Page 58 of 58 FirstFirst ... 848565758
Results 856 to 861 of 861

Thread: Unofficial XML Fixes

  1. #856
    Reconstructionist
    Join Date
    Jul 2017
    Posts
    552
    Rep Power
    1
    Please delete this. I will give this perk it's own thread.
    Last edited by skullpoker; 09-16-2017 at 10:59 PM.

  2. #857
    Refugee
    Join Date
    Mar 2016
    Posts
    14
    Rep Power
    0
    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.

  3. #858
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,541
    Rep Power
    1
    Quote Originally Posted by DannyUK View Post
    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

    Code:
    <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

    Code:
    <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"/>
    	<property name="HeatMapStrength" value="1"/>
    	<property name="HeatMapTime" value="1200"/>
    	<property name="HeatMapFrequency" value="15"/>
    	<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"/>
    	<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"/>
    	<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"/>
    	<property name="Class" value="TorchHeatMap"/>
    	<property name="HeatMapStrength" value="1"/>
    	<property name="HeatMapTime" value="1200"/>
    	<property name="HeatMapFrequency" value="15"/>
    	<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"/>
    	<property name="Class" value="Torch"/>
    	<property name="HeatMapStrength" value="4.05"/>
    	<property name="HeatMapTime" value="1200"/>
    	<property name="HeatMapFrequency" value="15"/>
    	<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

    Code:
    <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"/>
    	<property name="HeatMapStrength" value="1.5"/>
    	<property name="HeatMapTime" value="1200"/>
    	<property name="HeatMapFrequency" value="25"/>
    	<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">
    Last edited by Clockwork Orange; 11-09-2017 at 04:34 PM.

  4. #859
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,541
    Rep Power
    1
    Quote Originally Posted by DannyUK View Post
    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.

    Code:
    <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"/>
    		<property name="HeatMapStrength" value="6.0"/>
    		<property name="HeatMapTime" value="1200"/>
    		<property name="HeatMapFrequency" value="15"/>
    		<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"/>
    		<property name="HeatMapStrength" value="0.5"/>
    		<property name="HeatMapTime" value="1200"/>
    		<property name="HeatMapFrequency" value="25"/>
    		<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/showth...ckwork-Project but that is fine. But keep it in mind for future reference.
    Last edited by Clockwork Orange; 11-09-2017 at 04:22 PM.

  5. #860
    Refugee
    Join Date
    Dec 2017
    Posts
    4
    Rep Power
    0
    "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.
    Code:
    <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

  6. #861
    Colony Founder Clockwork Orange's Avatar
    Join Date
    Nov 2015
    Posts
    2,541
    Rep Power
    1
    Quote Originally Posted by credomane View Post
    "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.
    Code:
    <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

Posting Permissions

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