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KailJ

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Posts posted by KailJ

  1. 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. 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.

  3. 2 minutes ago, arramus said:

    Here are some instructions for something you can test:

     

    1. Go to BeeHives > Config / entitygroups.xml
    Change all 3 animalBeeStump prob="0.1" to prob="0.25".

     

    2. Go to HydroponicUndergroundFarming > Config / entitygroups.xml

    Change all Mushrooms and Wildplants from prob="0.1" to prob="0.25".

    Change DesertPlants to:

            <entity name="animalWildPepper" prob="0.25"/>
            <entity name="animalWildPineapple" prob="0.3"/>
            <entity name="animalWildTomato" prob="0.2"/>

     

    With enZombies and the NPC Add on packs there is a lot of competition for spawning.

    This increased probability values should see an immediate impact on the frequency you see them.

    If not, add an extra 0.05 to their prob values. Finding a balance can take time.
    In addition, there are also some hardcoding irregularities to contend with; list order favoritism, load order, double spawning, and whatever else is going on. The DesertPlants were spawning Tomatoes at a very high rate compared to Pineapples even though they had exactly the same spawning chance. This offset helped to stabilise things.

    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. :D

  4. 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. ;)

  5. 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.

  6. @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'

  7. 17 hours ago, arramus said:

    Snufkin created a wonderful Jukebox mod that allowed players to add their own mp3 files to an audio folder and play them while in game. It gave players a selector for about 12 of their own music choices. The mod is not accessible any more and was for A19. I sent a message through his Google Drive to ask for access so we can upload them to another location but I can't expect a reply.

    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

  8. 1 hour ago, ErrorNull said:

    @KailJ thanks for the details. try removing the "-main" from the folder names of "enZombiesHarvest-main" and "enZombies-main". github adds "-main" when downloading zip and i've seen that is has caused issues before. let me know if that helps.

     

     

    Will do that now and let you know what happens.

  9. 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.

     

    ZombiesSet.jpg

  10. 1 hour ago, KailJ said:

    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)

    ModOrder.png

    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)

  11. 10 hours ago, ErrorNull said:

    hi @KailJ - be sure that inside your Mods folder, the "enZombies" mod comes first before "enZombiesHarvest". if that doesn't fix, also let me know if you are seeing and warnings or errors while booting up the game?

    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)

    ModOrder.png

  12. 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?

  13. 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

  14. On 3/3/2022 at 10:34 PM, Gouki said:

     

    Hi KailJ


    Here is the link for the fix:  https://www.mediafire.com/file/4dx4f5rnirne1yh/Fix_for_GK_OSU_working_on_Smx.rar/file


    You just have to copy and paste the windows.xml files in each mod, make sure to leave them with the name windows (I added a badge for the mod that corresponds to each one), if it asks you to overwrite, do it.


    GK Old System Upgrade -> Config -> XUi
    SMXui -> Config -> XUi


    Regards

    Thanks so much, going to give it a try. ;)

  15. 3 hours ago, Gouki said:

     

    Hi KailJ


    Apparently it works without any problem, I just made a few changes to the code of my mod and SmxUi, I'll share it with you shortly.
    Regards

     

     

    A20.2_2022-03-03_13-01-07.jpg

    Sounds great. Thanks.

  16. 3 minutes ago, Gouki said:

     

    I have checked Smx and I see that there are some more lines added, it is just a matter of appending them to the code and see if they work correctly, it may be ready tomorrow.
    Harvesting brick pallets is also another way to get them, but if you want you can modify the blocks.xml code and add more amount of brick when harvesting the pallets.
    Regards

    You could also tell Sirilion (creator of the mod) to make a compatibility.

    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 ;)

  17. 9 minutes ago, Gouki said:

     

    May be that is the problem, Smx modifies many things related to windows.xml, controls.xml, Xui.xml, etc.
    I could take a look at the smx mod, although I'm not sure at the moment, what version of the mod do you have.

    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. :)

  18. 6 minutes ago, Gouki said:

     

    Hi KailJ

     

    I'm glad you like my mods.
    You only install the brick mold in the forge even if no icon appears in the tools for the forge, check it out.
    Regards

    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?

  19. 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.

  20. 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

  21. 56 minutes ago, saminal said:

    How are you trying to use them? You need to hold an empty jar, put the crosshairs on the tap itself, and right-click. Does that help?

    Excellent, that worked. I was looking for the interaction 'E' like the stove. It worked great. Thanks for the prompt response.

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