Orange View Post
    Update (1/5/16)
    This is one thing I am going to have to let TFP decide on what they think is best and hope they address it soon.
    Definately have to agree with you there. Was just pointing it out in case the Pimps do read this or others who wonder why the books can be read multiple times but give no exp. Was a lot of tweaking I had to do to make sure each book gave the same exp amount as those with many recipes would give 6 levels if left at 100 and 10.

  9. #9
    Hunter LHammonds's Avatar
    Join Date
    Sep 2014
    Location
    Behind you!
    Posts
    138
    Rep Power
    0
    Quote Originally Posted by dreadlocks View Post
    Was just pointing it out in case the Pimps do read this
    TFP do read such posts and have merged such changes back into the game for the next release.

    Many thanks to everyone contributing to this and the OP for organizing it so well.

    LHammonds

  10. #10
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    (Update 1/6/16)
    +Spawning

    Fixed increased zombie spawns for biomes <spawn maxcount="3" respawndelay="4" time="Any" entitygroup="ZombiesAll" /> From -->maxcount="1"

    RoamingHordeSpawnDay Fixed changed <property name="Time" value="Day" /> from -->"Any"

    RoamingHordeSpawnDay Fixed add roaming day hoards will now spawn up to day 99

    RoamingHordeSpawnNight Fixed changed <property name="Time" value="Night" /> from -->"Any"

    RoamingHordeSpawnNight Fixed add roaming night hoards will now spawn up to day 99

    NightHorde Fixed 7 day feral hoards will now spawn every 7 days forever!

    HordeMeterDynamicSpawnDay Fixed changed <property name="Time" value="Day" /> from -->"Any"

    HordeMeterDynamicSpawnNight Fixed changed <property name="Time" value="Night" /> from -->"Any"


    +Loot


    Fixed toilet loot container size to 2 x 2
    Last edited by Clockwork Orange; 01-06-2016 at 08:34 AM.

  11. #11
    Inventor Henshaw's Avatar
    Join Date
    Jul 2014
    Location
    Outskirts of Old Mole, Navezgane.
    Posts
    844
    Rep Power
    1
    Mostly a great job. Mostly because some of the fixes are not fixes, but changes. I would use the files otherwise. Still thank you for the effort, I do appreciate it. :-)

  12. #12
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    Quote Originally Posted by Henshaw View Post
    Mostly a great job. Mostly because some of the fixes are not fixes, but changes. I would use the files otherwise. Still thank you for the effort, I do appreciate it. :-)
    I am assuming you are referring to the loot container size of the toilet, that is definitely a fix and not just a change.

    or the slight increase to zombies for the biomes since they are broken and hardly exist on the map and 7 day hordes no longer stop spawning at one point is a fix and not just a change.

    or the fact that digging with a shovel eats up far too much stamina compared to mining with a pick axe that I toned it down from 8 to 6 is a fix not just a change.

    or am I wrong and should I just let those changes stay they way they were originally?

  13. #13
    Scavenger
    Join Date
    Dec 2015
    Posts
    39
    Rep Power
    0
    Couple more fixes you should consider adding to items.xml:

    - Scrap Armor (boots, gloves, etc.) should be repairable with ScrapIron (Currently needs forged iron)
    - SteelPickaxe should be repairable with ForgedSteel (Currently needs forged iron)

    - - - Updated - - -

    Quote Originally Posted by Clockwork Orange View Post
    I am assuming you are referring to the loot container size of the toilet, that is definitely a fix and not just a change.

    or the slight increase to zombies for the biomes since they are broken and hardly exist on the map and 7 day hordes no longer stop spawning at one point is a fix and not just a change.

    or the fact that digging with a shovel eats up far too much stamina compared to mining with a pick axe that I toned it down from 8 to 6 is a fix not just a change.

    or am I wrong and should I just let those changes stay they way they were originally?
    I agree with those fixes. Toilet is way to large compared to other containers. I also agree with the digging stamina change and the increase in zombies; however, I can see how some would think that is not a fix.

  14. #14
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,569
    Rep Power
    1
    Update (1/6/16)

    +Items:

    pickaxeSteel Fixed can now be repaired with forgedSteel instead of forged iron

    scrapBoots Fixed can now be repaired with scrap iron instead of forged iron

    scrapLegArmor Fixed can now be repaied with scrap iron instead of forged iron

    scrapChestArmor Fixed can now be repaired with scrap iron instead of forged iron

    scrapHelmet Fixed can now be repaired with scrap iron instead of forged iron

    scrapGloves Fixed can now be repaired with scrap iron instead of forged iron


    Thanks for posting!

  15. #15
    Fun Pimps Staff Gazz's Avatar
    Join Date
    Jun 2014
    Location
    In your brains. Thinking your thoughts.
    Posts
    7,996
    Rep Power
    2
    More of a balancing / OCD issue... =)

    Many clothing items had no use / craft action skill set. (kevlar helmets sure look like heavy armor to me and those denim pants or bandanas have a striking resemblance to cloth)

    I added those and reduced the max value of ArmorDefense to 1.5 to account for overall better armor.
    Spoiler: 

    <effect name="ArmorDefense">
    <multiply skill_level="1,5" value="1,1.07" />
    <multiply skill_level="6,10" value="1.08,1.12" />
    <multiply skill_level="11,20" value="1.13,1.19" />
    <multiply skill_level="21,25" value="1.2,1.22" />
    <multiply skill_level="26,45" value="1.23,1.32" />
    <multiply skill_level="46,70" value="1.32,1.41" />
    <multiply skill_level="71,100" value="1.41,1.5" />
    </effect>



    As a bug stuff like that is waaay down on the hit list. =)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •