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Everything posted by Telric

  1. I did this little number to set all lootcontainers to use my custom stuff (for a mod i'm workin on). <set xpath="/lootcontainers/lootcontainer[contains(@loot_quality_template, qual)]"> so far i haven't found a container that doesn't have my custom items inside... but i haven't tested each one.
  2. Generally, if a trigger or passive has 'hook up' next to it, it hasn't been implemented quite yet. I'm not sure how often the comments are updated, but chances are it's just not hooked up yet.
  3. Crappy = exactly the same in this case... You either dont have a box collider or dont have a T_Mesh_B tag, or have the tags in the incorrect slot in the tag manager... Once those 3 requirements are met, it will be lootable / interactable with however you have your xml.
  4. 1: since you found the correct xpath, you also need a scrap recipe in recipes.xml for the new item to scrap to. never done it myself, but there should be vanilla references in there. 2: yes, just add a craft_area="workbench" to the recipe to get it crafted in the workbench, then change the actual group property of the item in items.xml... 3: never tried. 4: unlockedby is just for displaying what the item in question is unlocked by. you have to add a progression recipe unlock in progression.xml. look up any passive_effect name="RecipeTagUnlocked" bit in progression for a reference.
  5. The 1 is a cvar of types. Its like a true/false cvar. You start at cvar 0, then getting that progression perk, it sets that cvar to 1, which is what the code is looking for to say you are able to craft that recipe.
  6. Not at home right now so i cant check, but open your output log. At the top it will tell you the version of unity. I think its 2019.2.4 or something along those lines.
  7. Yup exactly. None of the quests are absolutely required to be completed, so you don't need to lose sleep over it. I had to make it atleast a little tough lol.. I did add the particle effect that will hopefully catch your attention, which is pretty visible at night. Hopefully you wont cheat when i finish this mod up.. its a long way off, but its very quest heavy and RPG feeling. I have a bit done, but i'm reworking just about every aspect of vanilla.. so it will take me a while.
  8. It's in the farm somewhere. It is quite hard to spot, but it helps if you do the quest at night.
  9. In that example, you have a description key property that directs to a localization without spaces. The name will be displayed like it is in the xml if no localization is found for it. In this case, they just happened to be the same thing.
  10. Spaces are the demons of xml. Chances are they are the culprit. Same for localization. If your xml entry has spaces, your localization wont work.
  11. A quest has a limit of how many objectives it can have. I think 8 or 10. Something like that. Youll have to split the quest up into parts to accomodate that. So have 2 quests that have 8 kills each. First quest rewards 2nd quest.
  12. You can by adding a requirement to the action0 of the recipe. I use it in my original horses mod to make it so you require a certain buff in order to use a saddle on the horse. Here's the main bit with the requirement. You can edit it to do w/e you are trying and use a progression check for the requirement. <property class="Action0"> <requirement name="HasBuff" buff="buffBrownHorseTamingCompletePlayer"/> <property name="Class" value="UseOther"/> <property name="Delay" value="2.1"/> <property name="Use_time" value="..."/> <property name="Soun
  13. I just released a little modlet for a 2x2 iron bar door. Same friend requested that, so i made one. There is only one size in this mod. I've also updated the gates mod to have a 2x2 size as requested by @Croggon
  14. Lmao.. it does take some practice. I got fairly good at it when i was testing... at the start i was using wood instead of cobble and the ramps stood no chance..
  15. Interesting. In a18, i made a spy party prefab/minigame where one of the zombies was a spy that would blow the place up if not found and stopped. If you chose to use the poison syringe on an innocent party goer, the spy would kill everyone too. I haven't played clue in ages so id have to remind myself of rules, but it might be possible to create some form of minigame to go along with this poi. Im a bit focused on my mod im doing now but ill keep this idea in the back of my mind. See if i cant come up with some buffs to do it all with. Ill let ya know.
  16. Its not a huge deal ifn you cant do those two quests, though both give 2 reputation. No other quest that i can think of uses a break block or upgrade, so that will all work.
  17. The blocks need to be broken to get the items, so you could change it to be a lootable block instead of breaking if you wanted.
  18. Thanks for playing the mods! Ill add a 2x2 either late tonight or tomorrow. Out of town for today, but ill get to it for you.
  19. yeah i editted it. seems you dont have any entities at all spawning in that area somehow then.. maybe after BM itll trip the spawner or something.. as for the thumper, the quest is what causes the waves of zombies. staying within the dome will make it so after the thumper is done excavating, you'll get the buff that is sent out through AOE (this is known not to work on a server though...). the buff you get will determine how much thumplurite resource you will be able to harvest from the finished thumper. it's basically a multiplier buff. the final piece of the quest is to obtain an item that's
  20. no no, it was my post that sounded hostile.. i said "it aint hard." and taht just came off as hostile to me... lol. so i changed it. it wasn't anything from you. When you're in your main area, run a LE command in the console and see what comes up. Maybe run a killall as well, then see what happens. Could just be a clogging of entity spawns in the area.
  21. It will feel like a whole new game since vanilla is all about looting places to get your gear. This will be more like an MMO where questing and NPC reputation, etc will take over as being the focus. And no, i don't use code stuffs in my mods. I stick to pure xml and unity stuffs.
  22. As of right now i have no new modlet in the works. Been focused on my skateboarding lately lol.. This new project would be a total overhaul and would only work with a custom world. I've always wanted to do a very large scale story line mod... I had one going in 17 or 18.. It was all pirate themed. But i got burnt out on it.. I'm going to take the basic structure of that mod and transform it into something new.. It might include some pirate stuff from the old mod as well. We shall see!
  23. I actually just started a very large project that'll include a ton of questing.. Ill be MIA from the modding scene a while, but I'm doing a custom world with a custom quest line and all.. Itll take a long time... I'm gonna implement most of my existing mods into this new custom world. If i end up needing help with something and you're down, i'd gladly invite you to the server (once its up) for some POI or quest work or something. I just started last night building the terrain. Hopefully today I'll start getting a few buildings down. Just about everything will be custom made, so itll take a wh
  24. @YukikoMirai what controls the rarity of a spawn is in entitygroups.xml. If you want more thumpers to spawn, remove some of the <entity name="invisibleAnimalEnemy" prob="4"/> In spawning.xml, the max count is how many within this group can be spawned, i think within a chunk. The respawn delay is in days, so in this case it takes 2 days before more can respawn in that area. What probably happened is, since thumpers are quite rare, you just got a lot of invisibleanimal spawns instead of an actual thumper each time which is possible. Changing the entitygroups.xml and removing a few o
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