Jump to content

Noisy Pants

Members
  • Content Count

    100
  • Joined

  • Last visited

Everything posted by Noisy Pants

  1. ah - okay, wow! spaces are such a.... interesting detail to have to pay attention to - lol
  2. that's the CRAZY thing, i've used spaces so i thought i could example: <config> <append xpath="/blocks"> <block name="Electric Eel Trap"> <property name="CreativeMode" value="Player"/> <property name="CustomIcon" value="Electric Eel Trap"/> <property name="Class" value="Liquidv2"/> <property name="Material" value="Mwater"/> <property name="Shape" value="Water"/> <property name="Mesh" value="water"/> <property name="DescriptionKey
  3. stample, thank you very much - i've learned more about the localization; everything works now! 🙂
  4. Now that boxes of bullets can be made, I am trying to make it possible to make boxes of bullets for this sniper turret mod. I believe this code to be correct, yet when I open the box of bullets nothing happens. I think my problem is the first property, "ammoBundleMaster", I'm not sure what to do though. <item name="Box of 50 Caliber Ammo"> <property name="Extends" value="ammoBundleMaster"/> <property name="CustomIcon" value="ammo762mmBulletBall"/> <property name="CustomIconTint" value="a0a0ff"/> <property name="EconomicValue" value="2200"/> <proper
  5. This SoundDataNode makes me hate bloodmoons with a passion. The sound occurs while me and my friends are fighting the hordes; I hear the same sound when I attack the trader. It would be nice if this sound could be toggle off/on... it's a nightmare having to listen to that sound countless times throughout a bloodmoon. In the video you can hear the sound after I shoot trader rectum SoundDataNode
  6. I understand the situation now, my apologies. I'm not familiar with you're setup as my pc isn't dedicated to 7D2D only therefore I'm unable to tell you what the issue is, that is outside of my area of expertise.
  7. Hello, did you make the "Mod" folder to put the mods in? here is a quick tutorial, i prefer videos for learning: 7D2D Mod Installation
  8. Wait a second, sorry about the confusion - my answers got mashed together. I should have clarified. For dedicated server managers refer to the following hierarchy and picture: C:\Program Files (x86)\Steam\steamapps\common\7 Days to Die Dedicated Server
  9. *NOTE* This is for individual use only, not dedicated server use. Refer to next answer for correct hierarchy. To clear up the infinity generator mod, it is simply a modded generator so make a generator and you're good to go. Install your mods in this hierarchy: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods <-64 bit C:\Program Files\Steam\steamapps\common\7 Days To Die\Mods <- 32 bit For example, the Armored Chest mod: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Mods\Armored Chest (see picture) 7D2D Mod Check Video Edward01, If
  10. I have my own dedicated server and I have someone flying around as well as doing some other suspicious activity. The player told me the reason they were able to fly on my server was due to a mod they were using, I thought the mods used were the ones on the server side only. Is it possible to use creative menu and debug menu for other players? Gathering info for now...
  11. *The Blessed Metal Mod, Super Auger, and Weed Whacker have been updated/improved.* Please read: All these mods were made possible by the knowledge, advice, and guidance of those on the 7D2D forum; please know that I am very grateful. 🙂 This first mod is great for defending against bloodmoon hordes. Make a moat, it has to be made of cube blocks otherwise it will leak, with cube blocks around your base. Place log spikes at the bottom of the moat with one block layer of eel traps over the log spikes and then setup a bridge of sorts to get between the moat an base entrance. The only problem is
  12. is there any way to delete my post? i feel like a colossal dumbass, my hands work 10x slower than my hands and mouth. Jeez!
  13. Thank you very much mr.devolver! The description is working! Here is what the finished product looks like: Key,File,Type,UsedInMainMenu,NoTranslate,english ElectricEelTrap,blocks,Block,,,ElectricEelTrap ElectricEelTrapDesc,blocks,Block,,,"Unlock crafting at level 3 Advanced Engineering.\nMust be utilized in a container or moat of cube blocks of your choice."
  14. mr. devolver, your information is awesome! I'm a visual learner so there is a few things I can't figure out since I put this mod together myself by trial and error - this mod is a product of "wow, look at that! it works!". I don't see anyone using this an I believe it's due to the lack of information. I'm figuring this all out with this forum, search engines, and an overheating thinking cap. <config> <append xpath="/blocks"> <block name="Electric Eel Trap"> <property name="CreativeMode" value="Player"/> <proper
  15. I made a mod that I would like to write a localization file for since it is otherwise confusing to players that see it. I found a hint yet it didn't help regarding writing localization files for mods especially since this is a oddball. I took a cube of water and tweaked it. The picture shows how far I got, the stuff between the arrows is a rough draft of the description I want to use. Electric Eel Trap
  16. First off, thank you very much for responding - much appreciated. The reason I made a custom container (mod) is to prevent a ripple effect of all storage chest becoming OP in durability and having the lock pick option removed. I have two custom containers; the default names for them are "cntSecureStorageChest" and "cntHardenedChestSecure", the "cntHardenedChestSecure" is my main concern, that is my pet. I named the mod Armored Chest to keep it simple, it is 8,8 thus making it 10,8 would suffice. The same principle would be applied to it regarding expanding it's inventory space. The picture is
  17. I would download a ready made mod, they are default boxes. Default boxes are easy to break then loot thus players can loose some/all of their loot depending on how much they remember. Maybe I'm a bit paranoid... that's another topic - lol. I did try assigning a loot id to the custom box - didn't work. <config> <append xpath="/loot"> <lootcontainer id="144" count="0" size="10,9" sound_open="UseActions/open_chest" sound_close="UseActions/close_chest" loot_quality_template="qualBaseTemplate"> <item name="cobweb" count="1,2"/> </lootcontainer> </a
  18. I made a variation of the default chest for players that want to secure their loot at their leisure, thing is; I would like to increase the inventory space inside the container which is something I do not know how to do because I do not know the loot container id that the game assigned my container. I thought of modding the loot table then adding "Steelwood Chest" as a loot container id even though I see #numbers# only in the loot id value; then making the necessary adjustments to add room, not certain what to do. Is there a way too find out what the loot container id the game assigns to custo
  19. <effect_group name="apply damage buff, meleeWpnBatonT1JunkBaton"> <requirement name="CVarCompare" cvar="stunBatonCharge" operation="GTE" value="40"/> <triggered_effect trigger="onSelfEquipStart" action="AddPart" part="Sparks" prefab="ItemModEffects/baton_electricityPrefab" parentTransform="Handle" localPos="0,0,0" localRot="0,0,0"/> <triggered_effect trigger="onSelfPrimaryActionRayHit" action="Ragdoll" target="other" duration="2.5" force="200"> <requirement name="HasBuff" buff="buffmodMeleeStunBatonRepulsor"/> <requirement name="!HasBuff" buff=
  20. mr.devolver - My apologies, I'll remember to place it correctly next time. As for the, "not much to go on", the only thing the log shows regarding the trap is what I shared (many times over); would it help if I shared the whole log? I use the game's shock buff, although it may not be a bad idea to make a custom shock buff - if I could figure out to make a effective shock buff. everyone one - feel free to tinker with my mod: https://drive.google.com/file/d/1XSqEpv3j1LO7NM2jEQMotGMA1OELOaYj/view?usp=sharing
  21. I made a mod that I named, "Electric Eel Trap", it works great except for a small problem - if you shocked then you'll continue going around with the shock sound/visual animation on your character till you exit the game. The continued sound/visual shock animation does not have a negative impact on the character past a certain point. I don't recall this problem in Alpha 18 so I'm not sure where to start looking for issues. <config> <append xpath="/blocks"> <block name="Electric Eel Trap"> <property name="CreativeMode" value="Play
×
×
  • Create New...