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xyth

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Posts posted by xyth

  1. I am almost finished converting the Salvaged Bats modlet to A18. The vanilla bat and its mods are now merged into the mod, so you can use my modifiers on the TFP bat of put TFP modifiers on the plain wood bat. Since TFP decided to do full mesh overlays for their melee item modifiers, the Aluminum bat cant wear the TFP visible modifiers like the chains and spikes. My question to anyone interested is feedback on what properties each of the modifiers provide. Fire and Elec. mods are obvious, but how to best distinguish the crown bat modifier from the others like the mace or axe. Damage type is one difference, knockdown maybe? For grips or the sweetspot, like weights? This doesn't have to be perfect, but since I put zero effort into it for A17 I'd like the A18 version to make more sense.

  2. Biggest issue with video and its sound it the version of Unity used for a18 is bugged as it relates to decreasing sound volume with distance. Thats why I have not released the TV mod for A18 yet.

  3. There are two issues with cameras right now. First, the cameras stop panning if you get too far from them. I may need to turn off the panning and just increase the horizontal FOV. Second, if you do not turn off the new occlusion setting in the video menu, then objects will get culled out of view when those objects are more than 8-10 blocks away (except for trees and a few other things).

     

    You could never see more than your arms and weapons on a added camera. That is why I dont release working mirrors.

     

    Without adding code Im not sure if we can fix the second issue. I left it A17 only until we decide if those things are manageable for A18.

  4. That warning message wont effect anything and is an artifact of using the electric switch code to drive the CCTVs. What "doesnt work"? If the cameras are too far from the screens they wont work. If the screens and cameras are not initially connected to a wire (next you can disconnect but they need a wire attached at least once) they wont work.

  5. There are hard limits what can be done without using code. I have not tested this but you can try adding this property to the blocks.xml in the mod to see if you can change the channel from a greater distance: <property name="ActivationDistance" value="20"/> where 20 is the max distance in blocks that you can activate the TV. Change the number to more or less as suits. This might replace the need for a remote.

  6. No special install tricks needed. Radios Mod is vanilla compatible so no code or scripts load. The dedi should have a folder named "Mods" in the same directory as the game executable. The radio mod goes into the Mods folder. By looking at your log file it seems likely there is a pathing error as it can seem to find the mod to load it.

     

    As to the windows media foundation, if you want to play .mp4 files on a windows server I think that option is standard on the install, but perhaps your provider chose not to load it.

  7. Both SphereII and I have been unusually busy with RL, but should be back at things in a week or so. The ranged leverage the Zombie Cop ranged attack, so by default they close the distance to the player and stop occasionally to range attack. Hopefully he can finish the "ranged is ranged" patch for testing around then.

  8. I was told about this mod by Xyth when asking wether i could put birds into A17 , apparently was a thing in previous alpha's that somehow i missed completely , I hope this is really an A17 version of better life ?

     

    Should be the same as the A16 mod. Not sure if it has all the plants yet though. I just checked, its missing most of the birds, fish and all the plants. But the code works so we can fill in the missing stuff soon.

  9. What are the requirements to forge titanium?

     

    - Advanced Forge

    - Level ???

    - Raw Titanium

    - etc.

     

    I believe I have all I need, but when I hover over the recipe it's greyed out with a tooltip that reads "PLAYER LEVEL GTE100".

     

    Again, thanks in advance.

     

    GTE means Greater Than or Equal. So level 100 or above.

  10. I can add more NPCs when needed. The ones currently in the mod were for testing and for future crafter roles like baker and farmer. I'm not planning on adding new NPCs just for "variety", I will leave that to others. It takes a lot of effort to make a "finished" custom entity.

  11. Dont see the head height or look height property, whatever you called it, in the xml?

     

    You only add that if you need to. Format is: <property name="EyeHeight" value="0.15"/>

  12. First of all, thank you very much for this mod!

    Just a quick question, but I noticed that when I select laborer it locks me out of getting skills such as Steel Tool Crafting. As a result, I can't get skills such as the last rank of Ammo Crafting as it requires steel tool crafting. This is the same with other skills like Workbench Tools, which requires Forge Ahead. I was wondering if there's a workaround to this?

     

    I think you will get it automatically once you meet all the requirement. In my case, I need level 80 to buy a level 4 perk (science perk I think)

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