I get no errors of any kind when loading the mod, only when placing it into the world. This means we can change individual attributes in the XML, add new ones and remove existing ones. It is also possible to use .png files; they have to be in the folder "7 Days To Die\Mods\ItemIconTest\ItemIcons" (must be manually created) and they must be named exactly like the item they represent. If you want your custom item to look like another item, just copy it from there. The name of the item. Defines which sound is played upon impact. If entities can pass through the block or not. JStanleyF, August 13 in Discussion and Requests. The standard groups are: If the item applies a buff to the entity hit. If the item is in none of the standard-groups, it will only show up in the in-game crafting menu via the search option. This holds all the recipes that are used for crafting things in game. If the item is subject to the quality system, it has this class. If you can hold down the mouse to fire or not. If this is not stated, the default is "true". Numbers<1 are slow, 1 is default and no change and >1 is an acceleration. The xml for the modlets "sittable furniture" and "server side vehicles" have some very interesting reference code. A collection of the vehicle mods Bdubyah has made. These are defined in misc.xml. There is room for many items (over 4000), but normally only items up to a specific ID are shown in the creative-menu. craft_exp_gain= How much experience you get for crafting the item. Here are the properties of every item in the game defined. The filepath is where the mesh is found inside the .dlls of the game. Just type the gamestage you want in the box and press the Apply!-button. Here is a range defined from which to which number the durability of the item depending on its quality can range. Any ideas? Here you can see those values for any gamestage you want using the little box below. Vehicle Modding using Dust2death's tutorial. XPath is a method of path expressions that can select nodes, or node-sets in an XML Document. As an aside, these are arbitrary: you could put a transform called "10 inch gun" on the wardeck of your model and set the xml to make it rotate. If you can use the item to repair other items (for example sticks), here is defined by how much the other item will be repaired. It's easy! Changes the icon of the item to that of another of the standard items; needed if you create your own items. craft_time= How long it takes to craft the item. The values should change immediately, if the chance is different. The others are still in game though. Means a left mouse click. If the item can be repaired by other items, here is defined by which ones. Check your error log. These four lines are needed if a flashlight should be attachable. See DamageEntity above. Undead Legacy is an overhaul mod for 7 Days to Die, reimagining the game and what you can do in the wonderful world of 7 … Alpha 19 Mods / Overhaul Mods Winterween Project Credits to the maker of the mod Geekuko. You need to compare the references in the vehicles.xml that refer to the individual joints to the named joint transforms in unity. And again, depending on the different quality variables for the DegradationRate. The id is to differentiate each item. It is also possible to use .png files; they have to be in the folder "7 Days To Die\Mods\ItemIconTest\ItemIcons" (must be manually created) and they must be named exactly like the item they represent. The amount of stamina needed to use the item. The colorcode; you can go to colorpicker to get the code of a color you want. I wrote this very short little tutorial on XML editing so that people could try to solve some simpler modifications to the XML files on their own. The look of an item in the game. The look of an item dropped on the ground. The chance of applying said buff. Obsolete if there is a class="Attributes" (see below) with this property. An item can be in more than one group. The number can range from 0 to 1, where 0 is no resistance and 1 is complete immunity. If the item breaks after reaching 0 durability. Each Vehicle tier with it's own benefits. For more information, see Structural Integrity. It's usually a typo of some sort in the bones or vertex groups. Some items' or groups' chance to drop changes according to the player's gamestage. Which Mods Included. You can not throw these away. For more info, please follow the link to his profile: https://www.nexusmods.com/7daystodie/users/86952698. "Action1" is a right mouse click. By how many seconds this item fires your campfire or forge if used as fuel. count= Shows how many of the item is given or needed. If the block supports other blocks when building structures. How much the block is effected by explosions. Box Truck; BRDM-2 Military Vehicle; Buggy; Buick GNX; Charger; Cruiser Bike; Dirt Bike; Duster Airplane; Golf Cart; Hot Rods; Humvee; Junker Bike; Marauder; MD-500 Helicopter; MRAP Military Vehicle; Nova; Pickup; Rat Bike; SHERP; Stallion; UAZ 452 Defines which sound is played when walked on. (if its not in the recipe you can craft in inventory without workstation). Basic, Ammo/Weapons, Tools/Traps, Building, Resources, Forging/Molds, Decor, Medicine, Chemicals, Food/Cooking, Clothing, Miscellaneous, Special Items Used to calculate the structural integrity of a block. Is also used to determine what the item is dismantled into. All Discussions ... we don't get to see that governs fuel consumption based on speed but i have always gone off what the values said in the vehicles.xml That is weird because my findings definitely imply that more fuel is consumed when holding the … The number can be anything between 0 and 1. These are defined in materials.xml. It can sometimes point you closer to the problem. There are other events like this: Effecting how much you get as output if you smelt it in your forge or how much you can scrap it for. craft_tool= Defines what tool if any is needed (example: grill, beaker, anvil, etc.). These following lines define what exactly is done if you click the button (see Action0/Action1 above). https://7daystodie.gamepedia.com/Xmls_related_to_items?oldid=111955, property name="CustomIcon" value="ITEMNAME", property name="CustomIconTint" value="COLORCODE", property name="Meshfile" value="FILEPATH", property name="DropMeshfile" value="FILEPATH", property name="HandMeshfile" value="FILEPATH", property name="Material" value="MATERIALNAME", property name="Stacknumber" value="NUMBER", property name="SoundDestroy" value="NAMEOFSOUND", property name="Degradation" value="NUMBER" param1="BOOLEAN", property name="DegradationBreaksAfter" value="false", property name="Auto_fire" value="BOOLEAN", property name="Magazine_size" value="NUMBER", property name="Magazine_items" value="ITEMNAME", property name="Reload_time" value="NUMBER", property name="Bullet_icon" value="ICONNAME", property name="Rays_per_shot" value="NUMBER", property name="Rays_spread" value="NUMBER", property name="Class" value="MakeFertile", property name="Fertileblock" value="fertileFarmland", property name="Adjacentblock" value="dirt", property name="Repair_amount" value="NUMBER", property name="Allowed_upgrade_items" value="MATERIAL", property name="Restricted_upgrade_items" value="MATERIAL", property name="Class" value="PlaceAsBlock", property name="Blockname" value="ITEMNAME", property name="RepairTools" value="ITEMNAME", property name="RepairAmount" value="NAME", property name="CritChance" value="NUMBER", property name="Buff_chance" value="NUMBER", property name="Block_range" value="NUMBER", property name="DamageEntity" value="NUMBER", property name="DamageBlock" value="NUMBER", property name="Stamina_usage" value="NUMBER", property name="Gain_ATTRIBUTE" value="NUMBER", property name="Horde_meter_rate" value="NUMBER", property name="Horde_meter_distance" value="NUMBER", property name="Attachments" value="flashlight02", property name="LightSource" value="lightSource", property name="ActivateObject" value="Attachments/flashlight/lightSource", property name="AttachmentFlashlight" value="flashlight02", property name="EntityDamage" value="NUMBER,NUMBER", property name="BlockDamage" value="NUMBER,NUMBER", property name="DegradationMax" value=""NUMBER,NUMBER", property name="DegradationRate" value="NUMBER,NUMBER", property name="collidable" value="BOOLEAN", property name="lightopacity" value="NUMBER", property name="damage_category" value="MATERIAL", property name="surface_category" value="MATERIAL", property name="stepsound" value="MATERIAL", property name="movement_factor" value="NUMBER", property name="Hardness" type="float" value="NUMBER", property name="StabilitySupport" value="BOOLEAN", property name="Mass" type="int" value="NUMBER", property name="forge_category" value="MATERIAL", property name="explosionresistance" value="NUMBER". It's usually faster than coming onto the forums and asking for a solution (which should still be done if you cannot solve it on your own). Sign up for a new account in our community. Thanks. scrapable= Lets the game know if the items can be scraped. If you gain health or something like that from using the item. Custom Materials, All Vehicles Respawn, Starter Items Quest, Dye Workstation and more. The number can range from 0 to 1. Inks the icon with the chosen color; useful to differentiate custom items from standard ones.
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