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stallionsden

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Posts posted by stallionsden

  1. VALMARS STARTER CLASS SYTEM

     

    FIXED

    - NRES with Medic Class, (it doesnt like modDyeRed being added to the clothing on spawn, so added 5 dye bottles singularly)

    - Fixed Gunman Class - Wrong ammo for desert eagle, now corrected

  2. 1 hour ago, TruePulchritude said:

    Hey I was wondering if you had an updated list of the classes for the Starting Class mod and what each class received. If not, is there a way for me to look at the code info and see? Thank you for your time

    Starter class is listed in loot.xml of mod.

  3. 3 hours ago, angrysquirrel said:

    "No digging zombies" throws and error before I even start a game.  Has always done this for me.  Great idea for a mod.  Just doesn't work for me on a new game. 

     

    Upgraded my stacksize increaser and looter because I saw you updated them six days ago.  Hoping with updating all three mods the digging mod work work.  Instead it resulted in this error:

     

    IndexOutOfRangeException: Array index is out of range" error whenever I try to open a container.  The error makes it so that I can't close the box.  I had downloaded your modlets master file.   Tried your Zstallions looter and stacker folders.  Tried your stallionslooter folder also.  You also have stallionsstacksize increaser.  Same error.  Not sure which ones I'm supposed to be using because I see all of them were updated 6 days ago. 

     

    Tried a new game with just looter and stacker.  Same array index out of range error. 

    Tried removing all those mods and seeing if I could get my old game to work.  Same error. 

    I remove both of your mods (looter and stacker) with a new game.  No errors.

    I remove both of your mods (looter and stacker) with my old game.  Get the index out of range error again.  

     

    Which looter and stacker mold folder should I use for the latest build of A19? From your file description in the HTML section of both mod permutations (zstallions and stalliondens), and the descriptions look identical.

     

    Stacksize increaster - "Increases stacksizes of Items you wish to increase."

    zstallions looter - "increases the size of lootcontainers"

     

    Can you please help me troubleshoot this?  Thanks in advance. 

    Hi AngrySquirrel

    will look at these 3 for you and let you know and come back with a fix.

    no digging zombies works perfectly no errors.

    the looter needs fixing tho
    stacksizer works no errors for me. Maybe if you could upload your output.log or players log i can see and go from there. But will fix the looter for now

     

    Stacksizes refers to the stacknumbers of each item.
    looter refers to the size of a lootcontainer you loot in the world like a chest.

     

    EDIT:

    Tested no digging zombies - No errors
    Looter - Errors.... FIXED (need a new game for the fix

    Stacksize increaser had no errors.

  4. 3 hours ago, dodoriax said:

    HEY MAN how can i use the sink  for working ovens and sink? cant seem to find the faucet or sink that can produce these murky waters, can u provide me the name of that specific item?

    Workstation oven - works like a camp fire

    Working cabintet sink - use emptyjar in your toolbelt and click RMB

    Working granite sink - same as above

  5. UPDATED VALMARS ANIMAL SNARES

     

    FIXED

    -  Removed eggs from animal snares

    - Added bones to animal snare group

    - Fixed Book unlocks

    (Time for animal snares and coops to change are approximately 2 to 6 in game days, could not get a consistent value so seems randomness plays an effect with it as well.)

  6. UPDATED VALMARS ZOMBIE DISPLAYS

     

    FIXED

    - Added names to identify which is which

    - Added animals not existent in previous versions

     

     

    TO DO STILL

    - Get feral and radiated versions not yet converted to their actual feral and radiated versions

     

    UNABLE TO CHANGE

    - Zombie display positions. Since A19 these have been how they were. (I tried pose positions as found in sleeperblocks, didnt change anything)

     

    But they look good and work 🙂

  7. Just now, Gouki said:

    Hi letvizar

     

    I think it's missing again

    Open the file recipes.xml and add after scrapable = "false" this line tags = "learnable", in trap gas can y supongo en las demas, that should fix it.

     
    •  
    •  

    Dude thanks i will fix it so everyone can use it. 

  8. 14 minutes ago, KezC said:

    Hi there, I installed the above modlet, but when selecting one of the recipes, I get non-stop NullReferenceExceptions in console.

     

    NullReferenceException: Object reference not set to an instance of an object
      at RecipeUnlockData.GetName () [0x0001a] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiC_UnlockByEntry.GetBindingValue (System.String& value, BindingItem binding) [0x00054] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at BindingItem.GetValue (System.Boolean forceAll) [0x00023] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at BindingInfo.RefreshValue (System.Boolean forceAll) [0x0001a] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.RefreshBindings (System.Boolean forceAll) [0x00010] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiC_UnlockByEntry.Update (System.Single _dt) [0x00008] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.Update (System.Single _dt) [0x0004f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiC_UnlockByList.Update (System.Single _dt) [0x0012d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.Update (System.Single _dt) [0x0004f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.Update (System.Single _dt) [0x0004f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.Update (System.Single _dt) [0x0004f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiC_InfoWindow.Update (System.Single _dt) [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiC_CraftingInfoWindow.Update (System.Single _dt) [0x0000e] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiController.Update (System.Single _dt) [0x0004f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUi.OnUpdateDeltaTime (System.Single updateDeltaTime) [0x0014d] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiUpdater.Update () [0x0003f] in <8e01b025fbb443a8a909f16c8980a00e>:0 
      at XUiUpdateHelper.LateUpdate () [0x00000] in <8e01b025fbb443a8a909f16c8980a00e>:0 
     
    (Filename: <8e01b025fbb443a8a909f16c8980a00e> Line: 0)

    Ok will take a look when i am home.

  9. 1 hour ago, bdubyah said:

    There is a line at the very top of traders.xml that lists the currency, but I don't think you can really change it. At least not for individual things. Might error if you change it at all, never tried. Lol.

    Will look at it. But yeh only looked in items and blocks lol. Never thought of traders for it.. lol ty

  10. 5 hours ago, dodoriax said:

     

    hey man ! just wondering if u can help me . i want to change the currency money use in this mod, can u change it from DUKE COINS to OLD CASH? is that possible? im hosting a dedicated server (rented) and i really want to control the money in game..  would be a great help thanks man

    I have looked at the vending machine code and unfortunately I believe (Could be wrong) but it is hardcoded, unless i missed something.

  11. 1 minute ago, MasterScrotis said:

    These are still Valid questions except

     

    now I have another lol.. What does that mean?

     

    Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit

      Reveal hidden contents

    <block name="AutoWallInfinite:Wood">
        <property name="CustomIcon" value="woodBlock"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Tags" value="wood"/>
        <property name="Material" value="Mwood_regular"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="300"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
        <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="10"/>
        <property name="EconomicBundleSize" value="1"/>
        <property name="FilterTags" value="fbuilding,fwood"/>
        <property name="SortOrder1" value="4020"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="woodMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="AutoWallInfinite:Wood" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>

    And a recipe for it cuz why not lmao maybe someone wants to use these.

      Reveal hidden contents

    <recipe name="AutoWallInfinite:Wood" count="1" craft_time="60">
        <ingredient name="woodFrameBlockVariantHelper" count="100"/>
        <ingredient name="resourceWood" count="6000"/>
    </recipe>

    Dont add this to the mod though XD just for fun.

    xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines.

  12. 5 minutes ago, MasterScrotis said:

    So after a bit of trial and error I nailed it perfectly.  Even though this kind of makes it my idea instead I present Valmars Auto Wall Mod V19

      Hide contents

    <block name="AutoWall:Wood">
        <property name="CustomIcon" value="woodBlock"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Tags" value="wood"/>
        <property name="Material" value="Mwood_regular"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="300"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceWood" value="3"/> </property>
        <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="10"/>
        <property name="EconomicBundleSize" value="1"/>
        <property name="FilterTags" value="fbuilding,fwood"/>
        <property name="SortOrder1" value="4020"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="woodMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awWoodBlock2">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock3"/>
    </block>
    <block name="awWoodBlock3">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock4"/>
    </block>
    <block name="awWoodBlock4">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awWoodBlock5"/>
    </block>
    <block name="awWoodBlock5">
        <property name="Extends" value="AutoWall:Wood"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="woodMaster"/>
    </block>

    <block name="AutoWall:ScrapIron">
        <property name="CustomIcon" value="rScrapIronMaster"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Material" value="Mmetal_medium"/>
        <property name="Texture" value="241"/>
        <property name="FuelValue" value="1"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceScrapIron" value="30"/> </property>
        <drop event="Harvest" name="resourceScrapIron" count="17" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
        <property name="EconomicValue" value="40"/>
        <property name="FilterTags" value="fbuilding,firon"/>
        <property name="SortOrder1" value="40g0"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="rScrapIronMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awSIBlock2">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock3"/>
    </block>
    <block name="awSIBlock3">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock4"/>
    </block>
    <block name="awSIBlock4">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awSIBlock5"/>
    </block>
    <block name="awSIBlock5">
        <property name="Extends" value="AutoWall:ScrapIron"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="rScrapIronMaster"/>
    </block>

    <block name="AutoWall:Concrete">
        <property name="CustomIcon" value="pouredConcreteMaster"/>
        <property name="DescriptionKey" value="devOnlyGroupDesc"/>
        <property name="Group" value="Building,advBuilding"/>
        <property name="Material" value="Mconcrete"/>
        <property name="Texture" value="176"/>
        <property name="FuelValue" value="1"/>
        <property name="CreativeMode" value="Player"/>
        <property name="MultiBlockDim" value="0,5,0"/>
        <property name="IsDistantDecoration" value="true"/>
        <property class="RepairItems"> <property name="resourceConcreteMix" value="8"/> </property>
        <drop event="Harvest" name="resourceCement" count="8" tag="allHarvest"/>
        <drop event="Destroy" count="0"/>
        <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/>
        <property name="Class" value="UpgradeRated"/>
        <property name="UpgradeRated.ToBlock" value="concreteMaster"/>
        <property name="UpgradeRated.Rate" value="4"/>
        <drop event="Destroy" count="0"/>
        <property name="EconomicValue" value="50"/>
        <property name="EconomicBundleSize" value="20"/>
        <property name="FilterTags" value="fbuilding,fconcrete"/>
        <property name="SortOrder1" value="40m0"/>
        <property name="SortOrder2" value="0002"/>
        <property name="Class" value="PlantGrowing"/>
        <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/>
        <property name="PlantGrowing.Next" value="pouredConcreteMaster"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock2" />
        <property name="PlantGrowing.FertileLevel" value="0"/>
        <property name="PlantGrowing.GrowthRate" value="0.01"/>
        <property name="PlantGrowing.IsRandom" value="false"/>
        <property name="PlantGrowing.LightLevelStay" value="0"/>
    </block>
    <block name="awCBlock2">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock3"/>
    </block>
    <block name="awCBlock3">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock4"/>
    </block>
    <block name="awCBlock4">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="awCBlock5"/>
    </block>
    <block name="awCBlock5">
        <property name="Extends" value="AutoWall:Concrete"/>
        <property name="CreativeMode" value="None"/>
        <drop event="Destroy" count="0"/>
        <property name="PlantGrowing.GrowOnTop" value="pouredConcreteMaster"/>
    </block>

    
    
     

    Its Not Exactly How Valmar Made it, But its the exact same thing Except in Alpha 19 baby!

    If there is another way to streamline it even further of course id love to learn about it.

    What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p 

     

    I actually Created a few Recipes for the blocks too but you'll have to gate them with quests or perks or whatever use them if/how you wish 😃

     

      Hide contents

    <recipe name="AutoWall:Wood" count="1" craft_time="6">
        <ingredient name="woodFrameBlockVariantHelper" count="6"/>
        <ingredient name="resourceWood" count="12"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    <recipe name="AutoWall:ScrapIron" count="1" craft_time="20">
        <ingredient name="scrapIronFrameBlockVariantHelper" count="6"/>
        <ingredient name="resourceScrapIron" count="90"/>
        <ingredient name="resourceClayLump" count="24"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    <recipe name="AutoWall:Concrete" count="1" craft_time="48">
        <ingredient name="resourceConcreteMix" count="60"/>
        <ingredient name="resourceMechanicalParts" count="6"/>
    </recipe>

    Much Love All ❤️

    sweet thanks, will convert to xpath modlet to.

    and add to the O.P and credit your work ofc 🙂

  13. 5 hours ago, dodoriax said:

     

    hey man ! just wondering if u can help me . i want to change the currency money use in this mod, can u change it from DUKE COINS to OLD CASH? is that possible? im hosting a dedicated server (rented) and i really want to control the money in game..  would be a great help thanks man

    i can take a look at it. But possibly hard coded. Will let you know

  14. 6 hours ago, kanealpha said:

    so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos?

    I have left it exactly how valmar had made it. However with the standing and sitting thing. 

     

    I can add to it which is which but that be changing the original mod by valmar.

    But will get to it.

     

    That position is how i got it to. Before they were half way in the ground. But will also have a fix for you next update for you

     

    As much as possible i try to keep valmars mods orIginal as he had it.

  15. 10 minutes ago, Szynsz said:

    One more think, Incidenary bullet recipes are locet but there is no info in unlock information (i check 7.62mm). And thx for fixing survival notes :)

    Ok will take a look in the morning at it and get a fix out for you 

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