Heh it's on my local copy I'll add it when I'm on my pc next
Can be quite slow uploading prefabs unzipped so it will be easier once I've got the zip extractor function done. That's the trade off for unlimited data and storage is slow upload speeds.
Heh it's on my local copy I'll add it when I'm on my pc next
Can be quite slow uploading prefabs unzipped so it will be easier once I've got the zip extractor function done. That's the trade off for unlimited data and storage is slow upload speeds.
Added True Survival (JZMod) at the request of Spider
Added Megacity, but might have a couple of issues with the prefabs and will need to do some tidy up eventually(its 719MB in size unzipped! Even compo is only 180MB
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This gave me another idea for a feature. A prefab repository where prefab tts files are stored and if a tts is uploaded with the same checksum then instead of storing that file it will just dynamically include the repository version in the download. Will save on disk space and also allow for the creation of a rwgmixer builder tool where you can select which prefabs to include and where they can spawn and how rare etc and it will build the xml for you.
Would also look at the ability to have voters for each prefab so they can be rated by the public and mod builders will be able to see popular prefabs and such.
Got bored but didn't feel like programming tonight so added some more mods that are updated for a13.8
Added: A Clockwork Project
Added: Let Me Decorate
Added: War of the Walkers
Added: RWGFixes - a fix for vanilla rwgmixer that sidesteps the prefab_rule bug and adds a bit more variety to city prefab selection
I looked at a couple other of the bigger mods but there were quite a lot of random text errors in two of them (steelmod and dietillday7) and three others were not up to date for a13.8.
Will look at fixing the errors in the first two before uploading but will leave the others till a14 to see if they get updated.
Last edited by StompyNZ; 02-22-2016 at 12:02 PM.
Once A14 and SDX7 come out, I can see this being handy just to get a more "holistic" view of my own Modpack and all the changes I'm making.
Hey Stompy,
Great job with this! I'm just starting to get into the modding of this game, and I wanted to know if you could make more advanced UI's. I looked through the XUI on your website but its not self explanatory. What I mean by advanced UIs is I want to make one for a crafting stations like the forge that make things over time.
Basically I want to know how close you can get to making Feed the Beast in 7D2D
Thanks,
geo
great work clean code going to add it to the dev tracker links
Hi GeoKat, I haven't really had a good look at creating custom crafting stations, but a few modders like Valmar, Clockwork Orange and Cyanide have posted info in that regard and probably would be the ones to ask as I would have to do some research first
https://7daystodie.com/forums/showth...tions&p=377611
https://7daystodie.com/forums/showth...tations-how-to
Had never heard of Feed the Beast so I googled it, looks interesting. You could maybe post up some ideas in a request thread in the modding section and get some ideas rolling. If it can be done in minecraft then it can probably be done in 7d2d
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Thanks Deccypher
I'll be sure to add a links section in the next update and add the tracker too![]()
I'm going to remove the groups file, and group and quality info from the misc file in the menus as they have no use in game anymore.
misc.xml should really be renamed by TFP to animations and have the smells pulled out to its own file
Edit: Completed the removal of the groups/misc_groups/misc_qualityinfo and links to those files from the menu and node links in items/blocks etc
Added: an 'External Links' menu item under the main menu
Added: xui detailed view windows names now link to the appropriate node in the XUi/windows file.
Top of my todo list:
fix: add ruleset name and ratio to xui gui display
fix: gui view error - (flamingArrow) <property name="ApplyBuff" value="1, 1" param1="burning" /> puts burning as value, same in materials (issue with multiple attributes)
fix: details links in default mod doesn't link the mod/ver
fix: rwgmixer view, Cell Rules - Hub Rule column, needs to show multiple hub rules (only shows first hub rule)
implement: show extended block/item details on table view (with flag or diff color), and show extended details below main block/item in detailed view
Last edited by StompyNZ; 02-24-2016 at 09:14 AM.
Anyone still reading this?
Anyway I've got most of the save mod code sorted, but haven't uploaded it yet.
It's a little rough but does most of what I want it to do. It even does a post save parse of the buffs file to convert the > to a > (dom doc doesn't like > in an attribute values)
As a mod admin you can Save a new version, overwrite an existing version, or save to a new mod. As a non admin you can save to the mod if the mod admin has allowed that option (with your steam id prefixed to the mod version name), otherwise you have to save to a new mod (which you will then be an admin for).
There's also a tickbox for including the vanilla files not found in the mod to the new version, one for config, and one for prefabs. Not sure about this feature and may disable it as it's probably better to have it as a download option instead.
If you create a new mod from the vanilla current version and don't tick the copy config then you will get an empty data file which allows for creating a mod from scratch. (When you edit a config it creates the file automatically using md5 checksums to determine if there have been changes from the vanilla files)
When you save a new version the files created are fully formatted and comments removed etc so if nothing else you can use it to create a clean xml fileset.
I'm still deciding on how to do uploads as there are a few security issues to work around (like only allowing valid xml, tts and png files to be uploaded). It will involve uploading as a zip file and ideally the same format used by the download function should be used (i.e. /Data/Config folders etc) however I will look at having it be smart enough to find the config and prefab files and move them to the correct folders)
I've also added a download counter to the download function which will give stats for every version you have.
The more I think about it the more I like the idea of a prefabs repository, so after the GUI editor is done I will be working on that as the next major feature.
Any time a mod is uploaded that contains prefabs it will do a checksum comparison with prefabs in the repository and reference those ones instead so that I don't end up with 200gb+ mods for every one that includes the compo pack in their uploads and also removes the vanilla duplicates. (tts files only, the xml will still be unique to the mod in case settings are changed)
I'd be interested in hearing feedback on the speed of the site now that it is being visited by a reasonable number of people.
I am reading it
I have no idea of anything you just said above but am interested in any posts that have the words config, gui and editor in them lol
Updated the method the image files for blocks and items were being served. As a temporary measure I have disabled the tint option for images so all images used the FFFFFF tint for icons pulled from allocs web interface.
I also moved the image cache to a publicly accessible folder rather than serving all images via a php script, so now they can be cached in visitors web browsers, if an image doesn't exist in the public image folder it will call the image script instead and try to build the image, or present a no icon image (red O with a slash aka ghostbusters)
This should reduce server load in busy periods and allow faster page loads.
Next step will be to create a lookup feature in the image script that will check the mods folder for icons and use those if found, and then work on a method of creating a cache of tinted images for each mod so that each mod can have a different image with the same name and not have it overwritten by another mod, but also not have to serve it dynamically.
Got swamped with work and personal stuff this week so mod admin coding is delayed but will finish that off over the next two days and upload it to the server then start working on the editing functions that most people will be wanting
changelog: (not all uploaded yet)
Spoiler:
high priority todo list:
Spoiler:
Last edited by StompyNZ; 03-02-2016 at 06:43 AM.
Lmao gee thanks StompyNZ lol :-P. I am learning lol and your ideas are great i cant point out anything wrong if i dont see anything wrong lol. Oh except that 1 time when you said the nz cricket team were good at cricket against the aussies :-P. BTW forgot to thank you for giving us the world number 1 spot :-D haha
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What he said lol :-D :-P
You need to prioritise your high priority list. There are about 50 items all "code red". I suggest the following:high priority todo list:
- almost red
- dull red
- red
- very red
- omg that's red!
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