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Your file would have to look something like this if I understand correctly:
/MODS/MyNewClubRecipeMod/modinfo.xml
Here is another way that might work (forgive me if this does not as I am still reading/learning myself).
In the first method above we completely remove the original recipe and then add the new recipe to the recipes node.
In the version below the changes are done to the existing recipe by changing the ingredient names and the count for one of the ingredients.
/MODS/MyNewClubRecipeMod/Config/recipes.xml
This second method is a bit more complex but demonstrates using a changed value in the next set command. Might need to reverse the order for wood and do the count update first (i.e. update count then name). Not sure since obviously cannot try it yet. This second method would be more compatible with other mods if they also touched clubSpiked.
EDIT: 2018-11-18 added missing slashes based on some reading.
Thanks!!! That is excatly what I was thinking when Iwas reading the info. I do like the idea of not having to go line by the re enter the same info every update.
Yeah this sounds about right. Thanks Red I really appreciate it.
<set xpath="/recipes/recipe[@name='clubSpiked']/ingredient[@name='forgedIron']@name">nail</set>
<set xpath="/recipes/recipe[@name='clubSpiked']/ingredient[@name='wood']@name">clubWood</set>
<set xpath="/recipes/recipe[@name='clubSpiked']/ingredient[@name='clubWood']@count">1</set>
</configs>
Basicly what I have been doing already just more typing and slightly diffrent syntax.
It would depend on if you want to change both recipes in some way or just one of them.
Let us say for the sake of example you wanted to change Moldy Bread count on the first of those 2 recipes, then recipes.xml in your mod's config folder would be:
If on the other hand you wanted to add aloeCream to both recipes you could do:
Edit 2018-11-18 added missing slashes based on some reading.
Edit 2018-11-19 removed bad AND which was not required.
I use Beyond Compare 4 to go thorugh each line one at a time or groups of lines, tis great at matching recipies and other XML values.
I’m not against the new system and I’ll try it out at some point, but I have dozens and dozens of mods I’ve make and I keep making more-it seems like a waste of drive space and a waste of time to make a new mod file and folder and go thru all these steps if I can still just directly edit the xml.
I conpletely agree with you here but there is one thing that if it is correct makes the new system much better. If you only have to do it once. Right now everytime they push a new update you have to go back and remake those changes. (correect?) With this new system if I understand it correctly you can make the change once and it will stick even when the original is updated your changes over ride the .xml. Its kinda like modding Fallout and such, the .xml loads first then the xpath mod lods making changes that overwrite the base .xml
Yeah its a new syntax but seams like a more efficent way to do it in the long run
Please correct me if I am wrong on any of these points I am still "VERY" new to modding 7D2D.
This system seems less relevant and necessary the closer we get to full release. It’s been nearly a year between updates and a17 technically still isn’t even out yet. What purpose does this serve when they stop updating?
I’m not against the system, I just want to make sure I don’t have to use it if I don’t want to. I’ll probably mess around with it eventually, but I still want to know if direct xml edits work because they’re faster and more efficient to make and use in game. No need for all that extra work if I’m just trying to increase the stack limit of bandages from 5 to 30 or decrease the hydration lost when taking painkillers from whatever it used to be down to 3-5.
I also corrected an issue above by removing an unnecessary AND in one of the examples.