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dbourque

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Everything posted by dbourque

  1. Forgot to let you know that it just worked flawlessly. No idea what the issue was with the connection timing out, but when we tried it over the weekend it just worked. I did port forward, but no idea if that was what fixed it. Thanks for such a great mod, we are having a blast.
  2. I never thought to test it without any other mods installed. Unfortunately I won't be able to test it until next weekend. As for the logs and mods, all the logs were replaced since I played a bunch since then. The mods I use don't touch any of the entity xmls. I double checked and none use the entity xmls. The mods I use: I can't see any of them messing with it. Also, I was able to join the world no problem in single player. So it worked fine for me, the host. It was only when my friends tried to join is when it became a problem. I'll be sure to let you know how it goes and if it still doesn't work with just enZombies installed, I'll pm you my logs.
  3. I installed the main folder and the snufkin addon, but when my friends try to join my game they get a connection timed out. Removing just those two mods from the mods folder made it so they could connect again. I tried googling around but couldn't find anything. What would cause this?
  4. Very odd, but good to know haha. I can confirm it's working perfectly fine now. Thanks again!
  5. That was the issue? Wow. Thank you lol, I would never have figured that out. So why is tags= and tag= different? Other xml files use tags=.
  6. I tried insertAfter and nothing changed. Thanks for the advice, though. That's good to know for the future.
  7. So that makes perfect sense but I have tried tags before and it just doesn't work. It makes it so none of the resources get harvested. Here's my code: The player <append xpath="entity_classes/entity_class[@name='playerMale']"> <effect_group> <passive_effect name="HarvestCount" operation="base_set" value="0" tags="SnowOreHarvest"/> <passive_effect name="HarvestCount" operation="base_set" value="0" tags="DesertOreHarvest"/> <passive_effect name="HarvestCount" operation="base_set" value="0" tags="WastelandOreHarvest"/> </effect_group> </append> The blocks <append xpath="/blocks/block[@name='oreIronBoulder']"> <drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/> <drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="WastelandOreHarvest"/> <drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="DesertOreHarvest"/> </append> <append xpath="/blocks/block[@name='terrOreIron']"> <drop event="Harvest" name="resourceScrapLead" prob="1" count="100" tags="SnowOreHarvest"/> <drop event="Harvest" name="resourceRepairKit" prob="1" count="100" tags="DesertOreHarvest"/> <drop event="Harvest" name="resourceCoal" prob="1" count="100" tags="WastelandOreHarvest"/> </append> The buffs <buff name="AllowSnowOreHarvest" icon="ui_game_symbol_mining"> <duration value="0"/> <stack_type value="ignore"/> <effect_group> <requirement name="InBiome" biome="1"/> <passive_effect name="HarvestCount" operation="base_set" value="1" tags="SnowOreHarvest" /> </effect_group> </buff> <buff name="AllowDesertOreHarvest" icon="ui_game_symbol_mining"> <duration value="0"/> <stack_type value="ignore"/> <effect_group> <requirement name="InBiome" biome="5"/> <passive_effect name="HarvestCount" operation="base_set" value="1" tags="DesertOreHarvest"/> </effect_group> </buff> <buff name="AllowWastelandOreHarvest" icon="ui_game_symbol_mining"> <duration value="0"/> <stack_type value="ignore"/> <effect_group> <requirement name="InBiome" biome="8"/> <passive_effect name="HarvestCount" operation="base_set" value="1" tags="WastelandOreHarvest"/> </effect_group> </buff> Something must be wrong and I'm just not seeing it.
  8. I'm stumped again. So my plan was to have multiple harvestable resources in the iron ore, but make it so you can only harvest one resource at a time from each biome. ie: mining iron in the snow biome gives only SnowOre and nothing else. <append xpath="/blocks/block[@name='oreIronBoulder']"> <drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/> <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/> <drop event="Harvest" name="resourceCoal" prob="1" count="100"/> </append> <append xpath="/blocks/block[@name='terrOreIron']"> <drop event="Harvest" name="resourceScrapLead" prob="1" count="100"/> <drop event="Harvest" name="resourceRepairKit" prob="1" count="100"/> <drop event="Harvest" name="resourceCoal" prob="1" count="100"/> </append> My current issue is that when I'm in the snow biome, it harvests all three instead of only the one that I want to harvest. I might have to find another solution but before I did that I wanted to double check with you.
  9. THANK YOU! I'm very new to xml and that seemed to have solved my problem. I guess my only issue was that I couldn't figure out how to trigger the buff, but once the buff got triggered it works fine. Much appreciated!
  10. @Telric Sorry to bother you, but I can't for the life of me figure out how buffs work. I have the harvestable item on the block, and it's set to zero in the entityclasses. That works, as I can no longer harvest it. But from there I can't figure out how to get the buff to activate when I enter a biome. I'm either messing up the inbiome code, or I'm just not applying the buffs right. All the buffs.xml contains are just the buffs that you create and then you have to apply them elsewhere, correct? So then would I apply the buff in the entityclasses.xml under the player? Thanks for any help that you can provide. This is the only thing I'm stumped on.
  11. That's great news, thank you. I never thought of looking into buffs. So I did some digging and came across this <requirement name="InBiome" biome="9"/> and I found all the biome ids under the biome.xml <biomemap id="01" name="snow"/> <biomemap id="03" name="pine_forest"/> <biomemap id="05" name="desert"/> <biomemap id="06" name="water"/> <biomemap id="07" name="radiated"/> <biomemap id="08" name="wasteland"/> <biomemap id="09" name="burnt_forest"/> <biomemap id="13" name="caveFloor"/> <biomemap id="14" name="caveCeiling"/> <biomemap id="18" name="onlyWater"/> <biomemap id="19" name="underwater"/> I'll tackle this when I get time. Thanks again! Also, love your mods. I look forward to seeing what you have in store next.
  12. I was looking into adding different ores in different biomes to force players into exploring more. But instead of adding a whole new ore block and textures and adding new worldgen stuff, I was hoping there would be a lazy way of doing it by making certain items get harvested from the iron ore nodes but to specify that I want them to only harvest in certain biomes. As far as I can tell there's nothing I can add to the xml to do that, right? I know I could do it by adding a new metal to the world gen, but that would require a new world being generated for it to work. I was hoping I could edit the <block name="terrOreIron"> and <block name="oreIronBoulder"> by adding something that specifies "You'll harvest THIS ITEM only by mining <block name="terrOreIron"> in the snow biome. Any help is awesome, and if the only solution is through creating a new block and doing it through worldgen, so be it.
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