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A20 Bugs
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Posts posted by The-Walking-Dad
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20 hours ago, BFT2020 said:
Does that also disable interacting with containers in the world? I always have my HUD on so I don't know personally, but I thought I read someone stating that pressing F7 affects other things also.
Yep, stops interaction.
I developed my own mostly invisible HUD a few alphas back, and someone did a fully invisible one.
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Has anyone made an invisible HUD mod or modlet for A20?
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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.
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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.
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20 minutes ago, Orclover said:
.There was some nice details like the ditch with water flowing through it going through part of the town, that was handy.
Those are water sources?
Good shout!
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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.
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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!
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That's three of us.
The masses demand this functionality!
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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.
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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?
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Just popped on to say hi, and keep up the amazing work Fun Pimps!
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Did you select the CompoPack prefablist? This only works when also installing the prefabs.
No, vanilla. The error happened three times and hasn't happened since. Guess it'll remain a mystery.
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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?
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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!
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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...
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Looks right if your icon is in fact in ItemIcons and if it is named correctly (case sensitive). I personally rarely use the customIcon property (No reason not to use it, I just don't), I just make sure the item name and the icon name match, then drop it in the ItemIcons folder.
One other thing you might try is using a shorter name for the icon, IIRC a few Alphas back an icon name would not show for me with a longer name. I am not aware of problems with long names but it's worth a try.
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.
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I have been trying to add a property to an existing item but nothing works. Does anyone know how to do this?What is the property?
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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
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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?
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Remove the = after @prob and you should be good =)
[color=#DCDCD2]<set xpath="/lootcontainers/lootcontainer[@id='14']/item[@group='books']/@prob">0.4</set>[/color]
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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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.
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The change doesn't apply, experience required to level is unaffected
It's really odd... started my PC this morning, loaded the game, and the xpath appears to be working. Thanks anyway.
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Yup, that looks right. Are you getting an error or the change isn't applied?
The change doesn't apply, experience required to level is unaffected
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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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I don't know if the game engine is using a standard XML document model, but normally element names can't start with a number. The have to start with a letter or an underscore. So, "7DTDmod" isn't a legal element name.
Ha ha! How typical of me. Thank you for that.
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The Food System is hot garbage!
in General Discussion
Posted
I dunno, spaghetti and meatballs wouldn't fill me for 2-3 days.