RippedWarrior
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Posts posted by RippedWarrior
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Hmm yes I do have some other mods running - good point. I will try with just Sam's Working Things, thanks
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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)
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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.
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Just popped in to say I really love your zombies, Guppy. Well done
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2 hours ago, Guppycur said:
Can you tell me what it does or does not do on the server?
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.
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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!
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On 2/21/2024 at 1:44 PM, Guppycur said:
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!
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Ooh that's hawt! I dont' see the update on git, is this correct: https://gitlab.com/guppycur/a21-mods
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> Oh ok so they work they're just not lighting up.
Right. Appreciate!
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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>
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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
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This server is terrifying, I love it! Server seems to be down since at least yesterday though
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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!
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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!
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A21 NPCMod and Addons
in Mods
Posted
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!