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The-Walking-Dad

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Everything posted by The-Walking-Dad

  1. You say your issue isn't RNG, and admit to extreme bad luck with RNG. You even say "don't tell me how many breakers you've got" because your point isn't RNG. But it is. You're asking for certain items to have a chance of appearing in RNG at a certain progress point. They already do. You've just extreme bad luck. Personally I'd add a recipe for the items you struggle to find, or add a recipe unlock into one of the skill trees so it unlocks at a certain level.
  2. I dunno, spaghetti and meatballs wouldn't fill me for 2-3 days.
  3. Yep, stops interaction. I developed my own mostly invisible HUD a few alphas back, and someone did a fully invisible one.
  4. Has anyone made an invisible HUD mod or modlet for A20?
  5. OP must be unlucky. I've not seen anything like those bugs in this alpha. It's actually been pretty stable and optimised for me.
  6. I've found stable to be less reliable than experimental so far, but not enough so that I'm considering putting a bug report in. If it keeps happening, maybe.
  7. Those are water sources? Good shout!
  8. Nice! I'm sheltering in a loft choking down some charred meat. Gonna do some more looting in the morning once my pipe shotgun has finished crafting. Using a pipe baton at the mo cos it looked cool, but gonna substitute it for a club I think.
  9. Got started in the usual way, but very lucky. Trader was less than 200m from me. Saved skill points to see what I could loot before investing in specific skills. Encountered two dogs (one wandering, one sleeper), a wolf and two bears in my travels which included looting two houses and the motel. Feral sense is fun, added a lot of tension and got me infected when I got backed into a POI with no escape. Luckily could bottleneck them and dealt with them one at a time. Very tense going into evening, was forced out into the darkness to find antibiotics. No luck, but found honey in medicine cabinets which did the trick. Runs well, new zombie models are good. Overall a great experience so far!
  10. That's three of us. The masses demand this functionality!
  11. It would take some minor modding, but limiting stack sizes is something I do. Regarding the ban on canned food, why not give them a minor chance of causing food poisoning? If would make them risky to rely on too often but still available as an alternative to rotten meat, etc.
  12. Anyone else experiencing significant spikes of lag (dunno if that's the right word, single player, game keeps freezing every now and then for sometimes two or three seconds a time) since the update to 19.6?
  13. Just popped on to say hi, and keep up the amazing work Fun Pimps!
  14. No, vanilla. The error happened three times and hasn't happened since. Guess it'll remain a mystery.
  15. 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?
  16. 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!
  17. 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...
  18. Through Steam. Never mind, I'll try it again in stable.
  19. Vehicles modlet doesn't seem to be working for me. Is it 17.2 compatible?
  20. 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?
  21. 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
  22. 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.
  23. I use your random getter-upper. I know you think no HUD is stupid, but the randomness of your modlet adds a lot to the no-HUD game. You always have to make sure...
  24. I've used the following xpath to move the buffs popup text away from the main screen: <set xpath="/windows/window[@name=popupMenu]/@pos">200,-400</set> This seems to work, as I can drink a beer and no text comes up to say I have a buzz. However when I open my backpack the text pops up in the normal position on the screen, and seems to refresh when I leave my backpack so the text lingers a few seconds on the main screen... anyone know why?
  25. Well, starts without errors now at least. Thank you. I haven't noticed if it has made a difference in game yet, but we'll see.
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