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DUST2DEATH

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Everything posted by DUST2DEATH

  1. If this is loaded into an existing save, the items will not update in already explored areas. New chunks will have the new plants. The plants also do not affect planted versions. The reason for this is I did not want farms to bring servers down. The plants can only be picked up with E if you are using Ragsy's pickup patch. By default my plants are hit like vanilla. If you have errors, could you please provide a log file? - - - Updated - - - Thank you. Which did you have in mind? I went for the most obvious first. Thanks - - - Updated - - - Should be no issue with existing saves other than already explored areas will not have the new items. New areas that you explore will. New games have no such issue. Glad you got it sorted. I got you... soon-ish.
  2. Trees are also listed on the map as grey squares. Its a vanilla thing, I didnt do any changes to the map. I just add that many more trees.
  3. They all have wind enabled but different weights. Goldenrod leaves are light so move around more, but the stalks are heavier so have a gentle sway. The cotton is a stiff stalky plant, moves just a little. Chrysanthemum is light so moves around a lot more compared to the others.
  4. Uploaded a fixed version of Wind Enabled Plants that fixes collision issues on cotton and chrysanthemum.
  5. Maybe. Once I get all the remaining things fixed up, then I'll move to new things
  6. I forgot to apply the smaller font size + I dont like the way urls look in lowercase You're welcome
  7. 7 DAYS MOD LAUNCHER DOWNLOAD FROM NEXUSMODS DOWNLOAD MAIN PACK FROM GITLAB 4K v1.1b A17.2 b20 DOWNLOAD MAIN PACK FROM GITLAB 2K v1.1b A17.2 b20 All modlets are compatible wtih 17.2 b20. No changes. I will have a update to the Guns soon. Fixed icons, individual maps etc. About 60% done.
  8. If DerPopo finds a way to do this it would be magic. I have my doubts though due to Unity Things.
  9. Wind Enabled Version of HDHQ Plants has been uploaded to all locations ( because Gup knows how to push my buttons ) [video=youtube;QMKih-9_D_Q] 7 DAYS MOD LAUNCHER DOWNLOAD FROM NEXUSMODS HDHQ MODLET REPO @ GITLAB
  10. +1 Drive in's are thing now. God Damn I love this game and its community.
  11. Correct. If you arent using any of the biome modlets, then you wont need the patch to enable sap collection from new trees in Darkness Falls.
  12. Ive uploaded Compat Patch Modlets for Darkness Falls Sap Collection from trees. (gitlab/launcher) Now the catch. The way the sap collection works needs a sequential order of numbers in the xml. There is no way for me to check what blocks exist. For that reason the patch modlets assume that you have all the biome modlets installed. Specifically: Alpine Desert Pine. If you only use a few or one of the biome modlets, you *MUST* remove the other biomes from the patch and renumber the entries correctly. (skipping a number will break sap collection). Blocks that do not exist, will cause NRE spam. I have commented the patch xml to make it easy to remove biomes you dont want.
  13. If you want to use the vehicles with Darkness Falls, you need the main HDHQVehicle modlet AND the HDHQVehicleDF patch. DF patch will load after the main Vehicle Modlet.
  14. Right now Im trying to determine the best way to approach the biomes with the patch. What you will need to do is find is drinkJarEmpty and add the new trees to the list of Focused_blocknames that the action applies to. <item name="drinkJarEmpty"> <property name="HoldType" value="3"/> <property name="Meshfile" value="Items/Food/emptyJarPrefab"/> <property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/> <property name="Material" value="Mglass"/> <property name="Stacknumber" value="500"/> <!-- STK resource --> <property name="Weight" value="10"/> <property name="EconomicValue" value="6"/> <property name="CraftingIngredientTime" value="9"/> <property class="Action0"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="DFbottleSap"/> <property name="Do_block_action" value="deplete1"/> <property name="Focused_blockname_1" value="treeJuniper4m"/> <property name="Focused_blockname_2" value="treeOakSml01"/> <property name="Focused_blockname_3" value="treeOakMed01"/> <property name="Focused_blockname_4" value="treeOakMed02"/> <property name="Focused_blockname_5" value="treeOakLrg01"/> <property name="Focused_blockname_6" value="treePlantedOak1m"/> <property name="Focused_blockname_7" value="treePlantedOak08m"/> <property name="Focused_blockname_8" value="treePlantedOak16m"/> <property name="Focused_blockname_9" value="treePlantedOak27m"/> <property name="Focused_blockname_10" value="treePlantedOak41m"/> <property name="Focused_blockname_11" value="treeMountainPine12m"/> <property name="Focused_blockname_12" value="treeMountainPine19m"/> <property name="Focused_blockname_13" value="treeMountainPine27m"/> <property name="Focused_blockname_14" value="treeMountainPine31m"/> <property name="Focused_blockname_15" value="treeMountainPine41m"/> <property name="Focused_blockname_16" value="treeMountainPine48m"/> <property name="Focused_blockname_17" value="treeFirLrg01"/> <property name="Focused_blockname_18" value="treePlantedMountainPine1m"/> <property name="Focused_blockname_19" value="treePlantedMountainPine12m"/> <property name="Focused_blockname_20" value="treePlantedMountainPine19m"/> <property name="Focused_blockname_21" value="treePlantedMountainPine27m"/> <property name="Focused_blockname_22" value="treePlantedMountainPine41m"/> <property name="Focused_blockname_23" value="treeWinterEverGreen"/> <property name="Focused_blockname_24" value="treeWinterPine13m"/> <property name="Focused_blockname_25" value="treeWinterPine19m"/> <property name="Focused_blockname_26" value="treeWinterPine28m"/> <property name="Focused_blockname_27" value="treePlantedWinterPine1m"/> <property name="Focused_blockname_28" value="treePlantedWinterPine6m"/> <property name="Focused_blockname_29" value="treePlantedWinterPine13m"/> <property name="Focused_blockname_30" value="treePlantedWinterPine19m"/> <property name="Focused_blockname_31" value="treePlantedWinterPine28m"/> <property name="Focused_blockname_32" value="treePlantedWinterPine1m"/> </property> and also the same thing for DFemptyBowl <item name="DFemptyBowl"> <property name="CustomIcon" value="bowl" /> <property name="DescriptionKey" value="emptyBowlDesc"/> <property name="Meshfile" value="Items/Food/emptyJarPrefab"/> <property name="Material" value="MresourceClayLump"/> <property name="HoldType" value="3"/> <property name="Stacknumber" value="500"/> <!-- STK resource --> <property name="Weight" value="10"/> <property name="EconomicValue" value="5"/> <property name="CraftingIngredientTime" value="10"/> <property class="Action0"> <!-- UseAction --> <property name="Class" value="ExchangeItem"/> <property name="Delay" value="1.0"/> <property name="Change_item_to" value="DFbowlSap"/> <property name="Do_block_action" value="deplete1"/> <property name="Focused_blockname_1" value="treeJuniper4m"/> <property name="Focused_blockname_2" value="treeOakSml01"/> <property name="Focused_blockname_3" value="treeOakMed01"/> <property name="Focused_blockname_4" value="treeOakMed02"/> <property name="Focused_blockname_5" value="treeOakLrg01"/> <property name="Focused_blockname_6" value="treePlantedOak1m"/> <property name="Focused_blockname_7" value="treePlantedOak08m"/> <property name="Focused_blockname_8" value="treePlantedOak16m"/> <property name="Focused_blockname_9" value="treePlantedOak27m"/> <property name="Focused_blockname_10" value="treePlantedOak41m"/> <property name="Focused_blockname_11" value="treeMountainPine12m"/> <property name="Focused_blockname_12" value="treeMountainPine19m"/> <property name="Focused_blockname_13" value="treeMountainPine27m"/> <property name="Focused_blockname_14" value="treeMountainPine31m"/> <property name="Focused_blockname_15" value="treeMountainPine41m"/> <property name="Focused_blockname_16" value="treeMountainPine48m"/> <property name="Focused_blockname_17" value="treeFirLrg01"/> <property name="Focused_blockname_18" value="treePlantedMountainPine1m"/> <property name="Focused_blockname_19" value="treePlantedMountainPine12m"/> <property name="Focused_blockname_20" value="treePlantedMountainPine19m"/> <property name="Focused_blockname_21" value="treePlantedMountainPine27m"/> <property name="Focused_blockname_22" value="treePlantedMountainPine41m"/> <property name="Focused_blockname_23" value="treeWinterEverGreen"/> <property name="Focused_blockname_24" value="treeWinterPine13m"/> <property name="Focused_blockname_25" value="treeWinterPine19m"/> <property name="Focused_blockname_26" value="treeWinterPine28m"/> <property name="Focused_blockname_27" value="treePlantedWinterPine1m"/> <property name="Focused_blockname_28" value="treePlantedWinterPine6m"/> <property name="Focused_blockname_29" value="treePlantedWinterPine13m"/> <property name="Focused_blockname_30" value="treePlantedWinterPine19m"/> <property name="Focused_blockname_31" value="treePlantedWinterPine28m"/> <property name="Focused_blockname_32" value="treePlantedWinterPine1m"/> </property>
  15. Replied to your PM. I'll get this patched ASAP. Thanks for the notice
  16. You are correct. Each component is stand alone, so you can use as little or as much as you like.
  17. ^probably for the precompiled sdx mods. I doubt the host would be compiling on the fly like the launcher.
  18. HDHQ doesnt touch the RWG mixer as that would make it incompatible with many things. DF however, does. If you open the rwgmixer.xml from DF, and go to line 1272, you will find the start of the section that handles the wasteland ring generation. It is commented, so it should be relatively easy with some testing to push the ring out on 16K maps. I hope that helps.
  19. I think you will all enjoy them I did add the vehicle icons to the missing craftable objects, just forgot to mention it
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