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Everything posted by The-Walking-Dad

  1. 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.
  2. 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?
  3. Just popped on to say hi, and keep up the amazing work Fun Pimps!
  4. 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.
  5. 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)?
  6. 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
  7. 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.
  8. No, vanilla. The error happened three times and hasn't happened since. Guess it'll remain a mystery.
  9. 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?
  10. 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!
  11. 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...
  12. Through Steam. Never mind, I'll try it again in stable.
  13. Vehicles modlet doesn't seem to be working for me. Is it 17.2 compatible?
  14. 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?
  15. 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
  16. 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.
  17. 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...
  18. 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?
  19. 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.
  20. I'm trying to increase the probability of commonBooks spawning in certain containers. My xpath: <loot> <set xpath="/lootcontainers/lootcontainer[@id=14]/item[@group=books]/@prob=">0.4</set> </loot> I keep getting errors on trying to load the game. Before I grab my output log and all that, can someone just check I haven't made any silly errors? It looks like it should work but isn't.
  21. It's really odd... started my PC this morning, loaded the game, and the xpath appears to be working. Thanks anyway.
  22. The change doesn't apply, experience required to level is unaffected
  23. Can anyone tell me what's wrong with this xpath please? <set xpath="/progression/level/@exp_to_level">100</set> If it's obvious I apologise. The 100 shows in black text, the rest shows purple (except xpath which is in red). It seems to me like it should work but... no. Aim: trying to reduce the experience needed to level up. Any help appreciated.
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