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Telric

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Everything posted by Telric

  1. I used to have a naga... Back in my wow days. Then it broke, just like you say here. I switched to a corsair scimitar and havent looked back. Way easier to hold, for me.. I got rather large hands. And I can hit all buttons, where as the naga i had some issues hitting some of the top buttons. Plus it has multiple programmable settings to change what the entire mouse does. But yea... That's what i changed to and it's nice. Think they are about the same price as a naga though. Kinda expensive.
  2. Using <append xpath="..."> will add that stuff to whatever your path is. Using <set xpath="..."> will completely wipe out what you're path is and replace it with what you have. So instead of adding your schems to the lootgroup, it will replace that lootgroup with nothing but your schems, allowing easier testing.
  3. I changed the update rate of the pregnancy check from 1 second to 3 seconds. I didnt mess with the individual rates or anything. At first I had a cooldown on the pregnancy stuff, but it felt a bit useless, since these NPCs are reset when the player leaves the chunk, or logs off. Say I put it on a 10 minute or a 30 minute cooldown. All player would need to do to bypass that timer would be to log out and back in or just walk to the trader and back. There's no way, that I know of, to keep an NPC from resetting it's buffs when leaving the area. That's also why I didnt get to add diseases and other stuff like that in. My first bits of the mod had infections that needed antibiotics to cure for the animals. the infection could spread throughout other nearby animals.. but again, once you left the chunk, they were wiped of that buff. The only reason they dont lose their health or food buffs is those buffs use the health and stamina of that animal, not a cvar or other buff... So, long way of saying, that's why i just did away with cooldown periods and all.
  4. That's why i was saying to use the set xpath for testing. Load up a new game and remove the prob2 template. With using a /set xpath, if you loot a block that gives a schematic, it will always be yours, so you can atleast see that it is infact spawning in loot. Once you know that works for sure, you can change it back to a /append.
  5. For testing, instead of appending to the vanilla group, you can use a set xpath. Then go in and everything you loot that would give a schem should give one of yours, unless something is wrong. of course, since you have it set to use the T2, you won't see any as the prob will be set to 0, unless you are above level 48.. You'll probably just get empty loot if you use a set xpath, until you level up to 48+. I should say, i believe that 48+ is loot gamestage, not just player level... I could be wrong though. But fairly sure its the loot gamestage.
  6. I don't get feedback as often as I'd like, so I can only go off the stuff I get, which in this case has been you lol. I took care of most of this stuff in your list. Reduced the volume of the gender reveal sound. Fixed bears (they the wrong tag so they couldn't eat carnivore food). I reduced the mating speed a bit, but it will always be random. As each animal has it's own mating rate, it's all variable based on the animal, but in the code, it randomly rolls a number between 0 and 200, if there is a male near a female. This happens every second. If that number happens to be below the animal's mating rate (for instance, the bear has 8 rate), it will trigger being pregnant and allow you to get a baby. What i've done is just increase the timer on that buff from 1 second to 3 seconds, meaning it should happen, in theory, 1/3 less... but of course once an animal is pregnant, it will always be pregnant until you harvest the baby, or leave the area and reset the npc.. sterile gloves are now one time use. I had them not consume because i just didn't think it would add any form of gameplay to have to craft one each time you want a baby. and I changed the wild animals to be considered animal npcs. The reason they were all marked as regular npcs was to make it so they dont despawn when you leave the chunk / area for a while. I know for a fact zombies do this, and i'm pretty sure animals do as well. But npcs never have disappeared once spawned. Also i lowered the chance of animals spawning a bit. Lemme know if there's any other changes that would make this mod better. Here's a link for a quick redownload. TelricsHusbandryA19
  7. Just got home and downloaded the mod. I can place them just fine. Maybe try to delete the mod and re download. If not, send the log files so i can see if there's anything weird going on.
  8. I'll check it out when I get home. Out of town right now but will get to it tomorrow. Lemme know if you figure out what's up before I get to it!
  9. 1: you're missing the first root node (entity_classes) 2: you're using a setattribute style syntax for the end. It should be: <set xpath="/entity_classes/entity_class[starts-with(@name,'EntityLootContainer')]/property[@name='TimeStayAfterDeath']/@value">1800</set> changed items are in orange.
  10. There's a sound called silentfiller or something along those lines. You can use it to replace some other sounds to make no sound... Quite useful. I might take an attempt at changing the material values and see what happens, but it's not the end of the world if i can't null this sound. I think i made a little workaround for it anyway. Working on making a buff based attack system for enemies in this RPG mod, where they don't actually attack with their hands like a normal zombie would, but rather its all randomroll buff based. I just lowered their range to like .4 or something and it seems that makes them unable to hit, but they also get very close to the player... A value of .4 was a nice middle ground, so i think itll be fine. Thanks for the helps!
  11. Yeah i tried setting all of those that i listed to a different sound (the vanilla silent one) but no effect at all. Might be a hardcoded sound or something. Who knows... lol
  12. Yeah it's the sound when you have full metal armor on, and i believe it happens in god mode as well. Can't remember off the top of my head. Just checked, it does not play on god mode. Equipping a full set of steel armor makes the sound I'm trying to find.
  13. Hey all, I'm trying to mute the sound played when you're attacked with high physical damage resist. It's also the sound played when zombies attack doors. I've tried: hitarmyhelmet hitarmormetal organichitmetal no luck so far. Figured I would ask incase anyone else has figured out which sound effect it is. Lemme know if you know! Thanks!
  14. Got a request for a standalone version of my new health bars that I'm adding to the fantasy mod I'm working on, so I did it. A bit different than the original health bars modlet, in that it activates based on distance from the enemies, not on hits. Check it out under the new mods category!
  15. Nothing can do less than 1 damage. To blocks, or entities. You could add a collide property to all of the terrain blocks that has everything except bullet, which should make it so guns wont damage it. Not that I know of..
  16. A19 now has 10 slot toolbars in base game. Chances are that UI mod hasn't been updated to be compatible with A19 seeing as it was updated last in September of 2020.
  17. You only have 14 entries between the commas in your localization. Vanilla has 20. If you're doing a modlet, you dont need all of those commas and what not. At the start of the localization file just put Key,english... Then you'll just need DHTA_Blade_Trap,Improved Blade Trap... no need for the 20 additional entries.
  18. I'm not sure the decimals really matter, as zombies deal integer damage, not floats. Your health also doesn't show floats, so no matter what it will be rounded up or down depending. With that said, you can add: display_type="Decimal" to the <display_entry name="PhysicalDamageResist" title_key="statPhysicalDamageResist"/> on the display of armor in ui_display.xml. That would make it show as a decimal.
  19. You can only turn the POI lights on and off in the prefab editor. There is no way in vanilla to turn them on in a survival world. You'll have to use the player craftable lights and hook them to generators and all that.
  20. Entities and blocks use different hitboxes, with different tags. On a block you need a tag with T_Mesh_B for it to be interacted with, but an entity does not need that tag. So chances are you wont be able to interact with it, as it doesn't have the hitbox with the correct tags.
  21. Not sure this would work very well for a vanilla playthrough. Modding, sure, of course. But vanilla is meant to be a survival game. When you die, you fail that objective of the game, so you get some form of ... i dont wanna say punishment, but that's kinda what it is. If you're able to just revive the person, their death then means absolutely nothing, cept a +1 on the counter screen. As for modding your own game, there was a mod someone was working on that had this. Instead of dying, you got knocked out and could be revived.. But that was for a pvp based mod. Not a survival mod. I unfortunately can't remember the name of it, or if it was even released, but it's possible, if you wanted to get into the modding scene.
  22. I don't usually ask for things... Specially not modding things as those are very low priority. Plus one thing i enjoy is finding ways around the limitations of the game. But one thing I would kill for is a little Buff feature. As of right now, a buff can use a selfAOE to radiate from an entity. This buff is a full sphere around the entity, meaning if you set the range of that buff to be 5, it will slap a 5 block wide sphere around that entity (2.5 block radius in each direction)... This is great and allows for some cool area of effect attacks, but I'd like to request a new feature for these buffs. A frontal cone range where you can define the base radius (starting at the entity) and an end radius (ending at the range of the buff). A way to define the angle as well would be great, as in a 90 degree cone from the direction the entity is facing, or a 35 degree cone. A total of three added variables. (base radius, end radius, and the degree amount) Chances are this isn't on the planned features, but just thought I would throw out one of my wishes. A vast majority of my modding goes into the buffs system for its versatility and functions. This type of feature would allow even more concepts and ideas to come from modders that delve into buffs. I've put an example as an attachment, if I didn't describe this very well. Thanks for reading! ❤️
  23. Just combined the guitar and golf club modlets into one. I also added a crowbar and a rusty metal pipe as melee weapons to this pack. It can be found under the newest modlets section, with pictures of each weapon.
  24. I made them flee from the player. They can't flee too fast or they will look weird, with their animations. I'd have to go back through and redo every animals' animations if they need to go faster.. which i'm not reeeally in the mood to do right now lol. Lemme know if you like it better now.
  25. Hey! I'm not entirely sure what a lot of this post means.. First: the glue... yeah there are a few joke items that you can get from these animals.. lol. 2nd: are you saying you want the animals to flee from you in this mod? that would be possible with just an edit to the entity classes AI tasks. 3rd: i'm not sure what you mean by separate wild and grown ones. grown ones will not spawn in the world, only the wild ones. if you harvest one of these wild animals, you can get a grown version that you place and can start breeding with other animals of that same species. 4th: yeah the AI is pretty wonky some times. all of these animals use the vanilla animal AI, which i dont think has been updated like the zombie one (i could be wrong though). I have seen a few instances where the animal (even in vanilla) will walk on a cactus and get stuck in a back and forth jumping contest with said cactus, eventually killing themselves. 5th: thank you! i do appreciate the feedback.
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