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Orsey

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Orsey last won the day on February 6

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About Orsey

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    Inventor
  • Birthday July 30

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    Was born and live ))
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    Ukraine
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    I surviving in my country ))

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  1. In this case, the merchant base simply destroyed and the merchant will live in the ruins πŸ˜ƒ
  2. The bottom line is not about how to dig, but about that there was no reason to use the merchant to create a refuge =)
  3. Now there is a variant of refuge, which is based on the invulnerability of the territory of the merchant. To do this, you need to make a moat around the territory of the merchant, depth to the base of the world and a width of 3-5 blocks, and then build a base on the walls of the protected blocks of the territory of the merchant. In this case, the zombies will fall into the moat and can not inflict any damage to the base and character. In order to solve this problem, it would be possible to make an additional area around the protected territory of the trader, which could be destroyed, but to ban construction on this territory. Something like a partial merchant claim block. MM, what do you think about it? Or is it impossible?
  4. Roland. I have an idea to solve the problem of your mod. The game has starting quests that are issued automatically. Also in the game there are triggers of the beginning of the horde and the end of the horde. I'm not sure that this can be done in XML, but what do you think about issuing automatic quests for survival on the night of the horde? The first quest can be issued as the eighth base quest. The remaining quests give out at the end of the horde night. For example, the 8th base quest: Survive the first night of the horde. The next quest is issued after the end of the horde night: to survive the next horde night. These quests quests should have a type, something like: kill 3 chicken from a nail gun. They have no points on the map, and they have a trigger to complete the quest. If the quest is completed, it must be returned to the merchant. Etc. I did not understand in detail how this can be done. This is just an idea that can push you to solve your problem.
  5. I will not have anything against it if the concrete mixer is also a multiblock with an attached entity πŸ˜ƒ Could there be problems with optimization?
  6. The flag on the location of the trader is a block, but has animation.
  7. @madmole, will this thing spin when it works?
  8. I thought about creating recipes for several repairkits for different categories of items, but then I came to the conclusion that an extra intermediate link, which will greatly annoy the players. The parts of items are now quite enough)
  9. Hi everyone! This is my first MODLET $) Your's "Big Thanks" please send me here: I am very confused that the details of weapons and tools are now used only to create these things. It also bothers me that a simple repair kit is used to repair complex things, such as machine guns, a drill and a chainsaw. The uselessness of parts of weapons and tools is especially visible at the end of the game, when we already have top-end items. I decided to change this a bit. Now, to repair weapons and complex tools, you need not a simple repair kit, but parts of these items. WARNING! This can greatly change your approach to survival. You will think about whether to sell this rifle or better to break it. Is it worth it to use a drill / chainsaw now, or is it better to use an ax / pickaxe, since there are no parts for repair. It may happen that your favorite weapon becomes unusable, and even the dealer simply does not have repair parts. In this case, you will have to buy expensive weapons or tools from the merchant in order to break them in order to receive parts for repair. To compensate for the complexity of the repair, the degradation of the changed items is reduced by 5 times. It still requires balancing, so write your opinion in this thread, we will test together πŸ˜ƒ Update 05 2020 Fixed zero reqired power for Recharge Block. The Rechargeable Block can now be charged only Junk Turrets. Now, for the repair of the Army armor and steel armor will also require the relevant parts of this kind of armor. For repair cloth armor you need ductape. For repair leather armor you need leather. The higher the quality of the object, the greater the need of materials and time to repair. BONUS: I added a simple flashlight modification. For craft this mod, you will need only a flashlight and duct tape (no scheme or perk to open it).This mod is very cheap to craft, but at the same time it greatly increases your visibility, and also reduces the quality of the armor element in which it is inserted. Update: Added the ability to repair Junk Turret and Stun Club not only with parts, but also with the help of the reloading device "Recharge Block". The "Rechargeable Block" is very similar to the Battery Bank, but it’s not good to power many devices from it. Added "Recharge Block" recipe. DOWNLOAD LINK: https://github.com/Orsey/Mod-Survager-Rework-Repair-Items/archive/master.zip
  10. @n2n1 Last question: how I can add new <property> to <block> with xpath. Example: Original <block name="cntSecureStorageChest"> <property name="CreativeMode" value="Player"/> <property name="Tags" value="door"/> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntChest01"/> <property name="Material" value="MwoodReinforced"/> <property name="StabilitySupport" value="false"/> <!-- build restriction --> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="IsTerrainDecoration" value="true"/> <property name="FuelValue" value="300"/> <property name="Model" value="LootContainers/chest01" param1="main_mesh"/> <property name="HandleFace" value="Bottom"/> <property name="ImposterExchange" value="imposterQuarter" param1="154"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> <property name="LootList" value="1"/> <property class="RepairItems"> <property name="resourceWood" value="10"/> </property> <drop event="Destroy" name="resourceWood" count="1,3"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="LPHardnessScale" value="8"/> <property name="DowngradeBlock" value="cntStorageChest"/> <property name="Group" value="Basics,Building,advBuilding"/> <property name="DescriptionKey" value="cntSecureStorageChestDesc"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="10"/> <property name="FilterTags" value="floot"/> </block> Result <block name="cntSecureStorageChest"> <property name="CreativeMode" value="Player"/> <property name="Tags" value="door"/> <property name="Class" value="SecureLoot"/> <property name="CustomIcon" value="cntChest01"/> <property name="Material" value="MwoodReinforced"/> <property name="StabilitySupport" value="false"/> <property name="Shape" value="Ext3dModel"/> <property name="Texture" value="293"/> <property name="Mesh" value="models"/> <property name="IsTerrainDecoration" value="true"/> <property name="FuelValue" value="300"/> <property name="Model" value="LootContainers/chest01" param1="main_mesh"/> <property name="HandleFace" value="Bottom"/> <property name="ImposterExchange" value="imposterQuarter" param1="154"/> <property name="Collide" value="movement,melee,bullet,arrow,rocket"/> <property name="LootList" value="1"/> <property class="RepairItems"> <property name="resourceWood" value="10"/> </property> <drop event="Destroy" name="resourceWood" count="1,3"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="LPHardnessScale" value="8"/> <property name="DowngradeBlock" value="cntStorageChest"/> <property name="Group" value="Basics,Building,advBuilding"/> <property name="DescriptionKey" value="cntSecureStorageChestDesc"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="10"/> <property name="FilterTags" value="floot"/> <property name="CanPickup" value="true"/> <property class="UpgradeBlock"> <property name="ToBlock" value="cntLootChestHero"/> <property name="Item" value="resourceForgedSteel"/> <property name="ItemCount" value="2"/> <property name="UpgradeHitCount" value="5"/> </property> </block> So, how I can add this properties to <block> with XPATH? <property class="UpgradeBlock"> <property name="ToBlock" value="cntLootChestHero"/> <property name="Item" value="resourceForgedSteel"/> <property name="ItemCount" value="2"/> <property name="UpgradeHitCount" value="5"/> </property> I do this? but it not work ( <set xpath="/blocks/block[@name='cntSecureStorageChest']/property[@name='Class']/@value">UpgradeBlock</set> <set xpath="/blocks/block[@name='cntStorageChest']/property[@Class='UpgradeBlock']/property[@name='ToBlock']/@value">cntLootChestHero</set> <set xpath="/blocks/block[@name='cntStorageChest']/property[@Class='UpgradeBlock']/property[@name='Item']/@value">resourceScrapIron</set> <set xpath="/blocks/block[@name='cntStorageChest']/property[@Class='UpgradeBlock']/property[@name='ItemCount']/@value">300</set> <set xpath="/blocks/block[@name='cntStorageChest']/property[@Class='UpgradeBlock']/property[@name='UpgradeHitCount']/@value">20</set>
  11. Thanks. This ) cntStorageChest cntSecureStorageChest cntLootChestHero cntLootChestHeroInsecure cntHardenedChestSecure cntHardenedChestInsecure cntBookcaseFull Where I can get list ID's of all this blocks?
  12. Hello. Can you help me? I want create xml mod for containers, but I did not find how to change the number of cells in the container "Secure Chest" using XML. Can I do this in xml, or it impossible?
  13. Take a picture of me, as I rejoice in the sun after Horde Night =) (author screenshot unholyjoe )
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