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Saturday, May 10, 2025
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User f7ec30
I don't see the block now when I use cm, wtf chatgpt you broke it.
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User f7ec30
this is what it gave me, we will see if it works.











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User f7ec30
I just fed everything to chatgpt and asked it to make a ui.xml and pack it in a zip for me and it did. Wow.
Friday, May 9, 2025
Avatar for f7ec307c8f1e046d385a1bf1dccc23c91ed912516ec4a207eda6e351ec8ea78e
User f7ec30
I added these 5 lines lmao.



yes it worked now onto ui.
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User f7ec30
it buzzes like crazy now.
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User f7ec30
I did it, now I just need to clean up the code and fix up the ui.xml.
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User f7ec30
@User 59898394 The sound does indeed work but only in the inventory for now 😄
Thursday, May 8, 2025
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User e3fe97
oh, great!
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User fbe0b4
Ye all good, if you scroll down a little more I figured out already 🙂 I've forgotten to edit the recipes for the shotgun ammo but I did edit them at the other bullets... xD
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User e3fe97
3 places you need to make changes to set up an unlock:
recipes.xml - recipe needs a "learnable" tag
items.xml - item needs an "unlocked by" property
progression.xml - I've only done this for magazines, not sure how it works for perk books
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User 7c29e5
Here
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User 7c29e5
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User 7c29e5
Just one more question, do you know how to put images in serverConfirmation?
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User 7c29e5
yep
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User fbe0b4
And „MaxDamage“ is the health
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User fbe0b4
Just change the material at the dirt block then
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User 7c29e5
thanks ❤️
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User fbe0b4
Yes that would work.
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User 7c29e5
like this
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User 7c29e5
<material id="Mdirt">
    <property name="damage_category" value="earth"/>
    <property name="surface_category" value="earth"/>
    <property name="Hardness" type="float" value="1"/>
    <property name="stepsound" value="dirt"/>
    <property name="fertile_level" value="5"/>
    <property name="stability_glue" value="20"/>
    <property name="Mass" type="int" value="10"/>
    <property name="MaxDamage" value="200"/>
    <property name="Experience" value="2"/>
</material>

<material id="MdirtCopy">
    <property name="damage_category" value="earth"/>
    <property name="surface_category" value="earth"/>
    <property name="Hardness" type="float" value="1"/>
    <property name="stepsound" value="dirt"/>
    <property name="fertile_level" value="5"/>
    <property name="stability_glue" value="20"/>
    <property name="Mass" type="int" value="10"/>
    <property name="MaxDamage" value="200"/>
    <property name="Experience" value="2"/>
</material>
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User 7c29e5
I think the most interesting thing would be for me to duplicate the material then, correct?
Avatar for fbe0b4abba0e717c836e70f6dc9d8d8fd07a0f59b6e70c043209f81e02ad7912
User fbe0b4
BUT if you do it like that, it could edit other blocks with the same MaterialType too
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User fbe0b4
Sure, find dirt in blocks.xml check the MaterialType. Change to materials.xml and search the MaterialType you had at dirt and edit its value
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User 7c29e5
Does anyone know if it is possible to increase the life of terrDirt?
image.png

image.png

PNG4.2 MB

Wednesday, May 7, 2025
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User f7ec30
ah
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User fbe0b4
Update:
I've set in recipes.xml the tags to tags="workbenchCrafting">
there should be "learnable" in too....
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User fbe0b4
progression.xml = only name changes and tags edited
Item = missing sounds like place and grab
book = name change and row added to unlock ammo crafts (this is on all other of my books too)
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User 6ceaf4
check vanilla AP ammo and compare its code
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User fbe0b4
all good 🙂
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User f7ec30
I haven't started modding ammos guns and items yet sorry, just blocks.
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User fbe0b4
Maybe someone can help here, I'm doing an ammo mod atm but I run into the issue that shotgun shells are unlocked from scratch, even if UnlockedBy is set to a perkbook (created by me). All other ammo are working as they should

code.txt

TXT4.9 KB

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User f7ec30
no for some reason. I will fiddle with it again soon. I don't want to ship it as is quite yet anyway since I haven't finished the ui.xml
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User 6ceaf4
since it is based on dew collector, this did not work?
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User f7ec30
Maybe I will have it play only when people pick up and drop and place the item.
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User f7ec30
hmm
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User f7ec30
lmao no offense taken I smoke a lot of kush and am very new.
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User 6ceaf4
btw, that sound seems to loop in a way I could not stop. Gets annoying pretty quick tbh
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User 6ceaf4
the
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="flies_lp"/>
</effect_group>
part is clearly something that belongs in buffs.xml.
I don't mean to offend, but you published so many mods already, should know this...
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User f7ec30
yea as if it needs fuel
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User 6ceaf4
You have...

That applied the warm buff you get from being around a campfire? Maybe that only triggers if the block is a workstation (would explain the "Active" in the name)
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User f7ec30
This is what I got so far, I spammed the block with 4 different sound properties and the buff and nothing happens. Care to take a look?

blocks.xml

XML3.0 KB

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User 7c29e5
;c
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User d6e1db
☹️
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User 7c29e5
That way it didn't work
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User d6e1db
I found a more suitable way. It should work. Try this snippet:
[center][img]https://example.com/7DaysToDie.jpg[/img][/center]```

It should look like this:
```<property name="ServerLoginConfirmationText" value="[center][img]https://example.com/7DaysToDie.jpg[/img][/center]"/>```
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User 7c29e5
thanks 😄
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User 7c29e5
i will try
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User d6e1db
I don't know, considering that almost the entire game is in XML, I suppose it's something like this:
<texture name="webImage" pivot="center" texture="@https://example.com/7DaysToDie.jpg"/>```
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User 7c29e5
Good morning, does anyone know how I put an image in serverConfirmation?
Screenshot_18.png

Screenshot_18.png

PNG3.0 MB

Avatar for 6ceaf41ff27d04ff247f59c1bc5a9f4cc4ace95acc526862d52cdbbb8702989b
User 6ceaf4
I've just made a buff to test and that is 100% the sound