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Ky6000

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  1. Looks like the HDHQ mod does not work with this pack anymore, all the textures are white. Anyone else having this issue? EDIT: nvm I was installing on the experimental by accident
  2. There is an insane amount of big stone churches in every city and wilderness. Does anyone know what the name of it is so I can turn it down in the xml?
  3. That fix only stops new blocks from spawning. Strange it's resetting, you could try to make the entityclasses read only.
  4. I think the new release corrupted my world. I tried reverting everything to 17.1 but I think when I started it in 17.2 it changed the world files and now it says "this save game is for a world that no longer exists. If the world was from a mod please make sure that mod is installed". Starting new worlds is fine and changing the version in ttw.main back to 17.1 in Hxd throws a null pointer... Will this new update let me load my world again or do I have to restart? Mod was working great before update, although the lockpick perk upgrade descriptions were missing. Thanks for all the work
  5. Will this mod work with Guppycur's Vehicles mod?
  6. Looks really good, I remember playing on the vanilla game with some mods, and the loot felt way to easy. Getting guns was far too common, has the loot list been made more difficult?
  7. I'm trying to install the "combopack" mod, and after what I thought to be a successful merge of the two rwgmixer.xml from both starvation and combopack, the game crashes saying it expected a ">" instead of "s". Looks like the game doesn't want to use a different rwgmixer, is this the case? If so how can I finish merging the combopack? I made a similar post a while pack and was told that I had to compile combopack as a mod for SDX. I really don't want to fiddle around with that and if there are other ways I would appreciate it if you guys told me. Thanks
  8. Ky6000

    True Survival

    Does everyone have beast computers here? I have a fairly decent one but this mod makes too much lag so I can't play aside from obvious settings, I'm guessing not much can be done about it. Also I replaced these prefabs with Magoli's updated version and merged the rngmixers, are spiders prefabs any different (e.g. some might have additional modded content.)
  9. Ky6000

    True Survival

    I have not played this mod yet, but from the looks of it crafting while staring/staying in GUI at the workbench sounds like it could be very boring. I really like in vanilla how the crafting is done while you do something else as it is very satisfying, is there any way to turn this feature off? Looking forward to playing this mod.
  10. Can't believe this mod hasn't gotten more downloads! Playing it now and it's very fun (although the distant terrain bug is a bit annoying.) Thanks again Slaan for this awesome addition to the game.
  11. Can't wait to play this with my friends on alpha 15! I'll be sure to test the entity spawners when we play too.
  12. Wow this mod looks amazing! Is it good for a survival play-through? I Quickly tried this morning with the compo-pack and the city looked brilliant, however there wasn't many zombie spawns in the city (didn't play for long), have they been implemented? Or should I wait until I play with this mod. If not, should I also add the sewer/subway mod you have created for my play-through? (looks great as well!)
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