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AlienZ

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Everything posted by AlienZ

  1. No worries! Thanks for the help. It works flawlessly now Great job!
  2. All work and no play seems to make Jax a very capable modder
  3. I can't get Ravenhearst to work. I installed the mod loader, set up the install directory, selected the mod "Ravenshearst SDX Single Player" and installed it by making a copy of my 7DTD steam folder. When I click "Play Mod" the mod loader UI flashes for a second, then launch the vanilla game. If I check the location of the exe in memory, it is running from the mod folder as I set it up, but it seems to be only the vanilla copy of the game without the mod applied. I tried this with both 7DTD 16.3 and 16.4.
  4. I replied to your previous post 3 days ago. You are not the only person experiencing this problem, but you are the only one asking the same question multiple times without looking into the problem yourself, or considering the replies to your previous questions. Stop being so lazy and look for an answer.
  5. Since you are using the bigger backpack dll, you have to turn off EAC. The mod is only EAC safe if you do not use the bigger backpack mod. If you are convinced that the Dll included with this mod is not the right Dll, you can download the bigger backpack mod directly from the original thread: Backpack expansion a16 onwards
  6. A work around that might help, fill the output slots with something like wooden frames. That way, when the crafting is done, it cannot place it in the output slots, and if you enter the campfire, workbench, etc, it will pop into your inventory. This has been an age old issue with 7DTD and the work around should still do the trick.
  7. Sorry to hear! I did not do extensive testing on this.
  8. No worries! Thanks for the great work you're doing with the mod
  9. Sure you can. In blocks.Xml search for <block id="2005" name="batterybank"> and in there, you will find a line that says: <property name="SlotItem" value="carBattery"/> Then just change it to say: <property name="SlotItem" value="carBattery,HDBattery,ECOBattery"/> That should do it.
  10. You're welcome! Let me know if it doesn't work.
  11. You can try the following: In the items.xml file, look for the following: wallTorchStation Then replace it with the following: wallTorchPlayer So, this: <property name="Blockname" value="wallTorchStation"/> Should read like this: <property name="Blockname" value="wallTorchPlayer"/> I haven't tested this, but it should do the trick.
  12. Good to see you're still at it Dwallorde! I had a look at your latest version and it's looking good
  13. Same reason to dismantle a car, for resources. It's not the same as dismantling a workbench.
  14. Cool, I thought about the fertile ground, but then figured it's not really a plant, so I'm not going to bother. I have changed mine to 90 random and the unbaited trap to three times that.
  15. In order to have the rabbit trap upgrade properly, I replaced this: <block id="2005" name="RabbitTrap(Bated)"> [b][u]<property name="Extends" value="cropsGrowingMaster" />[/u][/b] <property name="CustomIcon" value="RabbitTrap" /> <property name="Material" value="wood" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" /> <property name="PlantGrowing.Next" value="RabbitTrapFull" /> <property name="DowngradeBlock" value="RabbitTrap(Unbaited)" /> <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" /> <drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0" stick_chance="1" /> <property name="Group" value="Tools/Traps,Food/Cooking" /> </block> with this: <block id="2005" name="RabbitTrap(Bated)"> [b][u]<property name="Class" value="PlantGrowing" />[/u] [u]<property name="PlantGrowing.FertileLevel" value="0" />[/u] [u]<property name="PlantGrowing.GrowthRate" value="30" />[/u] [u]<property name="PlantGrowing.LightLevelStay" value="0" />[/u] [u]<property name="PlantGrowing.IsRandom" value="true" />[/u] [u]<property name="PlantGrowing.GrowIfAnythinOnTop" value="true" />[/u] [u]<property name="Place" value="TowardsPlacerInverted" />[/u][/b] <property name="CustomIcon" value="RabbitTrap" /> <property name="Material" value="wood" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="LootContainers/shopping_basket_empty" param1="main_mesh" /> <property name="PlantGrowing.Next" value="RabbitTrapFull" /> <property name="DowngradeBlock" value="RabbitTrap(Unbaited)" /> <drop event="Destroy" name="RabbitTrap(Unbaited)" count="1" prob="1" /> <drop event="Fall" name="RabbitTrap(Unbaited)" count="1" prob="1.0" stick_chance="1" /> <property name="Group" value="Tools/Traps,Food/Cooking" /> </block> The same can be done for the unbaited block if you want that to carry loot as well. You might want to increase the GrowthRate value for it so that it takes longer (otherwise it would be pointless to have the trap baited). The GrowthRate value might also need some tweaking as I just threw a number in there. Adjust to your tastes. From what I have read, it relates to real time minutes e.g. 30 = 30 real time minutes. LightLevelStay specifies how much light is needed for it to "grow" but I believe that it always needs light and there's no way to make it grow indoors. IsRandom can be used to make it a random timer for the growth stage or a static timer. I believe that having it random, would make it in the region of 30 minutes, whereas having it static would make it exactly 30 minutes. I don't know how much of what I said I have right or wrong. This is all based on a quick search of the forum and I may have this wrong. If anyone with more knowledge on the growth code can clear up anything I have wrong, that would be great! I don't kow why the <property name="Extends" value="cropsGrowingMaster" /> isn't working in this case, but I think it might have something to do with cropsHarvestableMaster.
  16. Yeah, the baited rabbit trap disappears for me too. Shortly after placed. The unbaited trap sticks around.
  17. I haven't used the rabbit trap yet, I'll try it out and give feedback later.
  18. AlienZ

    True Survival

    I'm not familiar with SDX, so I'm not able to answer that question. I'm sure spider or someone else can give you more info when they see your post.
  19. AlienZ

    True Survival

    They are the same mod, but this version is not being updated anymore. Spider is actively working on the SDX version instead.
  20. I don't know what the full capabilities of the bandits and survivors are, but it's important to remember that they are not yet complete. Also, your chosen difficulty level has an impact on it as well. I remember reading another discussion that stated they act better at difficulty 4 or 5. Maybe I read it in this thread: Bandits Either way, might still be useful to read through that, because there's a lot of helpful info in it.
  21. Same here. I've added some ideas from valmod, project z, true survival, gnamod, comsenmod, etc. To name a few. I also added in some of my own tweaks and ideas. This is a great community with awesome ideas and I love being able to combine the ideas together and have the best of all worlds.
  22. That's an SDX mod and I'm pretty sure your request is not possible with Xml edits only.
  23. That is a common error that is not caused by the mod. It is because two items have spawned in the same position and is colliding with each other. (Often cars) They essentially appear invisible, which is why you see nothing wrong if you visit the mentioned location. There has been discussions on the topic if you want to do a search and read up on it. Apparently if you shoot at the location with a rocket or something, it would make the car or whatever items it is appear before they explode.
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