Delete:" If you're reading this, have a nice day. :) " (for some reason this created an error)
Recipe is being shown and mod loaded, this evening i will try, first of all to craft it (need to get to work now) and to find what broke it and notify the autor
Not sure why, but I get this error whenever I try to load the 1.2v.
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2020-12-25T18:06:48 2.324 INF [MODS] Trying to load from folder: craftable_sewing_kit_and_sewing_needle v1.2-818-v1-2-1604145647 2020-12-25T18:06:48 2.338 ERR Failed parsing C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods\craftable_sewing_kit_and_sewing_needle v1.2-818-v1-2-1604145647/ModInfo.xml: 2020-12-25T18:06:48 2.338 EXC Version number '1.2' is invalid. Line 1, position 16. XmlException: Version number '1.2' is invalid. Line 1, position 16. at System.Xml.XmlTextReaderImpl.Throw (System.Exception e) [0x00027] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at System.Xml.XmlTextReaderImpl.Throw (System.String res, System.String arg) [0x00029] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at System.Xml.XmlTextReaderImpl.ParseXmlDeclaration (System.Boolean isTextDecl) [0x0061f] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at System.Xml.XmlTextReaderImpl.Read () [0x000c6] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) [0x000a6] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) [0x0002e] in <1d98d70bb7d8453b80c25aa561fdecd1>:0 at ICSharpCode.WpfDesign.XamlDom.PositionXmlDocument.Load (System.Xml.XmlReader reader) [0x0000c] in <e9521218400243e9ac8c145545b586cf>:0 at ModInfo.ModInfoLoader.ParseXml (System.String _filename, System.String _content, System.Boolean _clearFirst, System.Boolean _validateOnly) [0x00027] in <e9521218400243e9ac8c145545b586cf>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) ModInfo.ModInfoLoader:ParseXml(String, String, Boolean, Boolean) Mod:LoadFromFolder(String) ModManager:LoadMods() GameManager:Awake()
It originally said "EXC Version number '1.1' is invalid. Line 1, position 16." but I knew it was suppose to be version 1.2 so I changed it to see how it would behave and it didnt change anything. I changed it to version="1.0" for kicks and giggles and it would load the mod but give me the reference exception when I load a map saying there is no such thing as itemSewingNeedle and something like "there is no such block itemSewingNeedle".
Pretty cool mod if it worked as I think it is moronic for first aid kids to use a rarer noncraftable item like a sewing kit. Between myself and my girlfriend we have only found maybe 14 sewing kits in 40+ days.
Nice addition. I'm going to download it and then change the ingredients; which is part of my feedback.
The first recipe for the sewing kit is good and really all that is needed. I would add some polymer as a requirement for it instead of having a second sewing kit consisting of all polymer:
10 cotton + 1 needle + 10 polymer = 1 sewing kit. The cotton is the thread, the polymer is the bobbin you wrap the thread around and plastic case that holds the needle and thread.
And only one recipe is required for the needles. Using forged iron is good as that is harder than scrap iron. However, only 1 forged iron should be required for 10 needles as they are so tiny. The only other thing I would add is the requirement for an anvil at the forge used to make the needles with the forged iron. That would gate the needles for a while and make them hard to come by in the beginning unless you got lucky and looted one or got lucky looting an anvil or anvil schematic.
EDIT: After downloading and opening your recipe file I saw you are using the workbench and not the forge. So I scrapped the idea of using the anvil but did change my required list of ingredients as noted. Again, thanks for the nice QoL mod. Great idea, I hope they add this to the core game.
Oh thanks, Im really glad for your tips and Im gonna do an forge version. Recipes for sewing kits I took from wikipedia. I mean there are a few kinds of threads. One made from polymers and one mainly from cotton, etc.
Edit: I think the recipe with scrap polymers could be done in chemistry station, as it should require "melting" of plastic.
Thanks for the forge version. And you are right about the chem station, it certainly could be used with the polymer version. That would provide two ways of making a sewing kit depending on whether you found/made a forge and anvil or a chem station.
Also, the last comment in the recipe.xml generates an error upon loading. I tried commenting out the comment but but that didn't work. After I removed it, the mod loaded without error. It is a nice comment but unfortunately should be removed.
10 comments
I found a solution for now:
Download the old 18.4 version,
Go into the Recipes.XML,
Delete:" If you're reading this, have a nice day. :) " (for some reason this created an error)
Recipe is being shown and mod loaded, this evening i will try, first of all to craft it (need to get to work now) and to find what broke it and notify the autor
Edit: Waiting on Reply
Nearly same Name just put Sew into the Searchbar
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2020-12-25T18:06:48 2.324 INF [MODS] Trying to load from folder: craftable_sewing_kit_and_sewing_needle v1.2-818-v1-2-1604145647
2020-12-25T18:06:48 2.338 ERR Failed parsing C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods\craftable_sewing_kit_and_sewing_needle v1.2-818-v1-2-1604145647/ModInfo.xml:
2020-12-25T18:06:48 2.338 EXC Version number '1.2' is invalid. Line 1, position 16.
XmlException: Version number '1.2' is invalid. Line 1, position 16.
at System.Xml.XmlTextReaderImpl.Throw (System.Exception e) [0x00027] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at System.Xml.XmlTextReaderImpl.Throw (System.String res, System.String arg) [0x00029] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at System.Xml.XmlTextReaderImpl.ParseXmlDeclaration (System.Boolean isTextDecl) [0x0061f] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at System.Xml.XmlTextReaderImpl.Read () [0x000c6] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at System.Xml.XmlLoader.Load (System.Xml.XmlDocument doc, System.Xml.XmlReader reader, System.Boolean preserveWhitespace) [0x000a6] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at System.Xml.XmlDocument.Load (System.Xml.XmlReader reader) [0x0002e] in <1d98d70bb7d8453b80c25aa561fdecd1>:0
at ICSharpCode.WpfDesign.XamlDom.PositionXmlDocument.Load (System.Xml.XmlReader reader) [0x0000c] in <e9521218400243e9ac8c145545b586cf>:0
at ModInfo.ModInfoLoader.ParseXml (System.String _filename, System.String _content, System.Boolean _clearFirst, System.Boolean _validateOnly) [0x00027] in <e9521218400243e9ac8c145545b586cf>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Logger:masterLogException(Exception)
Logger:Exception(Exception)
Log:Exception(Exception)
ModInfo.ModInfoLoader:ParseXml(String, String, Boolean, Boolean)
Mod:LoadFromFolder(String)
ModManager:LoadMods()
GameManager:Awake()
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It originally said "EXC Version number '1.1' is invalid. Line 1, position 16." but I knew it was suppose to be version 1.2 so I changed it to see how it would behave and it didnt change anything. I changed it to version="1.0" for kicks and giggles and it would load the mod but give me the reference exception when I load a map saying there is no such thing as itemSewingNeedle and something like "there is no such block itemSewingNeedle".
Pretty cool mod if it worked as I think it is moronic for first aid kids to use a rarer noncraftable item like a sewing kit. Between myself and my girlfriend we have only found maybe 14 sewing kits in 40+ days.
The first recipe for the sewing kit is good and really all that is needed. I would add some polymer as a requirement for it instead of having a second sewing kit consisting of all polymer:
10 cotton + 1 needle + 10 polymer = 1 sewing kit. The cotton is the thread, the polymer is the bobbin you wrap the thread around and plastic case that holds the needle and thread.
And only one recipe is required for the needles. Using forged iron is good as that is harder than scrap iron. However, only 1 forged iron should be required for 10 needles as they are so tiny. The only other thing I would add is the requirement for an anvil at the forge used to make the needles with the forged iron. That would gate the needles for a while and make them hard to come by in the beginning unless you got lucky and looted one or got lucky looting an anvil or anvil schematic.
EDIT: After downloading and opening your recipe file I saw you are using the workbench and not the forge. So I scrapped the idea of using the anvil but did change my required list of ingredients as noted. Again, thanks for the nice QoL mod.
Great idea, I hope they add this to the core game.
Recipes for sewing kits I took from wikipedia. I mean there are a few kinds of threads. One made from polymers and one mainly from cotton, etc.
Edit: I think the recipe with scrap polymers could be done in chemistry station, as it should require "melting" of plastic.
Also, the last comment in the recipe.xml generates an error upon loading. I tried commenting out the comment but but that didn't work. After I removed it, the mod loaded without error. It is a nice comment but unfortunately should be removed.