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The_Great_Sephiroth

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Everything posted by The_Great_Sephiroth

  1. Funny glitch, no clue what caused it, but it was hilarious so I have to share it. I was working at our base and a storm comes up. I look up and see my MD-500 (Bdubyah's mod) start sliding along the ground, backwards, very slowly. I watch it for a minute, then get a screenshot. A minute more and another. Finally a third. I go out to it and it keeps sliding along. Once I got in, it stopped. Hasn't happened since, but DANG I was laughing hard! See attached screenshots.
  2. I just uploaded 21.324.0.3 which includes reducing damage to the electric fence posts, reducing damage to barbed wire traps, and slightly increasing the damage that barbed wire traps do. Enjoy!
  3. Thank you, but isn't Harmony the big "hook" program for Unity Engine that allows one to use C# libraries? I am trying to keep this in XML format because I believe if you use Harmony you have to disable EAC and I am not sure about VAC. I wouldn't want to be the cause of a user being banned because he or she forgot to play without EAC. If I am mistaken, please feel free to enlighten me! I've been wrong before!
  4. My vehicles (I only build from minibike and up) all have the fuel saver, reserve tank, and supercharger. Motorcycles and up also have the lights mod installed (off-road lights). We ride wide-open, but while we're still on minibikes we tend to harvest the cars that you cannot loot and clear the roadways. The humvee is maybe as fast as the 4x4, but with far better clearance. We've never had issues running into things. We also don't hold SHIFT and we take our time. Of course none of this matters in our world now. I was finally able to build a UH-60 Blackhawk and now six of our seven players can ride in style!
  5. That's odd, we almost never have our vehicles take damage. We also don't drive over dried wood blocks or ram zeds. We almost never (and mean mean almost NEVER) have to service our vehicles. With that said, we ditched the in-game 4x4 because the spikes on the front caught on everything. We use the humvee by Bdubyah instead.
  6. I just tried adding a property named "WireOffset" and set it to "0, -0.4, 0", the same as my model offset and it didn't do anything. Another screenshot.
  7. I just tried this and got a 50% reduction in height on the post. However, the wire attaches to the lead post in the correct position, but attaches WAY above the second post, in the air. Is there an offset for wiring also? See attached screenshot.
  8. Thank you for the response, Riamus. Your documentation is VERY thorough!
  9. I just created a farming mod based on a user request to improve the farming experience in-game. This mod simply changes harvesting functionality so that when a fully-grown crop is harvested the crop reverts to its seedling stage without needing to be re-planted. It also reduces the chance for seeds when harvesting from 50% to 20%. You won't need a million extra seeds with the crops re-growing automatically, right? Download: https://www.nexusmods.com/7daystodie/mods/3432
  10. I tried the first one and it failed. THat was my first attempt. I did not know we could use "and" in those statements. Can we use the Quake Engine? I can do some C++...
  11. Notes on the crop master block say not to set it below 2. Update: Okay, I'm stuck again. Before I release the modlet I want to reduce the chance seeds will spawn but not eliminate it. If crops never produce seeds you're confined in how much you can grow. However, I want the seed chance down to around 10%~20%. This means I need to modify the following line. <drop event="Destroy" name="plantedMushroom1" count="1" prob="0.5"/> I am not sure how to change the 0.5 to 0.2. <set xpath="/blocks/block[@name='plantedMushroom3HarvestPlayer']/drop[@event='Destroy'][@name='prob']/@value">0.2</set> This fails. How do I set the probability lower? I can go brute-force and simply remove the line and add another in my way, but I believe "set" is the proper way to do this.
  12. Thanks, but I figured it out. It works and I will be uploading to Nexus Mods this afternoon. I already verified that everything works and believe it will give the OP what he wants.
  13. I just planted some plots while running the mod on our live server last night. My friend got disconnected and we logged before getting home. I'll go check now. If it's working I will release it.
  14. Currently testing this but it's been an hour and the crops grow so painfully slow. Is there a console command to make crops advance to their next stage?
  15. Oh, thank God! I was so tired of never running them over due to damaging my vehicles and having those things on.
  16. You say this after I spent time doing this for every crop. <set xpath="/blocks/block[@name='plantedMushroom2']/property[@name='PlantGrowing.Next']/@value">DHTA_Mushroom_Stage3</set> <block name="DHTA_Mushroom_Stage3"> <property name="Extends" value="plantedMushroom3HarvestPlayer"/> <property name="DowngradeBlock" value="plantedMushroom1"/> </block> I'll probably update it to use the insert method instead, because if you use my current method, it adds a custom stage 3 and if you remove the mod all stage 3 crops go poof. Actually, how do insert after a drop event? <drop event="Destroy" name="plantedMushroom1" count="1" prob="0.5"/> How would I specify the "insertafter" line for that?
  17. Pizzarugi, would you like to help test the mod? I've got something that should work until I can get an answer on the insertion question I asked above.
  18. Getting nowhere with dew collectors. Tell me, is it impossible to insert the "<downgradeblock>" value into a block using "<set>"? If not, that means I would likely need to make a copy of every block we need to use and add it manually in the modlets blocks.xml, which I am hoping to avoid.
  19. I was thinking about spikes already. Just trying to work on a mod for dew collectors that a mod user asked for right now.
  20. I saw them, but does that mean we can finally remove the blade if we desire? I thought it was just two separate concepts.
  21. Okay, it's something else. I am setting it correctly now but not getting a second row. I also modified the window height value and even doubled it, but no second row. Are dew collectors in C# instead of XML and thus cannot be modded much? <set xpath="/windows/window[@name='windowDewCollector']/rect[@name='content']/grid[@name='queue']/@rows">2</set>
  22. I will look into this, thank you! Been having a rough time recently, sorry for the delay in my response!
  23. Since the block (plant) is destroyed, I'm not sure how that would work, but I'll look into it after I finish my current mod upgrade.
  24. I'm trying something that a user of my mods requested, adding a second row to the dew collectors. Apparently I am using the XML incorrectly. <set xpath="/windows/window[@name='windowDewCollector']/rect[@name='content']/grid[@name='queue']/rows/@value">2</set> Not sure how to modify the "rows" value after accessing the named grid. Yes, I know it's simple, but it's late and I am tired. Forgive me!
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