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Thread: Unofficial XML Fixes

  1. #16
    Colony Founder Valmar's Avatar
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    I'd recommend also removing the fall event from the <block id="367" name="wallSafe">

    It will remove an exploit players can take advantage of to make their crafted safes spawn loot.

  2. #17
    Colony Founder Clockwork Orange's Avatar
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    (Update 1/6/16)

    +Blocks

    wallSafe Fixed removed fall event to fix possible exploit

    Thanks for posting Valmar!

  3. #18
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by Gazz View Post
    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. =)

    Is this something I should change, I would like more input on this.

  4. #19
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    The campfire block has two "destroy" properties. One looks a bit weird and probably shouldn't be there, but doesn't seem to cause any issues.

  5. #20
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by GIDustin View Post
    The campfire block has two "destroy" properties. One looks a bit weird and probably shouldn't be there, but doesn't seem to cause any issues.
    After doing a quick test if you destroy the campfire with the iron axe you get 4 stones if this code is present <drop event="Destroy" name="[recipe]" count="1" /> and it will override the other code as far as I know since it comes afte the previous code <drop event="Destroy" count="0" />

    so IDk which to remove I guess it doesn't really matter but it is the only block that uses that code <drop event="Destroy" name="[recipe]" count="1" /> and the one other block that has it is the desk02 and it is commented out.

    Either way I think it is safe to say that getting stones returned for breaking a campfire is a non issue and I will probably just remove that code since it is the only block with that code in use.

    Thanks for posting!

  6. #21
    Colony Founder Clockwork Orange's Avatar
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    Update (1/6/16)

    +Blocks

    campfire Fixed removed duplicate destroy code

  7. #22
    Inventor Henshaw's Avatar
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    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 was indeed referring to those changes, although fixing the 7:th night hordes isn't a change, but an actual fix in my mind. Fixing broken things and things the pimps have acknowledged is fine to me, but changing things just because one thinks they are not right is not. This is just my opinion again. Not trying to put down the mod at all, or trying to offend you or anybody else.
    :-) Making a collection of fixes and making it downloadable for others is very important, and commendable. Thank you for that. :-)

  8. #23
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by Henshaw View Post
    I was indeed referring to those changes, although fixing the 7:th night hordes isn't a change, but an actual fix in my mind. Fixing broken things and things the pimps have acknowledged is fine to me, but changing things just because one thinks they are not right is not. This is just my opinion again. Not trying to put down the mod at all, or trying to offend you or anybody else.
    :-) Making a collection of fixes and making it downloadable for others is very important, and commendable. Thank you for that. :-)
    No offense taken I appreciate the feedback, however those changes I feel will never be "acknowledged" as fixes by TFP so someone will have to take the liberty to do so otherwise we will be stuck with broken mechanics that are not "acknowledged" as broken.

    A good example is the post made by Gaz about the armor defense numbers needing adjusting, I have yet to decide to make those changes as I do not understand fully how they effect the armor and need more feedback on that matter specifically.

    The main problem is that those types of changes are not going to be on any priority list for TFP to fix as they have much bigger fish to fry when it comes to bug fixes than simple xml fixes.

    What should be done? Should I change the zombie per biome back to 1 instead of 3, for eg? I fear that if I do this then settings for zombie spawning might not have any effect since they are stated as percentage based for eg very high is 150% so having them set to anything lower than 2 will result in no change when adjusting those settings in game (except for hoards).

    And toilet loot container is a non issue and should not matter either way but does feel like more of a "fix" in the end anyways.

    one change that has been made for awhile is the change of the fireaxe to be a mining tool rather than bladed weapon as everyone seems to have no issue with that as being considered a fix simply because it is a tool and not a weapon, that is what the machete is for. And the fireaxe should scale block damage rather than entity.

    The only change I have made that might be considered a bit questionable is the stamina drain of shovels and I can change that back but everyone should be able to admit that those adjustments are more of a fix than just a change as well (just like the fireaxe change) when compared to mining.
    Last edited by Clockwork Orange; 01-07-2016 at 12:11 AM.

  9. #24
    Colony Founder Valmar's Avatar
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    Great work.

    Though I believe there is one problem with some of the blocks.

    You have some blocks set to repair using "shortMetalPipe" but there is no repair item set to be able to repair with it. Wouldn't this make it impossible to repair them?

    I was unsure so I set those repairs to use scrapIron instead.

  10. #25
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by Valmar View Post
    Great work.

    Though I believe there is one problem with some of the blocks.

    You have some blocks set to repair using "shortMetalPipe" but there is no repair item set to be able to repair with it. Wouldn't this make it impossible to repair them?

    I was unsure so I set those repairs to use scrapIron instead.
    I have just tested the rebar frame and solid rebar frame as they require short metal pipes to be repaired and they repair fine using a wrench or stone axe... So no need to make any changes,

    However I did notice that repairing the wall oven should probably be changed to scrap iron instead and I forgot to add repair value to regular old style oven and have updated accordingly.

    now the only things that require short metal pipes to repair is the different rebar blocks.
    Last edited by Clockwork Orange; 01-07-2016 at 12:36 AM.

  11. #26
    Colony Founder Valmar's Avatar
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    I wonder then what the point is of having "allowed upgrade items"

    According to the wrench it should only allow you to upgrade with certain items:
    <property name="Allowed_upgrade_items" value="wood,scrapIron,forgedIron,forgedSteel,concr eteMix,cobblestones" />

    Strange. Yet my "Remote", which uses the same property to only allow it to repair with itself, cannot repair woodframes. It just flashes that I need wood (even though I have it in my inventory).

    Curious indeed.

  12. #27
    Colony Founder Clockwork Orange's Avatar
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    Yeah that is weird, you can test it for yourself if you dont believe me, I was in cheat mode but that definitely should not effect anything.

  13. #28
    Colony Founder h0tr0d's Avatar
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    Change was misspelled.

    I was under the impression if it is posted here then it is "free to use"


    Vote h0tr0d 2016 -- sharing is caring

  14. #29
    Hunter LHammonds's Avatar
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    Quote Originally Posted by Clockwork Orange View Post
    The only change I have made that might be considered a bit questionable is the stamina drain of shovels
    Before I even saw this thread, that was one of the few changes on my short list to change myself. It just felt very odd that the shovel would tire you so fast as compared to a pickaxe. If anything, I can use a shovel all day IRL but swinging a pickaxe would tire me out which requires much more energy per swing.

    But since this is a game to have fun in, I'd rather just have all my tools with similar drain on stamina and enjoy the benefits of leveling up and seeing my stamina allow me to do things for much longer the strong I get.

    I have to wonder though if it was set that way because of the ratio of what you collect per hit. Shovels can collect a lot of dirt/sand with very few swipes unlike other tools that may take many swipes for a single block. Regardless, a shovel should be able to move a lot more material than any other tool during the same amount of time primarily due to the nature of the material itself.

    Wow, overthinking this way too much...time to get back in the game.

    TL;DR - My vote is with Clockwork Orange. Reduce the stamina drain on shovels.

    LHammonds

  15. #30
    Colony Founder Clockwork Orange's Avatar
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    Quote Originally Posted by h0tr0d View Post
    Change was misspelled.

    I was under the impression if it is posted here then it is "free to use"


    Vote h0tr0d 2016 -- sharing is caring
    Thanks for letting me know I have fixed the spelling error, if you are referring to the modders post i only posted that since Valmar PM's me about using it in his mod and just wanted to make sure everyone was clear that it is complete ok to use for your mods or anything.

    I can only hope that all modders use these files as base files to mod off of so that everyone can have a fully fixed game.

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