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The metal door will require the wood in addition to the metal repair materials you assign.īlocks using extends now do give the resources from the parent's destroy event. If you extend a wooden door that is repaired with wood, then use that to make a metal door.
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"Extend" copies upgrade and downgrade blocks/properties.Īs you can see in the file you can mix and match, keeping the upgrade material and amount thereof but overwriting the target block.įor repairs you cannot un-extend a material. This allows you to filter by categories, such as "find me all trees". Trp - traps, spikes, mines that DO something Plt - all other plants, shrubberiers, farming crops, or blocks that fulfil the purpose of a plant even if its just a pickup.
Lgt - all lights, including wall torches and candles Desks, chairs, potted plantsĮlt - electrical things like control panels that we don't have a clear purpose for, yet Useful filters and a useful list > strict adherence to rules.Īlso containers that downgrade into loot containers. I would also mislabel the damage 2 car so it stays with the others. Many blocks like "scrapIronPile" have unique models / shapes.Ĭnt - container, typically loot (I would call block-based containers like "CntWeaponsBlock") NOTE: This plan was implemented only partially (tree, cnt) - maybe some day. Support - value="Branch", 45° angled beam Gable - value="Gable" small triangle tip for roofs
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Pillar100 - value="Pole1m" 100 cm versionĬNRFull - value="WedgedCornerFull" corner with a full (square) base for outside pyramid roofsĬNRRamp - value="WedgedCorner" corner with a half (triangle) base for outside pyramid roofsĬNRInside - value="WedgedInnerFull" concave shape for roofs PoleSupportCtr - value="pole_diagonal_centered"ĬrossCtr - value="pole_diagonal_centered_cross" Stairs50 - value="StairsQuarterFilled" 50 cm steps Stairs25 - value="StairsFilled" / "StairsFilledVerticalUV" 25 cm steps Ramp - the basic 45 degree triangle shapes Sheet4 - value="HousingDecor/Boarded_windows" or other custom models Sheet2 - value="shantyWall01Sheet2" - "shantyWall04Sheet2" If you search for "concreteTrimBlock" because you need that look, having "Trim" as an extra property after the shape might not be helpful. The block naming convention for "basic" blocks (with interchangeable textures) is That's why cowboy boots (loot only but extending leather boots) did not scrap. The property itself is not inherited by "Extends" so all child blocks / items remain visible.Įxtended items do NOT inherit auto-calculated weight. Like for master blocks that are not to be used directly.
In game mode you see "all" and "player" items. In the editor you see "all" and "dev" items. If you turn on the "dev button" on the creative menu you always see both "dev" and "player". What this does is that the creative menu can display different sets of blocks in "player" and "dev/level builder" view mode. Technically "All" is a value but that's the default so why bother? "CreativeMode", values: "Player,Dev,None" Property: IsDeveloper (mostly blocks.xml + items.xml). Keeping all that information in "their" files started to become awkward because of the amount of notes so this file was added.
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Tags and properties are added and removed in every major update and what they do or in which cases can change as well. This information comes with no guarantees whatsoever. This file is a courtesy to modders, prefab builders, or anyone else incorrigibly curious and snooping around the XML config files.