Jump to content

elucidus

Members
  • Posts

    226
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

717 profile views

elucidus's Achievements

Ranger

Ranger (6/15)

12

Reputation

  1. Had no idea they changed it, I tested to see that they still work, didn't think to test it for the repeatable trait. Thanks for troubleshooting that, the original upload has been correct. Happy to give credit, thanks for helping out. I'll add a note to the OP. These are all xml mods, so they SHOULD work with any other mods, however, if they also modify the ammo, their may be a conflict. OP is awaiting approval for the edit, but it is there. Thanks again.
  2. Nice, already using the starter kit with my kids, they don't like redoing the quests and some of them need help with it, as they are really young. So thanks for that.
  3. That appears to have done it. I should have known, haven't modded 7 days properly in quite a while, though. Thanks.
  4. I reduced all of the sounds by 7.5 decibels in this zip file, just replace the files in the _sounds folder in the mod folder. I hope that helps. You can find the download at https://cdgroup.org/files/7dtd/_Sounds.zip
  5. Even though the descriptions of those rings that we changed don't appear to work, the loot stage bonus does appear to work.
  6. Looks like they removed or changed one of the loot groups in A21, as well as change LootGameStage to LootStage. If you go into the Config/loot.xml and remove this line: <append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']"> <item group="groupRelics" /> </append> Alternatively you could replace it with the below and that would maintain the code, but just have it ignored. <!--<append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']"> <item group="groupRelics" /> </append>--> As well as go to the Config/item_modifiers.xml and change all instances of this: LootGameStage to this: LootStage That allows the mod to run, though I don't know how well it works at this point. I hope this isn't a problem Bladestorm, just trying to help.
  7. Alright wasn't as complicated as it seems, do the same thing as above, as well as go to item_modifiers.xml and replace LootGameStage with just LootStage anywhere you find it. That appears to get it working though I haven't confirmed, yet since I haven't tried enough to get any rings.
  8. Looks like they removed or changed one of the loot groups. If you go into the Config/loot.xml and remove this line it appears to work: <append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']"> <item group="groupRelics" /> </append> Alternatively you could replace it with the below and that would maintain the code, but just have it ignored. <!--<append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']"> <item group="groupRelics" /> </append>--> This means one of the loot groups won't produce relics, but the rest will work fine.
  9. On top of things like always I see. Thanks for all of the advice and stuff over the years, I'll probably bug you in the discord about updating the modlets to whatever new format they require soon. Though knowing you, you probably already show/explain it somewhere.
  10. It appears they will be changing the modlet format, however it is currently still working. I'll be updating them in the future. to confirm this for that mod, hit F1, type CM in the window, hit <enter>, and open the item menu in the inventory (the light bulb icon), then look up something that should stack like stone and you will see it stacks to the amount you installed. Should look like the attached. EDIT: I should add I have been away on a trip since the time A21 released, so I have only been able to do a quick test, so there is the possibility there are minor compatibility issues
  11. I'm only a year late, but here we go. Play the game how you like, that is why I made three different versions. I was planning on doing one very similar to the Reasonable Stack Size, as that is a very good way to do it, but a lot more difficult and would have been reinventing the wheel. The point of my modlets are to add options to the game, I have had a lot of requests and if I can figure them out and people like to play with them, who am I to judge? Though by the time you find/make 30K first aid kits you are basically immortal anyway, I mean what is to stop you from carrying two or three stacks of these god mode items? You'd basically be immortal, might as well turn on cheat mode right? If you know the game, you know that finding that many of a single resource (not coin or terrain) is time-consuming, also the game has built in mechanics to stop you from spamming healing items as well, that and it was made with the intent of simplifying base resource management. None of that matters, though, who cares how people play the game? Let them have fun how they want, it's none of your concern. You don't like it, don't install the mod, but definitely don't waste people's time with your opinion on what is the wrong way to play. I actually came on here to address that all of the mods, except terrain movement speed adjustments appear to be working in Alpha 21. And since there is a better mechanism for that mod made by someone else, I won't be updating it.
  12. Yes, 50k and 65k were added due to B233 upping the limit. The new limit is 65,535. I don't know if it works on the server version though.
  13. Thanks for bringing this to my attention, I didn't realize I never finished it. For your code I would suggest removing the original two recipes for the arrow and bolt (the two that have actual resources). Also there is a typo in my original code: Replace <ingredient name="ammoArrowBoltExploding" count="1"/> with <ingredient name="ammoArrowExploding" count="1"/> In the last line. Or just download the updated file form the original post. Sorry it took so long, it has been a rough start to the year.
  14. It looks like they would work as it doesn't appear the Hardcore Respawn mod you linked modifies the blocks.xml There was acompatibility problem from an earlier Alpha. i'll take a look.
×
×
  • Create New...