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CrypticGirl

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  1. This is an awesome idea! Combine this modlet with Jaxteller's increase zombies modlet, and you can have yourself a Romero mode all over again. Went to try it out, but found that there's no recipes for any of the items in the modlet. There's not even a recipe.xml file.
  2. It's amazing how quickly the A19 modlets start rolling out after the release of the alpha itself, lol.
  3. It seems the recipe for the Machete Shears is wrong. The recipe calls for "meleeToolHuntingKnife", but it should be "meleeToolKnifeIron". Also, what is needed to unlock the recipes? I have Advanced Engineering maxed out, and it's still locked. The MacheteShears have no icon and look like some weird cloth thing in your hand. The WrenchHammer functions, but is invisible in your hand.
  4. I just downloaded this mod from the mod launcher today. I was going to give feedback about the stone axe and its placement in the starter quest, but I see in the notes above that you're planning to remove it. I do plan on streaming it tomorrow and I'm looking forward to seeing more of the mod.
  5. So would this new update be under the zombies pack?
  6. CrypticGirl

    Telrics Pokemod

    Okay, I think I got it now. But spawning the Pokemon seems to be a hit or miss half the time. Meaning even after I set the Pokeball down to summon the Pokemon, and I right-click it with the trainer gloves, nothing happens. It only happens about half the time, though. Sometimes it'll work. I don't know if I'm doing it wrong...
  7. CrypticGirl

    Telrics Pokemod

    Wow, cool! I'll have to try it now! Can you use these Pokemon to fight the zombies? I'm a little confused on how to uproot the Pokemon bush. After setting the Caterpie next to the bush, and both left and right clicking with the Bite in my hand, nothing seems to happen, and the Caterpie just wanders away.
  8. Ooh, I'll have to try these. Where can we find your server?
  9. Well, it doesn't seem to work. I get NRE's when right-clicking on doors and safes. Hope this bit of code is enough. Also, when trying to unlock the reinforced wooden doors, it tells me I need an iron door, suggesting that maybe it's trying to upgrade to the iron door? NullReferenceException: Object reference not set to an instance of an object at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 (Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0) NullReferenceException: Object reference not set to an instance of an object at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 (Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0) 2020-02-16T19:34:01 118.377 INF 98.55797 SleeperVolume 2985, 36, 1680. Restoring at 3012, 40, 1725 'zombieSoldier', count 32 NullReferenceException: Object reference not set to an instance of an object at ItemActionRepair.CanRemoveRequiredResource (ItemInventoryData data, BlockValue blockValue) [0x0011a] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemActionRepair.ExecuteAction (ItemActionData _actionData, System.Boolean _bReleased) [0x0067b] in <abc1cae220c641248ccf17f83a8861d4>:0 at ItemClass.ExecuteAction (System.Int32 _actionIdx, ItemInventoryData _data, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x0041a] in <abc1cae220c641248ccf17f83a8861d4>:0 at Inventory.Execute (System.Int32 _actionIdx, System.Boolean _bReleased, PlayerActionsLocal _playerActions) [0x00037] in <abc1cae220c641248ccf17f83a8861d4>:0 at PlayerMoveController.Update () [0x0251c] in <abc1cae220c641248ccf17f83a8861d4>:0 (Filename: <abc1cae220c641248ccf17f83a8861d4> Line: 0)
  10. Your OP mentions Pokemon. Are you really adding Pokemon to the pack? That would be awesomesauce. XD
  11. Does anyone else get an NRE when they click on the quest in the quest menu? The quest still works, but the console error just pops up whenever I click on the quest name in the menu... I thought it was caused by having custom zombies modlet installed, but I even took that out, and I'm still getting the NRE...
  12. Okay, vicious "criticism," aside, I have a question. If I'm opted into 18.3 EXP and I try to install the mod from Steam, will it install with the experimental version, or the latest stable? (I'm currently opted into experimental, and I kinda don't want to go back to stable until 18.3 becomes stable if I can help it...)
  13. Actually, there is a way. Just put something in the container (a piece of iron, or anything tiny at all) and wait for the number of days to pass (whatever you've set your loot respawn to). Then when it's time (I'd wait an extra day just to be safe), remove the item from the container, and it will respawn new loot before your eyes.
  14. The addition of a second tower next to the first one sounds interesting, as well as a custom trader. Or even adding some basic resources to the vending machines could be another idea. To my knowledge, sleeper zombies respawn in the POI's every five or six days or so, so that could be another chance for some loot. And zombies are almost always outside, so you can try to lure them in. As for zombie loot, there are already modlets out there that you can add that adjusts loot drop chance, and there's a modlet that allows zombie looting. (There's a version with and without loot bags.)
  15. You could possibly adjust the bloodmoon frequency? You can usually get some good loot from that. Perhaps in the early game you'd have to set the zombies to walk and melee them...
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