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Telric

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Posts posted by Telric

  1. 2 hours ago, Henshaw said:

    Thanks for your great mods, Telric!

     

    I was testing the Health Bar mods, and for some reason in my testing not all of the zombies triggered the health bar to appear when wounded. It wasn't any particular zombie, but any of them would randomly not trigger it to show, even though I didn't just outright kill them. The V2 mod had about 1 in 3-7 failrate, V1 had about 1 in 10, sometimes 20. Any idea if this is happening more, or if it's something to do with my game's settings or my hardware?

    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.

  2. 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.

  3. 21 minutes ago, Baron Blackbird said:

    Howdy,

     

    I'm fully at 5/5 for Demolition Expert, however the quality of Flamethrowers I make is 11.

     

    Leaving me to wonder what the flamethrower is based on the since it reads it is based on this - Demolition Expert Perks.

    ?imw=5000&imh=5000&ima=fit&impolicy=Lett

    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.

  4. 7 minutes ago, ktrain said:

    Does this mean the patch fixes this mod for MP servers?

    :

    Hello Everyone!
    
    This weekend we have a small patch for you fixing the NRE for "celebrate" kills.
    
    We also have a fix for falling turrets in here.
    
    This patch is expected to go stable on Monday. 
    
    You can look forward to a meatier patch again with A20.3!
    
     
    
    A20.2 b2 Changelog
    
     
    
    Fixed
    
    Null Ref when killing enemies with celebrate on
    Turrets falling through blocks
    CallGameEvent would not work on servers for clients
    Edited 11 hours ago by schwanz9000 (see edit history)

     

    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!

  5. 29 minutes ago, ktrain said:

    Isn't there another method that could be utilized, such as buffs? just throwing it out there...

    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.

  6. 4 hours ago, MasterGod said:

    i cant figure out why fishing is not working in my server, clients have the mod, server too, everything works but we can't obtain fish or baits, i can spawn them with creative but seems the loot is not working in 20.1 stable

    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.

  7. 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...

  8. 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.

  9. 1 hour ago, Techalyzer said:

    Hi! One thing I do not understand about these mods and actually a lot of others as well. There is ABSOLUTELY NO DOCUMENTATION!

    Just got the animal husbandry mod. WHAT NOW? How do I breed the animals? How do I get the animals to my house? Doesn't it make sense to have SOME KIND of instructions, even minimal, SOMEWHERE AT ALL?

    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.

  10. 2 hours ago, dronf said:

     

    image.png.601cb57c7975a49a564c628defc96113.png

    Hi Telric, thanks for digging in to this!  I used the tester item to go to 100% sleepiness, set time to night, placed bedroll, and crouched on it.  The only change in the buff list was the obvious addition of "buffcrouching".  In the creative menu I saw that there are multiple bedroll IDs, the default one the modded game gives was bedrollblockvarianthelper, so i spawned a plain ol bedroll, and still did not receive the buffIsSleeping.

    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.

  11. 2 hours ago, dronf said:

     

    image.png.601cb57c7975a49a564c628defc96113.png

    Hi Telric, thanks for digging in to this!  I used the tester item to go to 100% sleepiness, set time to night, placed bedroll, and crouched on it.  The only change in the buff list was the obvious addition of "buffcrouching".  In the creative menu I saw that there are multiple bedroll IDs, the default one the modded game gives was bedrollblockvarianthelper, so i spawned a plain ol bedroll, and still did not receive the buffIsSleeping.

    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.

  12. 7 hours ago, dronf said:

    No warnings pop up, and I don't see any red text in the F1 messages.  The mod does let you pick up beds found in the world, and plop them down as a respawn point, so perhaps it changed something in how beds work enough to interfere with the sleeping mod.

    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.

  13. 11 minutes ago, Cranberry Monster said:

    I thought I was the only one who did that. Glad to know I'm not alone!

    I'm fairly sure Guppy is the only one that has 300 projects going for his mods.. 😛

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