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Proteus12

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About Proteus12

  • Rank
    Survivor
  • Birthday 08/29/1974

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  • Location
    Brasil-Sمo Paulo-Jaboticabal
  • Interests
    Mode ETS2-ATS-FS15-FS17-Blender ALL
  1. Only an example and works <item name="ShadesMilitary"> <property name="Tags" value="head,clothing,canHaveCosmetic,noMods"/> <property name="CustomIcon" value="ShadesMilitary"/> <property name="DisplayType" value="clothingShades"/> <property name="Stacknumber" value="1"/> <property name="Material" value="Mmetal"/> <property name="DegradationBreaksAfter" value="false"/> <property name="Encumbrance" value="0"/> <property name="Weight" value="5"/> <property name="EconomicValue" value="5000"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="EquipSlot" value="Eyes"/> <property name="Group" value="Clothing"/> <property class="UMA"> <property name="Mesh" value="gear_shades"/> <property name="Overlay0" value="gear_shades"/> <property name="Layer" value="1"/> <property name="UISlot" value="Eyewear"/> </property> <effect_group tiered="false"> <passive_effect name="ModSlots" operation="base_set" value="0"/> <passive_effect name="LightMultiplier" operation="perc_add" value="-100"/> <passive_effect name="EnemySearchDuration" operation="perc_add" value="-1"/> <passive_effect name="AttributeLevel" tags="attPerception" operation="base_add" value="10"/> <passive_effect name="HealthMax" operation="base_set" value="1000"/> <!-- ok --> <passive_effect name="StaminaMax" operation="base_set" value="1000"/> <!-- ok --> <passive_effect name="WaterMax" operation="base_set" value="1000"/><!-- ok --> <passive_effect name="FoodMax" operation="base_set" value="1000"/><!-- ok --> <passive_effect name="JumpStrength" operation="base_set" value="0.5"/> </effect_group> </item>
  2. <!-- Example--> <passive_effect name="HealthChangeOT" operation="perc_add" value="1000"/> <passive_effect name="FoodChangeOT" operation="perc_add" value="1000"/> <passive_effect name="WaterChangeOT" operation="perc_add" value="1000"/> <passive_effect name="StaminaChangeOT" operation="perc_add" value="1000"/> Health, Food, Water, Stamina To 1000 Like? Modlet Please help
  3. No matter the biome I generate 98% of the radiation map I died 36 times. What can I do to get this radiation out? See the map below.
  4. I liked it very much could resource Iron Fragment
  5. I'm trying to add a weapon in the game ModLet and the correct one so Is this sure icon like that? Machete Of God\Config\items.xml ------------------------------------------------------------------------------------------- <configs> <!-- [color="#00FF00"]Machete Of God[/color] --> <append xpath="/items"> <item name="MacheteOfGod"> <property name="Tags" value="knife,melee,light,weapon,meleeWeapon,perkDeepCuts,perkTheHuntsman"/> <property name="DisplayType" value="melee"/> <property name="CustomIcon" value="MacheteOfGod"/> <property name="HoldType" value="47"/> <property name="Meshfile" value="Items/Weapons/Melee/Knives/machetePrefab"/> <property name="Material" value="Mmetal"/> <property name="RepairTools" value="resourceForgedSteel"/> <property name="DegradationBreaksAfter" value="false"/> <property name="EconomicValue" value="600"/> <property name="SoundJammed" value="ItemNeedsRepair"/> <property name="SoundDestroy" value="wooddestroy1"/> <property name="Weight" value="200"/> <property name="Group" value="Ammo/Weapons"/> <property name="ActionSkillGroup" value="Blade Weapons"/> <property name="CraftingSkillGroup" value="craftSkillWeapons"/> <property name="RepairExpMultiplier" value="5.5"/> <property class="Action0"> <property name="Class" value="DynamicMelee"/> <property name="Damage_type" value="Slashing"/> <property name="Sphere" value="0.15"/> <property name="Sound_start" value="swoosh"/> <property name="ToolCategory.Butcher" value="0" param1="4"/> <property name="ToolCategory.harvestingTools" value="40.0" param1="2"/> <property name="Sound_harvesting" value="open_animal" param1="organic"/> </property> <property class="Action1"> <property name="Class" value="DynamicMelee"/> <property name="Damage_type" value="Slashing"/> <property name="Sphere" value="0.15"/> <property name="Sound_start" value="swoosh"/> <property name="ToolCategory.Butcher" value="0" param1="4"/> <property name="ToolCategory.harvestingTools" value="40.0" param1="2"/> <property name="Sound_harvesting" value="open_animal" param1="organic"/> <property name="UsePowerAttackAnimation" value="true"/> </property> <effect_group name="Base Effects"> <passive_effect name="MaxRange" operation="base_set" value="50.0"/> <passive_effect name="BlockRange" operation="base_set" value="50"/> <passive_effect name="EntityDamage" operation="base_set" value="2000"/> [color="#00FF00"]<!-- meleeToolMachete -->[/color] <passive_effect name="BlockDamage" operation="base_set" value="20000"/> <passive_effect name="AttacksPerMinute" operation="base_set" value="100"/> [color="#00FF00"]<!-- 100 2 por segundo ok -->[/color] <passive_effect name="HarvestCount" operation="base_set" value="10" tags="butcherHarvest"/> [color="#00FF00"]<!-- 10=2000 2=500 de CARNE COURO -->[/color] <passive_effect name="HarvestCount" operation="base_set" value="2" tags="oreWoodHarvest"/> [color="#00FF00"]<!-- 10=2000 2=500 de cada minerio -->[/color] <passive_effect name="StaminaLoss" operation="base_set" value="0" tags="primary"/> <passive_effect name="DegradationMax" operation="base_set" value="300,800" tier="1,6"/> <passive_effect name="DegradationPerUse" operation="base_set" value="0"/> [color="#00FF00"]<!-- DegradationPerUse e ZERO 0 -->[/color] <passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value=".15" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/> </effect_group> <effect_group name="Power Attack"> <passive_effect name="EntityDamage" operation="perc_add" value="100" tags="secondary"/> <passive_effect name="BlockDamage" operation="perc_add" value="1" tags="secondary"/> <passive_effect name="AttacksPerMinute" operation="perc_subtract" value="0" tags="secondary"/> <passive_effect name="StaminaLoss" operation="base_add" value="21" tags="secondary"/> <triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player1painlg"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="70"/> <requirement name="IsMale" target="self"/> </triggered_effect> <triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player2painlg"> <requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="70"/> <requirement name="IsMale" target="self" invert="true"/> </triggered_effect> </effect_group> </item> </append> </configs> ----------------------------------------------------------------------------------------------------- Machete Of God\Config\recipes.xml <configs> <append xpath="/recipes"> <recipe name="MacheteOfGod" count="1"> <ingredient name="resourceForgedIron" count="1"/> <ingredient name="resourceWood" count="1"/> <ingredient name="resourceLeather" count="1"/> </recipe> <recipe name="gunPistolAdmin" count="1"> <ingredient name="resourceForgedIron" count="1"/> <ingredient name="resourceWood" count="1"/> <ingredient name="resourceLeather" count="1"/> </recipe> </append> </configs> ---------------------------------------------------------------------------------------------- Someone to help me?
  6. Could it be in 6 Forge Input?
  7. For me all my guns get the (0 Zero) of durability when I left and I enter the game I change -1 to 0 zero DegradationPerUse It was all normal durability <append xpath="/items/item/effect_group[@name=Base Effects]"> <passive_effect name="DegradationPerUse" operation="perc_add" value="-1"/> </append> The crossbow does not work for me, it does not reload infinite
  8. It would be possible in infinite reload:painkiller: or not reload OK I really liked the mods.
  9. Could someone help me add infinite bullets all weapons by XPath "modlet": 02,47-tranquilidade: gunPistol * gunSMG5 *gun44Magnum *gunPumpShotgun *gunHuntingRifle *gunAK47 *gunCrossbow Would have like?
  10. I'll wait as long as A17 to exit a perfect game
  11. The Weight of the World Is On ME Encumbrance makes its debut in 7 Days to Die. Carry what you like, but mind the weight. Larger heavier items can weigh you down if you carry too many like engines. Guns and weapons are mid level. Special care has been taken to ensure building wont be TOO impacted by this, but it wouldn't be a world of living anguish if there was not SOME penalty for carrying 5000 cement around now would it. The Minibike is now your best friend. I wanted to take this out and just modify buffs.xml HeavyEncumbered MaxEncumbered Unencumbered <modify id = "0" stat = "speedmodifier" setValue = "0" /> Not to be slow Is this what I have to change? Yes or no? My opinion did not like.
  12. For me when I change the Trader open (traders.xml) 7 Days To Die A16.4 (b8) open_time = "6:05" close_time = "21:50" ♥ Ravenhearst open_time = "4:00" close_time = "22:00" Fix open_time = "6:05" close_time = "21:50" Ready to open the correct trader again. I'd bug when you change the schedule of the trader
  13. Bugs in red for me, fix Version and log Alpha 16.4, 45-slot BBM Version Download (Not EAC friendly, also includes 45 slot minibike and dropped backpack increase) 2018-05-17T14:59:18 123.113 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaft.png failed: 2018-05-17T14:59:18 123.114 EXC An element with the same key already exists in the dictionary. ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0 at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) RH:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: Line: -1) 2018-05-17T14:59:18 123.133 ERR Adding file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die Darkness Falls/7DaysToDie_Data/../Mods\SDX/ItemIcons\ElevatorShaftSmall.png failed: 2018-05-17T14:59:18 123.134 EXC An element with the same key already exists in the dictionary. ArgumentException: An element with the same key already exists in the dictionary. at System.Collections.Generic.Dictionary`2[system.String,UnityEngine.Texture2D].Add (System.String key, UnityEngine.Texture2D value) [0x00000] in <filename unknown>:0 at ModManager+RH.MoveNext () [0x00000] in <filename unknown>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Logger:masterLogException(Exception) Logger:Exception(Exception) Log:Exception(Exception) RH:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
  14. Please make TWINE graffiti. Very difficult to find on the map. Get stuck in the RACK Without RACK I do not have leather to make the forge:lock1: Sorry my english i'm PT-BR Many thanks I love your Mod Ravenhearst.
  15. For me when I disable in spawning.xml maxcount = "0" en zero my ram is 6 to 8 GB <spawn maxcount = "0" respawndelay = "7" time = "Any" entitygroup = "SurvivorsAll" /> <spawn maxcount = "0" respawndelay = "1" time = "Night" entitygroup = "BanditGroup" /> Why SurvivorsAll and BanditGroup uses too much ram memory?
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