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TormentedEmu

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Everything posted by TormentedEmu

  1. Bug fixed with the ObjectManipulator. Derp.
  2. Update: Added a new modlet called TE_ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the display by left clicking while holding the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. Please let me know if you have questions, comments, bugs, or anything. Cheers!
  3. Oh, I forgot to mention. Adding new terrain textures requires SphereII's disable splat map patch that's included in his Legacy Distant Terrain mod. Grab his Legacy Distant Terrain mod at: https://github.com/SphereII/SphereII.ModsA19
  4. Update: Added a new mod to enable you to load your favorite terrain textures into the game.
  5. I updated the mod to now use DMT v2.1 and have changed the mod to remove the SDX style patch script and move towards Harmony only.
  6. Hey everyone! I'm back after a long hiatus with new mods for alpha 19 experimental branch. These are built with DMT v2.2.7 using the latest version of Harmony(v2.0.2). Link: https://github.com/TormentedEmu/7DTD-A19-DMTMods Mods: NewBlockTextures The purpose of this mod is to allow adding new texture arrays to the game to avoid overwriting the original arrays or atlases as we used to in the previous builds. The mod contains a sample bundle with some textures included and you can pull the blocks out from the creative menu. The blocks can be built with basic recipes that can be changed to your preference. Also included is a modded paint brush to allow painting the new textures only on the new provided blocks. The modded paint brush will not paint vanilla blocks and the vanilla paint brush will not paint on any of the modded blocks. NewTerrainTextures The purpose of this mod is to allow appending new terrain textures to the game terrain texture array. One thing to note, is to match the blockw and blockh for all your textures or you will see size issues with the vanilla textures. I recommend using either 1, 4, or 8 depending on how large you want the textures in game. The mod also comes with a sample terrain texture bundle and you can pull the blocks out from the creative menu. NOTE: Adding new terrain textures requires SphereII Legacy Distant Terrain ObjectManipulator This modlet introduces a new control panel that allows the user to manipulate and adjust the selected transform's scale, position, and rotation. First enter the creative menu and drag a TE_ObjectManipulatorHandgun into your toolbar. When you first hold the gun in your hand, the control panel will appear. You can toggle the control panel by shooting the gun. You can toggle the screen cursor by pressing the F2 button, which will allow you to click on the buttons and type in the search box, or copy position values. TE_MenuMusic Allows you to change the menu background music at the start of the game without needing to patch the resources.assets file. A sample music file in the ogg format has been provided for you to play around with. *** This mod no longer requires a forked version of DMT as Hal has added it to the base DMT tool here: https://github.com/HAL-NINE-THOUSAND/DMT *** Please let me know if you like it, have any questions, or have any problems/bugs with it. I'm usually found on Guppycur's Discord server here: https://discord.gg/mh3J3dS My nickname on the discord is V. Cheers
  7. I really do miss Starvation! *pours one out for my homies*
  8. Yes there is! Check with Spectral Force on Guppy's Discord server for details on how to connect
  9. The blight problem will always be there unless you deal with it properly as I described to you before ^_^
  10. Post your output_log.txt somewhere like Pastebin.com so I can inspect it for any possible solution. Cheers!
  11. Hi Hagi, Craft some purge crystals at the Alchemy bench and place them around the blighted areas to get rid of it. There are 3 types and the red is the strongest and largest cleaning area. Another alternative is to install the Medieval Mod - EmuBranch from the Mod Launcher and play that version which currently has the blight disabled and a bunch of new fixes and features! Cheers!
  12. Hey, nice work mate, Cheers!
  13. It was fun hanging out and watching! Cheers!
  14. You need to find a pickaxe schematic and it can be crafted at the Workbench, once you do find it.
  15. The tanning racks work best outside in direct light. They can be indoors but you need some light entering the room.
  16. I don't have a Mac, so I can't really offer any help.
  17. Yes, they are part of the 7 day horde because some players were commenting that the first blood moon hordes were too easy. Solved that problem, I think Cheers! - - - Updated - - - I would love to see your screenshots!
  18. Hahaha, I see you met my special little friends! Thanks for playing the mod They are tough and probably the only way to defeat them is with the blunderbuss.
  19. Oh, nice selfie Dust2Death. I don't know how you managed to complete all this work when you prefer to knock the mouse off the desk all the time
  20. You did an amazing job! Keep up the good work. I can't wait to see and try the finished product. Cheers!
  21. If you still have problems, post your output_log.txt file and we can check for errors.
  22. How long did you wait? It can take up to 15 minutes to get the start menu on some computers.
  23. dm = debug mode. To turn it on, open the console window by pressing F1. Then type dm and press enter.
  24. What version of the Mod are you on? The latest is b17.1 I don't have any issues shift clicking into any container and I tested this again just now. Could you verify your files using either the mod launcher or reinstall the mod.
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