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TantraMan

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  1. Any thoughts of adding a Demo Vulture. I think it would be fun to have it fly down on you, except it has the bomb on its chest...be carrful!!!
  2. Regarding the Fire Mod, I have installed and love it. I noticed in the code that the Flamethrower and Fire Extinguisher require "RepairKitAutomaticRifles" if damaged. I wasn't sure if this was intentional or just old left over code from another mod/alpha. I was also curious which line of code we can edit in the buffs.xml to lower the chance of blocks reigniting when put out. Every time put out a fire, almost every block that was burning burst into flames again, so it feels kinda pointless to even attempt. Any advice or suggestions would be great. Keep up the great work.
  3. Hello All As a recent fully amateur modder for myself and friends, I'd like TFP to allow blocks to have multiple class tags. I.E. the workbench falls under workstations. I would like to also be able to classify a new block (X) as electrical as well. Now I could create a workbench that require electricity to run, and dependent on what I am crafting or the speed we could possibly have it use MORE ENERGY and produce more heat for a faster crafting experience. I believe this would give more opportunities to modderd to get really creative as well as lend more functionality to electrical use. Making a 4x4 would require X power for Y amount of time. Now you can play the game of do I have enough fuel for genie, enough solar power and batteries banked up. Do I download( or possibly new vanilla assest) or craft a better power source and have use of it. Just random thoughts is all. Side thought....hook up a generator to. Working stiff truck. Boom instant workbench/Chemstation in the field while supplying electricity. Different possibilities.
  4. Hello All, So I have been working on some of the modlets I made back in A20 and making them compatible for A21. Not much has to be done, besides minor changes. I have bow gotten 5 of my modlets to load and work without issue, minus one recipe without a source. My issue is that when I load a SP game to test, I can grab everything from the CM menu and it all works beautifully. However, when I make a workbench, chemstation, forge to test recipes and localization nothing is being displayed. I sent the mods to a friend to load on his server so I could test like a normal player and everything seems to be working great. Is anyone aware or know a fix for my game for future testing. I've uninstalled 7d2d and steam. Reinstalled on different drives, manually deleted mods folder and directories left behind. Unless I'm missing something I am at a loss. Any help or direction would be greatly appreciated. Thanks.
  5. TFP jacked up the vehicles...in base Vanilla they start off like a slug until "warmed up" then 2 min.later they start up fine. And the super charger for the 4x4 males it drive like the motorbike(which is great). The snail pace is odd. Even from cold it's feels wrong.
  6. Ahh gotcha, I did that on a few already, didn't realize sich an easy fix...thanks for the info. Simple enough!
  7. Can any of the real modders toss me hints or links on how to update/upgrade my XML format to v2. I have some of my server side mods fixed and ready to go and may try to upload just to gauge interest. But I keep getting the yellow err warning that I need to update to xml v2 for future. So, eventually my mods if even for myself will get bricked.
  8. Yea I wouldn't think server side would be thing. I was just stating that us my only experience with modding. I have 0 experience with unity or c+. I'm self taught on xml. .so 100% amatuer at best. I was just curious if in the future it could be done. I appreciate your feedback and look forward to my favorite vehicle the UH 60. I love landing in town like a hot LZ and going on missions.
  9. Being a semi casual modder of 7d2d and only doing swrver side modlets at that; I was curious if it possible to use the new semi+trailer shape model and turn it into a massive, but slow moving storage vehicle. Perhaps the trailer could have multiple access points for the storage to help eliminate large storage issues?
  10. Hey Sam, Thanks aging for the modlets. I am new to modding and I was able to make myself a super tool all in one for harvesting and building. As well as custom generators, foods and specialty items and traps. However, my question to you, how do we make variant blocks. I created some fire glass since I am unable to find any online readily available. I can create blocks that do what I want but when I do a master or a variant helper I get XML errors. Would you consider making fireglass blocks or pointing me to something that could help. I have been unable to replicate or find anything that I can read/watch regarding variants. Thanks again and love your modlets!
  11. I appreciate the feedback, ill keep my eyes peeled...but your mods seems great..especially being XML server side for my friends!!!
  12. Are there any super tool mods. I played on a server that used a nailgun that could harvest trees,mine,dig, and salvage vehicles/electronics with LMB and then upgrade blocks for building with RMB...loved it. Do you have anything to that degree or aware of one?
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