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kronons

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Posts posted by kronons

  1. On 3/1/2022 at 1:05 PM, arramus said:

    I shall discuss this with oakraven and spend more time looking at optimal range and also compare sound range with the default chicken.

    Here is a small update to the Oakraven Forest Collection

     

    Extendable Drawbridge Walkways

    The Drawbridges Mod allows players to add 4 varieties of Walkway in a 1 x 4 (1 block wide and extends additional 4 blocks from base block) and 3 x 4 format (3 blocks wide and extends additional 4 blocks from base block).

     

    These can be used for various purposes, such as crossing rivers, defensive trenches, and mining operations, among others.

     

    They use a simple extend/retract feature and are activated in the same manner as doors.

    20220302034713_1.thumb.jpg.f9a35ac00fb3eee916e9580d93f09bd4.jpg

     

    20220302034738_1.thumb.jpg.35a4195e02786d2befc500dae713d2d8.jpg

     

    They can also be staggered in a chain.

    20220302035339_1.thumb.jpg.89c52cd6150b844f40afc103f827534d.jpg

     

    20220302035432_1.thumb.jpg.32cd63a094309499bcad5b21886d54c9.jpg

     

    It is possible to create alternative sizes and feel free to share suggestions.

    Ok thanks! I hope you can make it work with the sound.xml file so we can adjust the sound ourselves. It'll be nice to be able to have the option to change the sound ourselves.

  2. Hi,

     

    I am using the chicken mod. I tried to modify the sound.xml file to lower the range and volume of the chickens, but it doesn't do anything. Could it be because you compiled the sound with the assets? I would like to turn down the chicken sound since I can hear it from like 20 blocks away. I even tried to remove the sound.xml file and the chicken sound persist.

  3.  

    Yep, that'll do it. So what's happening is you're getting to the trader, the game is going "Ok, the wasteland is now within the active chunk, so spawn the wasteland stuff".

     

    And then, because that stuff is SUPER aggressive, it's running over immediately to ruin your day. :)

     

     

     

    Auger and chainsaw should ALSO be fixed, I think.

     

    And yeah, any non-vanilla gun does that. No idea why, not much I can really do about it either.

     

     

     

    When you press F6, look ABOVE the list of entities. There's 3 boxes. I don't remember exactly what they say, but it should be something like From Biome Spawner, From Dynamic Spawner, From Static Spawner.

     

    Make sure From Static Spawner is ticked and THEN spawn the guards. That should make them stay on save.

     

    Or you could just take the loss. :p They're intended to NOT respawn to stop folks living in the trader 24/7.

     

    Thanks Khaine! I'm a noob. I'm just messing with it and playing around. I'll try static and see if it works.

  4. Hey Khaine I've been messing with darkness falls. So far very little issues. But I would like you to look at an issue I am having. I decided to spawn guards using the dm F6 to replace dead ones. You can spawn them just fine, but they don't save. If you exit the game and reload they don't save. Everything else does. Thanks!

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