-
Posts
3,060 -
Joined
-
Days Won
6
Content Type
Profiles
Forums
Store
Articles
A20 Bugs
A21 Bugs
Events
Posts posted by Royal Deluxe
-
-
Aliens... You released aliens.....0
-
just updated to 0.75
What does "Dont press me" do ?
Saw no difference ^^
0 -
Thats really great
Now we need 2 things
* More even landscape = fixed RWG
* Abiity to add arround 4x90 Slots storage to play a real nomad
0 -
It does sound quite fitting, doesn't it?
You just wanna let your evil side loose!
Well my own lore (i apply on nearly every game since years)
is that i am a wanderer of worlds. Resulting in a really long time traveling with many many options.
Including divinely ordained control of time (or like most people will say time magic) and ice magic.
So no blood magic for myself, but i know some guys and girls who use it
0 -
Good feedback, gents. Additional elements are planned beyond the success of implementing the primary three: Nature/Poison/Radiation (as mentioned, themed around the fallout), then Dark/Light of sorts.
Bloodmagic would maybe a nice idea.
* A pestilence that slows down and damage enemys
* Blood boost for faster player movement and more melee damage
* Boiling Blood to damage Enemys and let them explode (detach limbs)
As source you need to harvest blood from Animals (later NPC/Bandits)
(Blood packages could work too)
Just as idea
0 -
T
- reactivated 'replace layers' feature
Thank you very much
0 -
yes^^
Its the tool i used as most.
0 -
Replace layers dont work since a few versions
0 -
XD
Had the same idea some time ago, i like it
0 -
If Jax makes lock picks stackable, they will lose the durability stat and will not be breakable. If you find lock picks too much trouble, don't use them.
Lables on the storages are visible only to its owners unfortunately, Jax cannot help here.
Buckets cannot be dumbed in this mod because Jax doesn't want us to use it for the 'unlimited water exploit'.
Make a stack of lockpicks you can craft into single lockpicks, this way 2 Slots instead of more (Dont play this mod, only a suggestion if its a issue)
- - - Updated - - -
WotW has stackable lockpicks that break after one use so...it IS possible to do.Its not braking its consuming (But maybe a sollution too, Jax need to decide)
0 -
Choose the right door, choose the meta Data, paint the block
- - - Updated - - -
Gz zur 1000
0 -
Try meta value: 4
0 -
me too^^
0 -
@Royal Deluxe
Looks ok. I don't have any problems saving or changing sleeper volumes (or saving other changes). Can you please redownload the editor and check if that helps?
All fine.
The Checkbox was empty, after set the hook it saves the xml
0 -
For that reason i make my Prefabs with a combination of Pilles editor and Hals Empty world
So i can use that Editor for a work where the editor is better for.
Rotations and single side Paint is better in Hals empty world.
Large surfaces, 3D Paint Blocks and Building with SI Pillars is much better in Pilles.
- - - Updated - - -
here a short minitutorial WIP, but contains the most important
https://7daystodie.com/forums/showthread.php?74623-How-to-make-Prefabs-A16
0 -
-
Only one question, does the Sleeper volume Editor work ?
I cant save my edits, is this Aplication sided or did i miss something ?
Means does it save/work normally ?
0 -
What i would like this moment would be a possibility to set a meta Value and then the possibility to click on a Light or door and everything stays as it is only the meta value changes to the Value i want.
This way it would be easy to Lock all 5 trillion doors i placed in my prefab
0 -
Lets say it so. Maybe some prefabs have changes since 16.2 BUT the Block ID´s have not.
Means 16.2 Prefabs are the same in 16.3 and 16.4
ANd yes, the RWGmixer.xml has changed from 16.2 to 16.3
0 -
16.2 is only a month ago, i think you mean 15.2
0 -
There is no change at the prefabs between 16.2 to 16.3
0 -
@Royal Delux
Have you fixed the prefab (because I don't get any error messages)?
Sadly not. I made other Prefabs instead
0 -
Thats cool to know! Side note about the garage door. You have to be careful how you place it as placing it to near to certain blocks can cause cast ray errors. I assume this is due to some collision detection for the door when it opens/closes. I ran into this problem when using it as the door for my outdoor garbage enclosure within my mcdowell's prefab.
Had the same issue, good to know
0 -
a really nice idea would be a Randompaint.
Means the user can make a list of blocks he want and give every block a propability
As example, the user make a free field and want to place
Boulder 0.1%
Azalea 5%
Rock01 2%
Rock02 2%
Rock03 2%
Rock04 2%
Rock05 1%
Rock06 1%
Rock07 1%
Rock08 1%
Rock09 1%
Grass
....
0
Highope's Modlets
in Mods
Posted
Modlets work generally in SP and MP
Only in MP there are some things that are not pushed to the clients automatically and can need a manual download (like pictures)