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The-Walking-Dad last won the day on November 1 2019

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  1. Just popped on to say hi, and keep up the amazing work Fun Pimps!
  2. Woo! 530 zombies lay dead at my feet come morning. At the cost of about 2,000 rounds of .762 and 9mm. Used approx. 12 grenades. I'm tough enough due to armour and perks that I could just ignore police vomit and concentrate on the undead trying to batter down my door. Curiously no vultures tonight, but plenty of dogs and irradiated.
  3. Is it supposed to be Shepard's pie (as in a pie made by someone called Shepard) or Shepherd's pie (the mince and tattie dish)?
  4. Was I off-topic? My post has been edited but I can't remember what I might have said that would need editing... You quoted some off-topic shenanigans and since the original was removed your quote would make no sense. Only that was removed. Your actual communication to Madmole was left alone. Put another way we both can appreciate: The HUD indicators were removed so Madmole could have a clear view of the world you were playing in... --Roland
  5. Madmole, your response to someone about the upgraded campfire (wood stove) has me interested. I know it's a fairly minor part of the game from your design point of view but I love farming and cooking in this game.
  6. No, vanilla. The error happened three times and hasn't happened since. Guess it'll remain a mystery.
  7. I seem to be getting null reference errors... object not set to an instance of an object. I'm not running any other mods, any idea what might be causing this?
  8. Thanks Damocles. That wasn't the problem. Once again my computer ineptitude foils my plans. I was simply opening your generator the wrong way. It's working perfectly now and the world I'm in is nothing short of beautiful. Thank you!
  9. 81 pages... I'm sorry, I can't sift through that for a solution/answer to my query. I'm really excited to use your generator, but after "counting sheep (numbers) OK" I'm stuck on "exporting 2/3." Any idea what's stopping me? No error messages or anything, just... exporting 2/3...
  10. Through Steam. Never mind, I'll try it again in stable.
  11. Vehicles modlet doesn't seem to be working for me. Is it 17.2 compatible?
  12. I forgot I'd posted this. I think I may have had a slight error at the beginning of the <append xpath> line, an extra / possibly. It's sorted now. - - - Updated - - - What is the property?
  13. Can anyone tell me how to make items I've appended use custom icons? I've got this, for example: <item name="foodBaconAndEggSandwich"> <property name="HoldType" value="31"/> <property name="CustomIcon" value="foodBaconAndEggSandwich"/> <property name="DisplayType" value="food"/> <property name="Meshfile" value="Items/Misc/parcelPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Morganic"/> <property name="Stacknumber" value="50"/> <!-- STK food --> <property name="EconomicValue" value="72"/> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="2.1"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_eating"/> </property> <property name="Smell" value="largeSmell"/> <property name="Group" value="Food/Cooking"/> <effect_group tiered="false"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="18"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" target="self" buff="buffProcessConsumables"/> </effect_group> </item> And my folder setup is: 7 Days To Die > Mods > MyMod > Config, ItemIcons, and ModInfo > Items
  14. I didn't know you didn't like the XP indicator, but you've said in the past you dislike having no HUD. No matter, I just wanted to show my appreciation for the randomiser.
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