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RippedWarrior

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Everything posted by RippedWarrior

  1. Hello, I had hired an NPC and she was happily gunning alongside me. When I logged out and then logged back in the next day, my NPC is gone (which is fine, it's a dangerous world) but I still have the (status effects? Buffs? - not sure what the correct word is) for the NPC actions. Is there a way to remove these? Thanks!
  2. Hmm yes I do have some other mods running - good point. I will try with just Sam's Working Things, thanks
  3. Hi saminal, thank you for the great quality of life mods. I am currently getting this error with Sam's Working Stuff 2024-03-13T19:36:57 295.921 WRN XML patch for "progression.xml" from mod "Sams_Working_Stuff" did not apply: <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingWorkstations']/display_entry[@unlock_level='30']/unlock_entry/@item" (line 26 at pos 6)
  4. EDIT: After sleeping on it I figured it out this morning. I had put the entity in the node path, not the entity group I am trying to exclude any "fresh" zombies from DarksZombies from appearing in random spawns: <csv xpath="/entitygroups/entitygroup[@name='ZombiesAll']/text()" delim="\n" op="add" > zombieParasite zombieFatParasite zombieExperimentZ zombieArmy1 zombieFreshFemale1 zombieFreshFemale2 zombieFreshFemale3 zombieFreshFemale4 zombieFreshFemale5 zombieFreshMale1 zombieFreshMale2 zombieFreshFemale1Feral, .25 zombieFreshFemale2Feral, .25 zombieFreshFemale3Feral, .25 zombieFreshFemale4Feral, .25 zombieFreshFemale5Feral, .25 zombieFreshMale1Feral, .25 zombieFreshMale2Feral, .25 </csv> I've created a modlet, (which loads after DarkzZombiez) and tried the following lines of code: <csv xpath="/entitygroup[contains(@name, 'zombie') or (contains(@name, 'Fresh'))]/text()" delim="\n" op="remove" >zombieFresh*</csv> <csv xpath="//entitygroup[contains(@name, 'zombie') or (contains(@name, 'Fresh'))]/text()" delim="\n" op="remove" >zombieFresh*</csv> <csv xpath="/entitygroups/entitygroup[contains(@name, 'zombie') or (contains(@name, 'Fresh'))]/text()" delim="\n" op="remove" >zombieFresh*</csv> <csv xpath="//entitygroups/entitygroup[contains(@name, 'zombie') or (contains(@name, 'Fresh'))]/text()" delim="\n" op="remove" >zombieFresh*</csv> ...but I am still getting "fresh" zombie spawns in the wild. If anyone sees the error in this I'd really appreciate it! Had a sleep on it and discovered it in the morning.
  5. Just popped in to say I really love your zombies, Guppy. Well done
  6. It makes the sound when fired but nothing spawns. The dukes are not deducted from my inventory. I can try and grab a video when I get back home.
  7. HI, regarding the reinforcement mod - it works for me in SP mode but not on dedicated server. Is there something I need to do to activate this for multiplayer? Thanks again!
  8. I still can't them to light up. I can teleport between them, that part is working. Considering that you can't duplicate the issue, perhaps it has something to do with my local machine. I'll try the mod on a dedicated server and see if there's any difference. Thanks for looking!
  9. Ooh that's hawt! I dont' see the update on git, is this correct: https://gitlab.com/guppycur/a21-mods
  10. > Oh ok so they work they're just not lighting up. Right. Appreciate!
  11. Hey Guppycur, thanks for chiming in. Latest version of SCore - yes - <Version value="21.2.54.843" /> I was testing with guppyFuturePortal5 and guppyMagicPortal01 Both work as far as teleporting goes (once I set the name) , but I'm not getting any particle effects when connected or using <block name="guppyFuturePortal5"> <property name="Extends" value="portalMaster"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,3"/> <property name="Model" value="#@modfolder:Resources/gupFuturePortal5.unity3d?guppyFuturePortal5.prefab"/> <property name="CustomIcon" value="guppyFuturePortal5" /> <property name="Location" value="" /> <property name="RequiredPower" value="0" /> </block> <block name="guppyMagicPortal01"> <property name="Extends" value="portalMaster"/> <property name="DisplayType" value="blockMulti"/> <property name="MultiBlockDim" value="3,3,3"/> <property name="Model" value="#@modfolder:Resources/gupMagicPortal1.unity3d?guppyMagicPortal1.prefab"/> <property name="CustomIcon" value="guppyMagicPortal01" /> <property name="Location" value="" /> <property name="RequiredPower" value="0" /> </block>
  12. Hi there, I'm having some issues with the portal mod, hoping for a push in the right direction. 1. When I place a portal, there is no connected/unconnect message: 2. After placing both, and editing the sign to have the same name, I AM able to teleport between them, but: a) there are no particle effects b) the hover message continues to read "Teleport To..." c) after placing, I am unable to teleport until I log out and log back in The only mods installed are 0-SCore, 0-XNPCCore and gupSCorePortals Thank you
  13. This server is terrifying, I love it! Server seems to be down since at least yesterday though
  14. Thank you very much. I deleted the mod and did a fresh install, and then followed the steps that you did above and it worked for me. I was able to go back to my existing world, removed my skill points with the forgettin elixir, and successfully unlocked the autominers. Thanks!
  15. EDIT: Thank you @arramus for what you do! After installing the mod on server-side and resetting the server, I added points to Advanced Engineering taking the perk from level 1 to level 5, but these two items remain locked for crafting. Players are reporting the same. Is there something more I need to do to unlock these? Thanks! https://imgur.com/a/tOhy24x
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