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Telric

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Everything posted by Telric

  1. Been quite burnt out on modding lately, but decided to put in a few more of the models I've made into the deco pack. - wood water wheel - wood windmill blades - wood 6x2 bridge (allows fishing if you have telrics fishing v2 installed) - ale mug - apple basket - lamp post (can turn on and off) https://www.dropbox.com/s/xlfkien5xg2u2w2/TelricsDecorationsPackA20.zip?dl=0
  2. You need the mod downloaded on the server and in your own personal files. Any mod with added assets will need this.
  3. Do note that a bloodmoon check will cause NREs on clients in MP. Dont think that's been fixed yet by tfp.
  4. Ive seen it happen a few times here and there but could never pinpoint what was going on with it. Possibly just how buffs work. Maybe the zombie gets the buff during an offtick or something, so the game doesnt actually track it? Honestly have no idea on it.
  5. Need to set the variable. <passive_effect name="RecipeTagUnlocked" operation="base_set" value="1" tags="questItemLantaraBrownBearRibs"/>
  6. 1 damage is the lowest you can go for blocks. entities as well. if you want them undamageable, the only way would be changing collisions to not include ranged or arrows. but then you'd be able to shoot through walls. code may be able to do what you're after, but i dont touch the devils work lol... code scurrs me.
  7. Gotcha. Thanks for the info. I've never played darkness falls..
  8. There are 3 main attaches that I use. Origin is mostly used in humanoids, but most recent ones. UMA typically uses a Global instead of Origin. And Hips is almost always used on animals. Hips can of course be used on humans, but it moves around along with that bone. Global and Origin are not animated, so they don't move around. Try the Global for the uma zombies and see if it works.
  9. I just tested and was able to make all of the tiers. Tier 11 stuff isn't in vanilla, so it must be one of those mods that go up to 600 or something? If so, when you get to level 20 stuff it might change quality to tier 2. If not, then there's something else being changed in that mod.
  10. Lemme know what you find out, if you're testing on a server. I don't have a server atm to test on myself... No friends... lol.
  11. From the sounds of it yes, of course will not know if I need to change things on my end when the patch comes out. If they change how the game events for MP are called or something. But it should be fixed with that patch! Yay!
  12. This one already uses buffs and such. There's another modder that does the fish up a block, place and loot to get the fish, but with these game events, its more fluid. Works great in SP, just MP isn't triggering the events yet.
  13. As we talked on the discord (just doing this for the forum readers), at the moment, there is an issue with multiplayer and gameevents, which is what I use to give the bugs and fish. Only the host will be able to get these items. Any clients connecting to the host will be able to fish, but not actually catch any fish. Same with the bugs. They can kill the bugs, but will not receive any in their inventory. Until there is a fix from TFP, fishing will only work for the host on MP.
  14. I'm reminded of that computer program that was programmed to learn and play tetris very well. It got stuck into a bad situation and instead of just letting the game fail and start over, it paused the game endlessly. It's ok to die and fail. Failing lets you learn and do better next time. That's why games aren't uninstalled on your first death...
  15. I assume by infinite buff you mean an infinite duration? If so, just set the duration to 0. Obviously if you die, it will be cleared out because of remove_on_death, but besides that it will be active till removed. If you mean infinite as in a loop so that it has a possibility of wearing off, the way I do it is have my master buff add a second buff (AAA in your case) on update. This update rate is .5. The second buff (AAA) would be set to a 1 second duration and the stack type to replace. Every .5 seconds, the master buff would replace the AAA with a new version of that buff. Should master buff fail (using requirements) to replace the AAA buff, the AAA buff will fall off the player after 1 second.
  16. Clearly those are the turds of god himself. You are blessed!
  17. Its been a while so my memory might be weak on the a19 version, but i'm fairly sure you have a chance to get that animal as a placeable pet when you harvest it after killing the wild version. You can also get them from traders. To breed, keep a male and female adult of the same animal type near each other. Over time they have a chance to mate, making the female pregnant. Use sterile gloves of that animal type on that female to get the baby. Feeding tamed animals is done with 3 food types. Carnivore food, herbivore food, and omnivore food. The item you place the animal with will tell which type of food it eats. For the most part it's the same as irl, though I had to do some a bit different.
  18. Awesome! I'll add a notice in the forum post about this change to get it working with UL. Enjoy!
  19. Actually just looked, and indeed UL uses a /set xpath on the bedroll. This will nullify any appends that are loaded before it, which would be mine (T comes before U in ABC order...) so it's loading my stuff, but then when UL gets loaded up, it's erased because it uses a /set. Renaming my mod to come AFTER UL will fix the issue.
  20. Seeing as you're not getting the trigger buff, it looks like something is clashing with the block xml. It's not allowing the buffswhenwalkedon to trigger. You could try renaming my mod to ZZZTelricsSleeping so it will load last. Youll have to change the folder name as well as the mod.xml content's name. If UL already has buffs being triggered from the bedrolls, mine might be loading before, making it so the block never receives that info. See if that will work.
  21. Shameless plug! Fishing mods with bait hunting, or a simple version of getting bait from grass. Your choice.
  22. I tried downloading UL and couldnt get it to run. I followed the A20 steps to install, but it won't load up a navesgane map. Just stops responding. Here's something you can try though: Get into a new game, one you don't care about, and place a bedroll. Go into DM through the F1 menu. Hit F3 and check the ply button. That will bring up some information on the right side. Get into CM through the F1 menu and search for "sleepingCVarTester". This is what I used to test when making the mod. Right click will give you +100 sleepiness. After right clicking, step on the bedroll and see if you get the "buffIsSleeping" in the top right information panel. If you're not getting that buff, then there is something blocking the buff from being applied. If you are, but the cvar isn't counting down, then it's something to do with that somehow... Without being able to test it myself, I kinda will need to get you to test some stuff to figure it out.
  23. Im not sure. I've never tried that mod. Are you getting any errors or warnings on load up?
  24. "There is no reason not to rush wasteland and get T6" Some of us are ok with enjoying a game and not rushing to the end. Maybe YOU rush to the wasteland, but I do not, and I enjoy my experience much more. If your goal is to finish ASAP, just load up in creative and give yourself stuff. Bam. You've won the game...
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