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War of the Walkers mod

Question about the protection class. I am at lvl 100 , armor crafting at lvl 9 I still can't make kevlar armor. It is greyed out in the station. I'm pretty sure I have met all the requirements.

Any guidance would be appreciated.
A player on my server ran into this same problem. The "Kevlar Armor" and the "Iron Armor" have the same issue.

in the progression.xml file, It looks like they both have a skill_point_cost_multiplier of 0.2 and 0.1667 which is causing them to have a sub 1pt cost at some difficulties making their cost NA and a message stating that the skill is not purchasable.

The solution looks to be to change this multiplier to "0" to give it the point cost back and allow it to be purchased. Should be an easy fix.

 
O.k. First, I love the Mod. I just put it on my server and have been playing sp for a while now with no issues with extended Backpack. On Server though the backpack works fine unless you log out then back in, then you see the 72 slots, but can only use the basic 32? as you play after a while the game excepts the 72 and you can use all of the slots until you log out again. also if you have items in slots 33-72, you loose them when you log out. any suggestions as to what i did wrong? I guess i should say that the way i use the expanded backpack is to alter the windows.xml file as suggested in the file.

 
O.k. First, I love the Mod. I just put it on my server and have been playing sp for a while now with no issues with extended Backpack. On Server though the backpack works fine unless you log out then back in, then you see the 72 slots, but can only use the basic 32? as you play after a while the game excepts the 72 and you can use all of the slots until you log out again. also if you have items in slots 33-72, you loose them when you log out. any suggestions as to what i did wrong? I guess i should say that the way i use the expanded backpack is to alter the windows.xml file as suggested in the file.
There is a separate server side DLL file that needs to be downloaded and placed on the server in the \7DaysToDieServer_Data\Managed folder. Note that this is a different location than a local install.

 
A player on my server ran into this same problem. The "Kevlar Armor" and the "Iron Armor" have the same issue.
in the progression.xml file, It looks like they both have a skill_point_cost_multiplier of 0.2 and 0.1667 which is causing them to have a sub 1pt cost at some difficulties making their cost NA and a message stating that the skill is not purchasable.

The solution looks to be to change this multiplier to "0" to give it the point cost back and allow it to be purchased. Should be an easy fix.
Thanks Dracos. I'll give it a shot. Fingers crossed haven't tried to edit an xml yet. About time I started :)

 
1) Yes, using HD nailgun. Adding one gas can worked. But upgrading from fully empty trap doesn't. Looked in the XML files and can't find anything obvious.
Found an answer to 1): items.xml entry for HDNailGun action0 doesn't contain gasCan:

<property name="Allowed_upgrade_items" value="wood,clayLump,dirtFragment,snowBall,scrapIron,forgedIron,forgedSteel,steelPolish,concreteMix,cobblestones,yuccaFibers,nail,ForgedTungsten,corn" />

While same entry for regular nailgun does:

<property name="Allowed_upgrade_items" value="wood,clayLump,dirtFragment,snowBall,scrapIron,forgedIron,forgedSteel,steelPolish,concreteMix,cobblestones,yuccaFibers,nail,gasCan,corn"/>

 
Any chance HD and Eco batteries may be allowed to use in Battery banks?

If we look at the mod items code:

Code:
<item id="1432" name="carBattery">
<property name="Meshfile" value="Items/Misc/car_battery"/>
<property name="Material" value="lead"/>
<property name="RepairTools" value="repairKit"/>
<property name="HoldType" value="21"/>
<property name="Stacknumber" value="1"/>
<property name="Weight" value="160"/>
<property name="EconomicValue" value="500"/>
<property name="Group" value="Resources"/>
<property name="VehicleSlotType" value="battery"/>
<property name="DegradationBreaksAfter" value="false"/>
<property class="Attributes">
	<property name="DegradationMax" value="1000,6000"/>
	[color="#00FF00"]<property name="BatteryMaxLoadInVolts" value="24, 36"/>[/color]
	[color="#FFFF00"]<property name="BatteryDischargeTimeInMinutes" value="30,90"/>[/color]
</property>
</item>
Code:
<item id="1845" name="HDBattery">
<property name="Extends" value="carBattery" />
<property name="CustomIcon" value="HDBattery" />
<property name="Weight" value="180" />
<property class="Attributes">
	<property name="DegradationMax" value="1500,4500" />
	[color="#00FF00"]<property name="BatteryMaxLoadInVolts" value="32, 50" />[/color]
	[color="#FFFF00"]<property name="BatteryDischargeTimeInMinutes" value="50,120" />[/color]
</property>
<property name="CraftingSkillGroup" value="Mechanic"/>
<property name="EconomicValue" value="1250" />
</item>
Code:
<item id="1846" name="ECOBattery">
<property name="Extends" value="carBattery" />
<property name="CustomIcon" value="ECOBattery" />
<property name="Weight" value="145" />
<property class="Attributes">
	<property name="DegradationMax" value="800,3000" />
	[color="#00FF00"]<property name="BatteryMaxLoadInVolts" value="24, 36" />[/color]
	[color="#FFFF00"]<property name="BatteryDischargeTimeInMinutes" value="50,120" />[/color]
</property>
<property name="CraftingSkillGroup" value="Mechanic"/>
<property name="EconomicValue" value="850" />
</item>
We can see that there are benefits over regular battery. Both in Volts and Discharge time.

Thats +33% in discharge time and +33% more volts for HD battery. That goes a long way in base defense don't you think?

So far i have found these batteries can only be used in minibike or am I missing something?! :indecisiveness:

 
Any chance HD and Eco batteries may be allowed to use in Battery banks?
Sure you can.

In blocks.Xml search for

Code:
<block id="2005" name="batterybank">
and in there, you will find a line that says:

Code:
<property name="SlotItem" value="carBattery"/>
Then just change it to say:

Code:
<property name="SlotItem" value="carBattery,HDBattery,ECOBattery"/>
That should do it.

 
Sure you can.In blocks.Xml search for

Code:
<block id="2005" name="batterybank">
and in there, you will find a line that says:

Code:
<property name="SlotItem" value="carBattery"/>
Then just change it to say:

Code:
<property name="SlotItem" value="carBattery,HDBattery,ECOBattery"/>
That should do it.
Thanks for this. I haven't had the chance to look into this yet. Will have this is in next patch

 
Is there any reasons why my game simply stop rendering when I search anything in the crafting menu or the skill page? It stops for like a second or 2 then return to normal. Was not having this issue on vanilla

 
Is there any reasons why my game simply stop rendering when I search anything in the crafting menu or the skill page? It stops for like a second or 2 then return to normal. Was not having this issue on vanilla
It's just craft lag when there is a lot of recipes. Using favorites really will help with this.

 
Sure you can.In blocks.Xml search for

Code:
<block id="2005" name="batterybank">
and in there, you will find a line that says:

Code:
<property name="SlotItem" value="carBattery"/>
Then just change it to say:

Code:
<property name="SlotItem" value="carBattery,HDBattery,ECOBattery"/>
That should do it.
Tried it and it works but several things happen that should not. 1. You can not long shift click the batteries into the slot. You can place other items in like a gascan and it actually increases the power. So for now I will have to not allow the ECO HD Versions. Same thing happens with Generator.

 
V5.1.6 B62 Update out!

Change Log:

-Changed Reduced XP Gain from Diamond Tipped and Tungsten Tools

-Changed Multiplier for Kevlar and Iron Armor Recipe Perks

-Fixed HD Nailgun can't repair with Gas can

-Changed Increased Repair amount when using a wrench

-Fixed Marksman Class not Rewarding Crate upon completion

-Changed Hand Weeder has a chance to harvest Strawberries and Blackberries from Azalea Bushes.

-Fixed Food Requirements for Vegetable Stew Chef Quest

-Fixed Explosive Speed Trap Missing Icon

-Changed Blood Moon Horde Zombie Count (More Balancing)

-Changed Increased Wood Bonus Damage from Iron Fire Axe

-End of Change Log -

 
O.k. First, I love the Mod. I just put it on my server and have been playing sp for a while now with no issues with extended Backpack. On Server though the backpack works fine unless you log out then back in, then you see the 72 slots, but can only use the basic 32? as you play after a while the game excepts the 72 and you can use all of the slots until you log out again. also if you have items in slots 33-72, you loose them when you log out. any suggestions as to what i did wrong? I guess i should say that the way i use the expanded backpack is to alter the windows.xml file as suggested in the file.
I am having same issue server has the big back pack mod but I have twice now lost anything above the 32 mark if I log out. love most of the mod so far tho.

 
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