Jump to content

Telric

Members
  • Posts

    797
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Telric

  1. Hey all, just added a new mod that I've seen requested here and there. It's a simple mod to let you sleep some nights away. It is a single player only mod as it WILL cause issues on multiplayer. Once the check for IsBloodmoon is fixed, it will work for multiplayer, though multiple people sleeping at the same time will trigger double or more time acceleration. Check under the Utility modlets to find it, and let me know how it is.
  2. I'm not sure if I'll make that type of decoration or not. There is a person that usually makes all lights into craftable working ones. They might end up doing it, but atm I'm not lookin to do a traffic light decoration.
  3. Correct. No bait in loot or harvesting, except worms from digging. Other baits you gotta hunt for with the bug net. More interactive.
  4. Just tested in a single game and had no issues. The items didnt even change. So it should be fine.
  5. I did not test that, but i think it should be fine... If anything, you might have different items due to the way things are loaded in. I added the bugnet just above the fish types, for example, so if you had one type of fish, it might change into another type of fish. I don't think anything would trigger a corruption.
  6. Hey all, just put out the 2nd version of fishing. I changed how bait works. Now you gotta hunt for it using a bug net (Surprisingly fun to do). Just equip a bug net, crouch, and listen for the chirps. Follow those chirps and find the bug. Fishing also has been redone a bit. Different fish now are fishable in different biomes and depend on day or night. A few fish also have new buffs attached to eating their meals, so it's worth it to go for the fish in harder biomes. Hope you like it!
  7. Hmm... Lots of people die each year by drowning. Gotta remove water from games. Lots of car deaths, remove vehicles. Guns? No go. Might wanna pick your battles with more logic behind it.
  8. @mrgreaper I fixed the doors and gates. The coffee cups were on purpose. There are four total cups. Two of them are normal (further down the line within the master block) that can be placed directly on counters. I cannot for the life of me remember why I made the other two drop down 1/2 a block. I thought it was for the plates so you could place it right on the plate, but it doesnt line up. It also doesnt line up with the end table which looks like a coffee table, so.... I'm not entirely sure why I did it. It was for a purpose, but I completely forget. lol... On another note, I've added two new blocks that can be use for a little storage space. A blue and red tackle box (from my fishing mod).
  9. Ill look into it. I tested on the first experimental, so it could have changed something since then, but will look at it. Thanks for telling me! Lol glad you like the ceiling fan 😛 and the other stuffs! I'm actually not sure how to make lights behave with the sneak mechanics without using a powered source. But I'm okay with it just being light and not worrying about you being seen... lol
  10. Added the mod slots and allows for the gas tank mods. I'm not sure what you mean by the words for shooting in the last part.
  11. it's the first one. you have zombieTemplatemale and it's zombieTemplateMale. didn't see that before. should work after that though
  12. Added the flamethrower mod. Any input on the balance would be greatly appreciated!
  13. Just put a fix out for the fishing mod. It was adding bait to all blocks, not just grass. That's now been fixed. No need to restart, just redownload and it'll work.
  14. You need to create a folder titled: UIAtlas and put it inside the UIAtlases folder of your modlet. Then, you'll need to label your icons correctly in this folder. You can't just put the name of the icon. it has to be: ui_game_symbol_YOURICONNAMEHERE Some xmls like items.xml just use the icon name, but you still need the ui_game_symbol infront or it wont read correctly. Buffs.xml use the entire icon name, including the ui_game_symbol stuff.
  15. Good catch. Just fixed. That's what I get for copying from the wiki... But I have 0 clue about what fish types are. lol. Can redownload or replace with the new localization:
  16. It would be doable for sure, but with some imagination from the player. Example, there is no real fishing pole in game, so people have done it before with spears... But I personally have no interest in doing server side stuff. Much more freedom with custom assets. They will be eventually. Usually when i update things, i like to expand on it or change things around a bit, such as the fishing mod. But in time i'm sure ill get to those as well.
  17. Personally, i like it. I had the same uhh "problem" in my playthrough. I got up to i think 40 something before i started finding stuff, but it meant that infection was an actual threat. It hasn't been a threat in quite a while. Imo it's still not enough of a threat... i mean in any zombie type setting, getting literally infected by a zombie should be a death sentence. It shouldnt be curable and should do it's effects quite rapidly. But back to the honey, I enjoyed having that thought in the back of my mind. If honey was in every stump, or even every 10 stumps, that would completely negate infection yet again. Maybe try going for a pop n pills instead of hunting stumps. Or look at the traders for some antibiotics. Of course these are my personal points... I do like the challenge, should i get infected.
  18. Updated with Japanese localization, thanks to @chikorina !
  19. I'm not sure if there's a way directly in the item, but what i would personally do is make a buff that uses the delay time as your duration. Then require NotHasBuff on the weapon to fire. This way if they have the buff, they cannot fire. It's a bit hacky, sure... but it will work if you can't find another solution.
  20. So, what you're doing is adding a new attribute to the Tags property.. meaning it now has two value=""... Setattribute is only when a node does not have an attribute (for example a value=) and you want to add it. So <property name="tags" /> you would use a setattribute with the value like you have it and it would turn into <property name="tags" value="adskfaj;sdlfks" /> If a node already has the attribute you need, you can either remove it and append, or use a <set xpath>.. This will basically wipe out what's in the value="" and change it to what you use. Hope that helps! Also, just noticed.. you have a closing double quotes before the name part of your setattribute. Though that doesnt matter when you change it over to <set>
  21. Hey all, I just put out my fishing mod for a20. It's seen some changes since the a19 version, along with working with Ragsy's raft modlet! Go check it out! In the display video, I do a little tutorial using quests that aren't in the actual release. They were just created because well, I dont wanna talk to a microphone or type every few seconds.... So watch and enjoy!
  22. Fixed an issue with double health bars for vultures on the healthbars mods. No need to restart world or anything.
  23. Just at a quick glance, you need a tag of 'Szynsz X-bow' in your item's tag. Also need a tags="Szynsz X-bow" in your recipe, after the workbench part. Also, it's a good idea not to use spaces in names as that can cause issues. If you need a space, use localization to do that.
×
×
  • Create New...