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Showing content with the highest reputation on 11/28/2020 in Posts

  1. 2 points
    I think the word petTEST is a clue not to use it some times when working on new ideas some old code gets left in Had a look and don't see it is connected to any quest line just remove it or comment it out
  2. 2 points
    @magejosh I won't be any help related to this exact issue but I've had NRE happen so many times with mods and stuff in CM. Generally now days if I see an item I don't recognize in CM I wont touch it. Just had it happen the other day (grabbed something in CM related to a different mod, I should have known as item didn't have an icon...., got NRE). For fixing it I generally try this though: Let a Zed or player kill me (if reset doesn't fix it), then take item put into a box and destroy the box (if can't drop without NRE). If I have to I'll reset the Character (not the whole save) and then Admin myself in the XP/Stuff to get back to were it was at before.
  3. 1 point
    Welcome! This will be the main place I post about new modlets for alpha 19. If a mod is labeled as requires restart, it means you will need to either make a whole new RWG world, or just a new world with the RWG you have now. I will also be posting in the thread title when new mods have been added. Mods will have the latest update in blue just below their names with a short description of what was updated and the date. [---If you have any ideas you'd like me to try and create, leave a comment with it. No promises, but I might be interested in trying some of them.---] Note: As most of these modlets use buffs, some things may work or not work, or work completely differently when playing on a server. For some reason the game doesn't always trigger buffs correct when playing as the client on a server. Event Modlets [---These can include random events that spawn in the world, such as new quests or POIs---] Telrics Thumper 2.0 This mod adds a new event. Seek out damaged Thumpers to wrench. Once you collect all the parts, craft a radio to contact Thumper Industries for a replacement. They will instruct you to go to a landing zone and defend the Thumper. Once it's defended, harvest with the wrench to collect your reward! [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player due to not working properly on servers. Picture1 Picture2 Picture3 Telrics Magisters Mansion This mod adds a new Tier 3 POI to explore. Follow Siera Nightstalker throughout the mansion and find out what happened within. Help her defeat the final boss, which will be quite a fight considering how powerful she is. If you played this POI in alpha 18, there has been a few changes to make it work in alpha 19. It's now a valid target for fetch and clear quests. [--Requires Restart--] This is a modlet, however, it does require a new RWG seed to spawn the POI in through random gen. All you need to do is add this to the Mods folder and the xmls will do the rest. Also, this POI uses lootcontainer IDs 351 up to 360, so any other modlets that might touch those particular loot IDs will cause issues. Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer, however the quest portion of this POI can only be completed by one person at a time since upgrade objectives are not shared with party yet. Picture1 Picture2 Picture3 Picture4 Picture5 Telrics Survivor House A This mod adds a new Tier 1 POI to explore. This POI was actually a house that I and a few friends built in a clean playthrough. I exported it and did a little redesign to make it a dungeon crawl and look closer to a vanilla style POI (i'm still very new to this aspect of prefabbing). There is an additional quest chain that can be gotten from the mailbox at this house. Find out a little information about the survivors from this house. This house can also be targeted for vanilla quests like fetch, clear all, and fetch/clear. [--Requires Restart--] This is a modlet, however, it does require a new RWG seed to spawn the POI in through random gen. All you need to do is add this to the Mods folder and the xmls will do the rest. Also, this POI uses a lootcontainer ID of 350, so any other modlets that might touch that particular loot ID will cause issues. Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer, however the quest portion of this POI can only be completed by one person at a time since upgrade objectives are not shared with party yet. Picture1 Picture2 Block Modlets [---These can include edits to vanilla blocks or new decoration blocks.---] Telrics Iron Gates [--Updated: added a 2x2 size variation. 10/11/2020--] A friend wanted me to do a gate model for him and his server, so here it is. The gates come in 6 sizes (5x3 4x3 4x2 3x2 3x1 2x1). They open and close with E like any other door and place towards you (unless you rotate). [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Telrics Iron Bar Doors [--NEW 10/11/2020--] The same friend wanted an iron bar door, so i made one of those as well. This one is only one size. a 2x2. It's a double door that opens outwards like the gates. These place towards you, unless you rotate. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Utility Modlets [---These can include edits to vanilla files or add in new visual effects---] Telrics Healthbars 2.0 Adds a custom healthbar that appears after an entity has been damaged. It will display based on tags, so if you're adding this to custom zombies, be sure to check the buffs.xml to see all the tags used. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Video1 Entity Modlets [---These can include new entities that spawn, extra vehicles, or edit existing entities---] Telrics Horses 2.0 [--Updated: Fixed unlock buff description - 10/3/2020--] This mod does NOT work with TelricsHorsesA19. This mod is a rework of the original horses modlet. It adds a new POI that is home to four new NPCs: Maybell, Leah, Vincent, and Abby. If you ever played the old Summerset Villa mod, these NPCs were in that too. Now they are all grown up. Maybell, the NPC that used to water crops in Summerset, has now become old while her daughter (the little girl that used to fly the kite) Leah has taken over that role. She and Vincent (the little boy who helped you get worms) are married now and have a child of their own which they named Abby. Seek out this POI and gain some reputation with these wonderful people to one day get your very own horse. Complete quests for each NPC to get a +1 reputation. Once you gain certain amounts of reputation (right now it's at 25 and 50), you will unlock new items, quests, and even new minigames. Vincent will teach you how to care for a horse of your own once you've proven to them that you're friendly. This mod also allows you to upgrade your horse after completing the horse obstacle course, which unlocks at 50 reputation. A tier 2 horse has more speed and inventory space than a tier 1 horse. [--Requires Restart--] This is a modlet, but requires a world restart. Simply place into Mods folder and play after you generate a new RWG. Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Video1 Picture1 Picture2 Picture3 Picture4 Picture5 Picture6 Telrics Horses [--Updated: Added German Localization - 10/3/2020--] This mod does NOT work with TelricsHorses2.0A19. This mod adds horses to the game. They will spawn throughout the world as you explore. Apples will also start appearing on the ground, as well as being obtainable through chopping trees, at a low rate. Once you find an apple, craft a saddle for the color horse you want, find that horse in the wild, feed it, then quickly use the saddle on it to get your very own horse mount of that color. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Video1 Telrics Spiders This mod adds some new spider enemies. They will spawn more at night. There is a chance a spider egg cluster will spawn too. This is a good source of eggs and spider silk, which is used to craft spider web traps. These traps slow and damage the enemy. Skinning spiders gives spider silk, and a very small chance to give you a mountable spider. Wild spiders will die after 5 minutes of being alive, to keep the population down and allow actual zombies the chance to spawn more often. A rare queen spider can also spawn and will give much more silk than regular spiders as well as a higher chance to drop the mount. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Picture2 Telrics Pokemon [--NEW 10/1/2020--] This is a mod I did in a18. It has been updated due to some people wanting it. It should work the exact same, I had to do a few things with the entities and some unity stuff, but nothing with the core systems and buffs. You can see a detailed post about how things work here: Telrics Pokemod. This mod is a different build than the original mod, so if you're on alpha 18 still, you're able to download from the old link and still play there. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! This mod does touch several lootcontainer IDs. 620, 621, 720 - 744, and 920 - 944. Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Telrics Biplane and Helicopter This mod adds a biplane and helicopter the player can acquire. These are craftable from level 1, but require parts for the vehicle you want and are crafted on a workbench. Biplane parts come from biplane crash sites, and heli parts from heli crash sites. These will spawn randomly while you are exploring any area. Use a wrench, ratchet, or impact driver to salvage the parts. You may also find parts in the optional POI. If you create a new RWG with this modlet, it will spawn the POI. If you don't, the mod is still playable just fine. This POI is targetable with all trader missions at all tiers. Biplane and helicopters are much more efficient on fuel use than vanilla vehicles. The biplane is really useful for getting across entire maps quickly, while the helicopter is slower, but allows up to 2 passengers to ride along and can hover. [--Does not Require Restart--] This is a modlet and does not require a world restart, but if you want the included POI to spawn, you'll need a new RWG. The POI is not mandatory to have, though. The mod will work just fine without it. Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Picture2 Picture3 Telrics NPC: Vincent This mod adds Vincent, a basic resource gatherer, to the game. This is a bit of a proof of concept mod, but works fine for single player only. In this mod, you hire an NPC named Vincent for some dukes. Once hired and placed, you can craft work order tools of a stone axe, stone sledge, iron pickaxe and axe, and a steel pickaxe and axe. These items can then be given to Vincent. You must be within the yellow circle under him for about a second before all buffs will kick in. This will make him start chopping the tree or mining the boulder. After a set time limit, depending on the tier of tool given, he will have completed the work order and have a pile of resources waiting to be collected. Stone tier will give 1000 stone or wood over 10 minutes. Iron tier will give 2500 over 8 minutes, and steel tier will give a full stack of 6k over just 5 minutes. When doing these work orders, you must stay within the same chunk as Vincent. If you leave that chunk, the game will reload the entity and you will lose the buffs triggered, as well as the tool and resources. So use your down time while at your base to have Vincent working for you. Vincent will slowly 'starve' (the same as health) over time at a rate of 5 health per 25 seconds. When he is working, though, this will increase to 60 health per 25 seconds. You can craft him some custom bacon and eggs that will heal him for 40 every 2.5 seconds for one minute. At 20% health, he will display an icon indicating he is very hungry (for those of you who don't use a health bars mod). Zombies are also able to attack him, so keep an eye on him. If he dies, you have to rehire him. Placing a new Vincent will destroy any other Vincent in the area within about 40 blocks. [--Does not Require Restart--] This is a modlet and does not require a world restart. Simply place into Mods folder and play! Tested and works with Alpha 19.2 b3 This mod ONLY works on Single Player. Servers do not transfer the buffs correctly, sadly... I'm looking for feedback on this mod, so let me know what you think. Video1 Weapon Modlets [---These can include new weapons or perks and progression that pertain to weapons---] Telrics Golf Club This mod adds a simple melee weapon, the golf club. It can be crafted, using pummel pete perks, and can be found in tier 1 melee loot. [--Does not Require Restart--] This is a modlet and does not require a world restart, however, depending on load order, existing items in inventories may be switched with a different item. Use with caution! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Telrics Guitar This mod adds a simple melee weapon, the guitar. It can be crafted, using pummel pete perks, and can be found in tier 1 melee loot. [--Does not Require Restart--] This is a modlet and does not require a world restart, however, depending on load order, existing items in inventories may be switched with a different item. Use with caution! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Telrics Stun Baton Perks This mod adds five new books for the player to find in loot or purchase from a trader. These books will slowly make the stun baton more useful in more situations. Book 1: While at full charge, gain 15% movement speed. Book 2: Using a charge makes nearby allies deal 30% extra damage for 2 seconds. Book 3: Causes your shocks to also ignite the enemy. Book 4: You have a 20% chance to recharge your baton when you use a charge. Book 5: Full charge attacks have an extra 5 meter reach. Book Set Completion: Enemies hit with a full charge will spread shock and fire to all other enemies within 3 meters. [--May Require Restart--] This is a modlet and does not require a world restart, however, any mod that touches the progression system has a very high chance to corrupt the data and cause your character to drop back to level 1. You'll lose any perk points you've spent as well. So use with caution! Tested and works with Alpha 19.2 b3 Recommended to be played single player or multiplayer. Works fine on servers as well. Picture1 Thank you for playing my mods! If you find any issues, let me know and I will try my best to fix it.
  4. 1 point
    Awesome! Thank you, as always, Chiko! I've updated the files to include this localization now.
  5. 1 point
    There is a lot of frustration surrounding the looting progression of A19. Some hate the fact that sealed containers have primitive gear in them. I am not going to speak to that in this post. What I want to mainly address is the overall plan as it has been revealed for loot progression. I hope to alleviate fears but I also recognize that you can't please everyone so I'm sure that there will be those upset by even the overall plan and you are welcome to share your opinions here once you understand where this is all headed. Currently loot progression has been slowed down and gated by gamestage milestones. Once you reach a certain gamestage you will begin to see better loot as well as tougher enemies. This progression is not strictly "leveled loot" but more like "leveled probabilities". You still have a chance at getting high tier gear at low gamestage but it is extremely rare. Probabilities shift towards high quality goods becoming more likely to appear as your gamestage increases. This means of course that you can still also get crappy primitive stuff from time to time even if your gamestage is high. WHERE IS THIS ALL LEADING? The good news is that the current progression is just a first step towards an ultimate goal. The goal, in case you were wondering, is to have a wide variety of loot that is exciting to obtain while at the same time maintaining the relevance of crafting in the game. Also the devs want there to be differentiation and risk assessment when deciding to go for particular loot. Historically it hasn't really mattered much where you looted as it was all the same loot wherever you went. Shotgun Messiah boxes in a simply house attic in the forest was exactly the same as Shotgun Messiah boxes in the Factory in the wasteland. The devs want the latter to have more exiting things in them as long as the player is willing to take on the greater risk in obtaining them. WHAT CHANGES WILL BRING THIS ABOUT? These are the changes revealed by Madmole in the dev diary that they plan to do. There has been nothing said yet about backtracking any of these design choices so as of now these steps are still the plan. Other than Step 1 which has already happened there is not particular order to the next steps and most if not all of the rest could be completed by time A20 comes out so the order won't really matter to us. Step 1: Tie both loot and enemies to player gamestage. This has been slowly happening (mostly with enemies) since A17 but really took a huge noticeable leap in A19 when the loot had its turn to get in line with gamestage. THIS IS THE PRESENT STATE _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ PLANNED Step 2: Add a modifier to each biome and each POI that increases the player's gamestage while inside it by a certain amount. That modifier could be zero or it could be much higher. Modifiers of POIs within Biomes with modifiers would stack. By making it possible for POI's and Biomes to have a higher gamestage rating that will result in both tougher enemies and better loot. Step 3: Add primitive weaponry for each attribute tree so that there is greater variety of weaponry that works well with each attribute during the primitive stage. Step 4: Add legendary weaponry so that there is even greater variety. The most recent remarks by Madmole that I remember were that legendaries will be of any quality tier but have special mods pre-attached that will give great bonuses when using that weapon. Could this mean that plain quality six gear could be re-opened to crafting? Possibly but that hasn't been confirmed. Step 5: Add a Random Encounter Manager so that random encounters can happen giving the player the illusion of greater zombie activity without hurting performance. This feature would also tie into the gamestage system to create a range of risky encounters. An example would be a regular supply drop would have gamestage modifier of 0. But the random encounter manager could place a crew of bandits around that supply drop adding a significant gamestage modifier and thus making the loot in that supply drop much better than it would have been. Step 6: Implement a method for preventing the nerdpole smash and grab. There has been no official word on what that method will be although Madmole seems to like the idea of needing to find a key. RAMIFICATIONS Once all the pieces are in place we will be back to a world with diverse loot to be scavenged-- way more diverse than ever before. Players will decide for themselves by assessing risk and rewards for whether they want to play it safe and slowly progress by sticking to easier areas and letting their own unmodified gamestage determine the loot they get and enemies they face or whether they want to enter the wasteland and search an infested factory for the best loot. If they get it and survive then they will have a definite advantage in the early game. One thing I didn't mention which could also relate is that there is code right now for three levels of radiation with indicators for the player for when they enter areas of that intensity of radiation. It seems that this, once implemented, could tie in as well to this system but it hasn't been mentioned like the six I outlined by Madmole.
  6. 1 point
    Yes, thank you magejosh. This is an antiquated reference that hangs over from Snufkin's original mod and can be removed from the next update if there are no connections to it. In fact, reference to the old shark entry was also removed as that would also cause NRE if it was opened in F6. Thanks for bringing it to everyone's attention. I hope you were playing in SP and it didn't cause too much damage.
  7. 1 point
    I mean you're not wrong. Curiosity killed the cat as they say. It's in the items.xml lines 10-16. I commented them out and have had no problems on server or sp with it since. It's been in every version i've downloaded. I wouldn't worry about it, like oakraven said it's not connected to anything else in the mod so as long as someone isn't using the creative menu and spawning it into an inventory, then it will never come up in gameplay anyways. I just felt it only responsible to let far better modders than me know it was there and may be unnecessary. That was my first instinct, but the NRE wouldn't let me interact with anything else. I could see there was no drop or scrap options in the inventory item preview either.
  8. 1 point
    So I haven't replaced the PSU yet, it's still sitting in its box. I offloaded the 7 Days server to my laptop and turned down my settings a bit in the game, and I haven't had a shutdown since then. I plan to replace the PSU next week when I have a day to tinker.
  9. 1 point
    If you're looking for the links to the streams, just type in "7D2D A20 Stream 2" in either YouTube or Twitch. It's not that difficult to locate them. If you cannot access them, then that's Chinese censorship for you.
  10. 1 point
    Hi Kandrathe. Love some of those ideas. Especially the radio. Ever since playing We were here (2 player cooperative where you both needed radios to communicate), I've loved that idea and it could be tied so well into the game, although I see the strengths mostly through mods. Other ideas I'd love to see would be to retrieve a password (and have a dialogue box upon return of trader or bandit or someone else) Remove some radioactive material (at obvious danger to you but a worthwhile prize) so a NPC can live in their house again. If you could add a camera into the game, take photo evidence of something, maybe a dead body to show the house owner had perished. I'd also love it if the retrieve the satchel could be made into a detective game. Like find post-it notes around the place with possible locations, maybe computer password so you'd have to get power to the place, activate the computer with password to read a document about the location... When NPCs get in, save a person and escort them to safety. Would be fantastic if you could make friends with a group of factional bandits if you saved a member's sister/friend/relative. Of course then make more of an enemy of another faction... That's what I love about this game. So much potential! And I don't expect many of these things before going gold, but I'd definitely pay more for these types of additions to the game.
  11. 1 point
    I got some bad news for you.....I canโ€™t speak about, just show you a clip from a witness The power supply was just too much for it....... And this is my one a day bad dad joke๐Ÿ˜€ Thank you and good night everyone!!
  12. 1 point
    yellow is fine. it is from the way I am searching to add them to the appropriate groups (which is extensive on some of them). No issue with them being yellow.
  13. 1 point
    For the life of me, I donโ€™t recall any references to pettest in this mod. I agree. I donโ€™t know what pettest relates to and I hope mage josh can shed some light on it.
  14. 1 point
    @Kuosimodo I saw that you reacted with a heart emoji for one of my posts. Remove it immediately.
  15. 1 point
    @magejosh thanks man ! so glad i dont put that on my server too ...uff...that was close
  16. 1 point
  17. 1 point
    did I say you that I can't play solo game without your rules ? trying to convince my mate to put it on our server ๐Ÿ‘๐Ÿ‘๐Ÿ‘๐Ÿ‘
  18. 1 point
  19. 1 point
    For those who celebrate this holiday, everybody else, have a great day. I'm thankful for lockpicks, and the blood moon slider. Go!
  20. 1 point
    For those who don't want to check the 2 hour stream, these were the highlights: -The current internal version of A20 is b51. -Random Gen is going to be better than ever, with better district distribution in cities, better performance and more and more deterministic procedural landscapes. It will be similar to Nitrogen in many ways, with some new options too. - New map sizes for RWG will be : Same as Navezgane (6k X 6k), 8K and 10K. 4k will be out of the game due to it being too small. They are aiming at 1minute of generation time per square km, so a 10k map shouldn't take more than 10 minutes to create. Bigger sizes than 10k result in issues, so they are not in yet. Kinyajuu didn't discard bigger than 10k sizes for the future, he just said that they need polishing, so maybe in the future we will see bigger sizes. That's what she said. -Deterministic procedural landscapes will result in more landscape features and maybe some mountains having secret pathways, ponds, loot sites and also : -Rivers WILL make it to RWG eventually. There is a high chance of them being in a20. -More POIs (they show a couple of new ones in the video). -Burnt forest is going to be combined with the Wasteland biome into a big "art set" in a similar theme than the previous pine forest/normal forest merge, adding beefier gameplay with seamless merged burnt/radiated areas. TheFunPimp argues that the impact of this change will hopefully result in MORE variety due to the granular design approach of the RWG and also better gameplay overall (less repetition, more good stuff, better weather handling and straightforward progression). This is still a WIP. -A little talk about radiation zones and radiation suits. Basically the same mechanic as in Fallout 3,4 and NV, with poisoning, dedicated medicine and danger zones. -Pipe weapons will be revealed when they are gameplay worthy. They are WIP at the moment. -Biomes, Pois, items, gamestage, effects and the survival aspect of the game will get many improvements, like biome progression improvementes (for example higher gamestage in POIs for Snow biome, highest for Wasteland POIs). -A little talk about quests. Quests are as per the OP (quest listing so you can pick any of the 5 tiers when you unlock them and also the new Generator quest). They are still ironing out some stuff like "quest bonuses for doing it at night". Nothing is set in stone for that last one. -VEHICLE MODS. Paint is in. There are currently 10 mods for vehicles in a20. No talks about what they do yet. They are also WIP at the moment. -Characters and Armor Sets are also currently a WIP. That's mostly it. A big hug to everyone.
  21. 1 point
    Hey Riles, I was wondering why the rebundling of ammo is not enabled in v1.06? Thanks!
  22. 1 point
    The pathing distance limit is horizontal. They can only path about 40m out. Farther and they just go in a straight line to the edge of the path grid. I dug to bedrock in Navezgane and BM day 7 spawns came above me and started digging down. They do a lot of moving and stumbling in addition to digging, so it can take them a while if you don't have a ton of zombies. That is code, so would be me, but doubt it will change anytime soon. I tend to forget that is even a feature.
  23. 1 point
    Was cruising around in my 4x4 doing a bit of exploring and lamenting on the late-game sameness... Day 54, level 51 and basically invulnerable, have most of the good loot, what now? Here's a thought: randomly generated, timer-based infestations of towns and cities. This event can happen from day 1, it picks a handful of cities and/or towns across the map and deems them "infestation sites; basically zombie hot-zones. In these zones, there are more zombies per sqft, the zombies are more aggressive in general (damage/speed), there are awful (new) boss-like zombies unique to these zones, loot quality is notched up AND... there are unique items and/or quality levels (7?) only to be found in these regions. When a player discovers an infestation site it is on a timer which will revert back to normal in a number of weeks. Or, the player can locate and clear a number of objectives (yet to be named) which are fiercely guarded by the worst of the unique mobs, resulting in a major xp and loot reward and the reverting of the region back to a normal state. This type of global event would give us all interesting things to do up in the latter levels! And maybe some of these super nasty unique mobs wander into neighboring towns for some mayhem and destruction, giving the player a hint that there's an infestation nearby. Maybe infested towns have green fog too? Worms? Maggots? Slime? Possibilities are endless!
  24. 1 point
    I would like to see Sprint in all Movement Directions to return. Not as it used to be, but a minor movement boost when holding the sprint button, would feel more normal. Locking it to forward motion does not really make sense. People argue "you cannot sprint backwards" which is a stupid rebuttal, you can, it's not really hard. :f You can't go as fast as you can moving forward, but you can still go faster than walking speed.. not to mention strafing.. Perhaps the Parkour skill can allow the player to use 'sprint' in the 5 remaning directions, allowing a faster movement speed than just 'walk speed'. 20% more at level 1, 40% at 3, and 60% at 5. If Walk = 100% and Sprint = 300%, perhaps using 'sprint' in backward motion would be 160% speed.
  25. 1 point
    Hi, I don't often come here, so I'm sorry if this topic has already been discussed elsewhere. And I will certainly not take credit for this idea, because I've heard it floated around a couple of times before. If you didn't guess what I'm talking about from the title, I was wondering about the possibility of adding a gun to the back of the 4x4 truck. With Alpha 19's 'you-can't-just-plow-through-me with-your-truck' kind of hordes, this could be a real game changer. If your base gets destroyed or you're caught out in the horde for any reason, just stick a friend on the back have 'em go to town. When I didn't manage to get back to my base before the horde the other night, I started to realize just how useful and cool something like this could be. I've been hearing that Alpha 20 is supposed to introduce vehicle mods. Has anyone heard if this is gonna be one of them?
  26. 1 point
    Another one fix for your modlet? <!--If you can craft exploding and flaming steel arrows and bolts then you can craft steel arrows and bolts--> <append xpath="//perk[@name='perkRangersExplodingBolts' or @name='perkRangersFlamingArrows']//passive_effect[@name='RecipeTagUnlocked']/@value">,ammoArrowSteelAP,ammoCrossbowBoltSteelAP</append> and Unlocks property One saving time tip:
  27. 1 point
    @Life2Death, @MajorMunchy: I have attempted to contact @psouza4 on these forums to see if he intends on updating this modlet for a19, or if he wouldn't mind if I attempted to update it. He hasn't posted in awhile so I'm not sure if he will get the message.
  28. 0 points
    Hi, Mr Moderator. Sorry to bother to your work again. I just want to ask, A20 the latest issue of the live video uploaded to the Internet? If you have finished uploading, you can give me a website? In this way, I can find it directly. Do you know? In China, using VPN is illegal. And we these 7 d2d Chinese fans are calling A20. Some fans asked me to give you mean something like this: even if for a period of internal testing of the video, after all, this chip cookies.
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