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KailJ

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Everything posted by KailJ

  1. KailJ

    A21 NPCMod and Addons

    I am not sure if this is a bug or a limitation on the mod, or a limitation on the game itself. But here is the situation. My friends and I just ventured to a city that was over 2km from our base (where we had NPCs stationed). When we returned they had all vanished, even those that were inside the structure. Nothing was damaged, all doors were closed, and so on. So we are sure they were not attacked and killed. So my question is, do NPCs vanish if you get to far away from them? Any help on this would be awesome. Thanks.
  2. Is there a current list of modlets that do work with this overhaul? Thanks.
  3. KailJ

    A21 NPCMod and Addons

    Ok, I don't know what up, but I currently have everything set to 0.99 and only a couple pop up here and there, and still Zero bee logs. I see zombies dropping over dead for no reason, but they just lay there until they disappear. Is it possible that something is causing the snake entity to spawn in at an exceptionally low rate thus effecting the mod from having the 'materials' to create the logs and plants and such? I am clueless about all this....obviously. LOL Two full day/night search results will all prob="0.99" Red Mushroom = 0 Puff Ball Mushroom = 4 Purple Mushroom = 0 Wild Cap Mushroom = 0 Lion Mushroom = 2 Fire Fly Stump = 1 Wild Jalapeno = 1 Wild Turnip = 4 Wild Eggplant = 0 Wild Strawberry = 1 Wild Pepper = 1 Wild Pineapple = 3 Wild Tomato = 0 Bee Stump = 0 Bee Stump 2 = 0 Bee Stump 3 = 0 To bad you can't use Bird nests instead of snakes, there are hundreds (if not thousands) of those all over the place. LOL Let me know if there is something else I can try. I really want to use the mods as we really enjoy them.
  4. KailJ

    A21 NPCMod and Addons

    Awesome, I will do the editing to the XMLs in the morning (since it is 3am here) lol. Thanks for the quick response too. I can hardly wait to see what you have up all your sleeves for 21.
  5. KailJ

    A21 NPCMod and Addons

    I have a question. I am using a couple mods by Arramus and Oakraven (Bee Hives and Hydroponics) and have run into a problem. According to what I was told the elements from the mods are spawned as entities (snakes). I am using enZombies and NPCMod (with multiple add on packs) so I am venturing a guess that the zombie spawning is preventing the snakes from entering the world thus not allowing the elements for the aforementioned mods. Is there a way I can increase the number of snake spawns in world, if so, what would I need to do. Thanks in advance for any help on this.
  6. Does the Beehive and Hydroponic mods need to be installed when the world is created? The reason I am asking is because (besides a few zombie mods) I have only the oakraven mods installed with the following issues. The chicken coop mod: The nests have changed their appearance and you can find the chicks just fine. The Beehive mod: You can create the hives just fine, but the bee logs are no where to be found in the Pine Forest areas. The Hydroponic mod: You can build the table and such just fine, but the plants in the wild are like the bee logs, no where to be found. Was something broken when after the last update? Please advice as we love the mods. EDIT: I did come across 1 strawberry after driving around looking for about 15 minutes. Still not as many as in the past.
  7. @ErrorNull I was checking the server log and this is popping up. Not sure which mod I need to remove, perhaps you can shed some light on it for me, thanks. 2022-09-19T12:39:45 0.838 INF [MODS] Trying to load from folder: 'enZombiesNPCMod-1ZombiezPack' 2022-09-19T12:39:45 0.838 WRN [MODS] enZombiesNPCMod-1ZombiezPack/Mod with same name already loaded, ignoring 2022-09-19T12:39:45 0.838 WRN [MODS] Failed loading mod from folder: 'enZombiesNPCMod-1ZombiezPack'
  8. Not a problem. I do have a sudden problem that I am checking things to see if there is a mod conflict. For some reason the bee logs are not spawning on the map. I will see if I can come up with an idea of the problem. Without the queen bees we can't get the honey. LOL
  9. All my players LOVE your music decor mod. They were curious (as I am) if there is a way to make the music play longer or on a loop? Also, do you plan on making additional music selections from the devices (piano, organ, jukeboxes).
  10. That fixed the problem. Might want to put a note somewhere to let others know to remove the -main from the folders. Thanks again for your help on this.
  11. Will do that now and let you know what happens.
  12. I did some experimenting and it seems that the only zombies that are having issues are the main enZombies. The Orcz, Survivorz, YeOldUndead and Goblinz pack/patches seem to be working fine. I compiled some screen captures to show what I am experiencing. The enZombiez all have 1000 after death and unable to harvest, the others are 300 and under and you can harvest them with no problem.
  13. I was comparing the XML from the enZombieHarvest to one of the patches and the only difference I can see in the code is that the enZH mod says: append xpath="/entity_classes/entity_class[contains(@name,'enBiker1')] Where in one of the patch zombie mods of yours says: append xpath="/entity_classes/entity_class[@name='OrcGurl'] The only difference I can see is that one has contains( in it and the other doesn't. Could that be the problem? (sorry I am not a coder...lol)
  14. I am including a screen capture to show the order (at least how they are), and I checked the server log and there are quite a few of these: 2022-09-13T10:36:15 91.934 WRN XML patch for "entityclasses.xml" from mod "enZombiesHarvest" did not apply: <append xpath="/entity_classes/entity_class[contains(@name,'enLabCreatureFemale4')]" (line 1653 at pos 3)
  15. I am not sure what I am doing wrong, but I am trying to use the enZombiesHarvest but the only zombies I am able to harvest are the vanilla versions. All the others start out with 1000hp (once they are dead) and do not get anything from them when attempting to harvest them. The only zombie mods I am using are the enZombies and a few of the other packs w/appropriate patches. Anyone have any ideas?
  16. Hey, I have a question. I made the Flamethrower Trap and placed them, but they do not work, and I can not pick them up even with a claim block. Is this a glitch in the actual game or the mod or something. Any help on this would be great. Thanks
  17. Thanks so much, going to give it a try.
  18. Sounds great. Thanks.
  19. I am in no hurry, when ever you have the time. I am sure you have a lot on your plate as it is with creating mods for 7D
  20. I am using the the most current version of all mods (I check daily before I play for any updates to what I use). I have a few brick pallets currently so I have access to bricks that way for now. Just would be nice to be able to make more. LOL.
  21. I have tried. It will not let me create bricks, it says the brick mold needs to be installed. I have the brick mold in my inventory, but no matter what I do, it will not recognize the mold. Could it be because I am using SMX?
  22. I really enjoy your mods. I am having a slight issue with the GK Old System Upgrade mod. I created the brick mold, but I am not sure where to install it. It will not go into the forge. Is there something I am missing or not doing correct? Let me know thanks.
  23. Most excellent, I know I will be using this for the grounds around my base. Now if only someone could figure out and come up with a modlet that would allow the addition of textures we could paint with to have more variety when doing our bases. LOL
  24. Excellent, that worked. I was looking for the interaction 'E' like the stove. It worked great. Thanks for the prompt response.
  25. Love the mod. Only problem I am having is that the working faucets (taps) do not work. They act like the vanilla game versions (decoration only). Suggestions?
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