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Posts posted by Blight
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dont use the research mod, it comes with his own entityclasses.xml and overrides the a19 customzombie mod
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Server only and it works. The buttons are there if you in a chest.
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Thats a nice idea but i think no (a locked version which is only yours).
BUT will test it later
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6 hours ago, ArNaLdInHo said:
Go to entityclasses.xml (vanilla files) and edit the EntityLootContainerBoss -like you said.
<property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>
and most of the vanilla zombies using
EntityLootContainerRegular (zombieTemplateMale)
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Put that into entityclasses.xml
<entity_class name="CustomJuggernautDrop">
<property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>
<property name="ModelType" value="Custom"/>
<property name="Prefab" value="Backpack"/>
<property name="Class" value="EntityLootContainer"/>
<property name="Parent" value="Backpack"/>
<property name="IsEnemyEntity" value="false"/>
<property name="TimeStayAfterDeath" value="1200"/>
<property name="LootListOnDeath" value="73"/>
<property name="Faction" value="none"/>
</entity_class>and link it to the Juggernaut
<entity_class name="ZombieJuggernaut" extends="Zombie_Template">
<property name="Archetype" value="Juggernaut" />
<property name="LootDropEntityClass" value="CustomJuggernautDrop"/>1 -
Snuf, can you please add Ghillie to the visual mod =)?
Edit:
The vanilla game has a bug with the anvil. If you wear and hold it (belt) then you get the craftingbonus of it, which works on the miner.
Here is a fix, if you want it for your mod:
<item name="toolAnvil"> <property name="UnlockedBy" value="toolAnvilSchematic"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Msteel"/> <property name="Weight" value="200"/> <property name="Stacknumber" value="1"/> <!-- STK loot --> <property name="EconomicValue" value="240"/> <property name="Group" value="Tools/Traps"/> <property name="DisplayType" value="toolAnvil"/> <effect_group tiered="false"> <passive_effect name="CraftingTime" operation="perc_add" value="-.333"/> <display_value name="dCraftingTime" value=".5"/> <triggered_effect trigger="onSelfHoldingItemCreated" action="AddBuff" buff="AnvilFix" /> <triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="AnvilFix" /> </effect_group> </item> <buff name="AnvilFix" hidden="true"> <stack_type value="ignore" /> <update_rate value="1" /> <effect_group> <passive_effect name="CraftingTime" operation="perc_add" value="+.333"/> </effect_group> </buff>
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still there (unit_...)
Edit: more bugs, as example:
Forged steel cost 20 iron and 10 clay (maxed skilltree) = 1600 iron and 800 clay for 80 forged steel.
The bundle with x500 cost the same (1600/800)
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Juggernaut still not work 😕
Edit: Its the research mod, have manually deleted the juggernaut from the entityclasses file (reasearch cam) and works now
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The game shows the original item names for forge recipes, if i add your mod (dedicated only).
unit_brass instead of just brass
as example:
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Didnt work but it must be something on my end.. cause it is working on a new server.
That Juggernaut still not works
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Hi Highhope,
the winter trees still dropping tons of seeds. Can you change that (doprate nearly zero) in your mod "Tree respawn"? =)
Thanks
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in entitygroups.xml.
use notepad++ "search and replace", easy to do .
Snuf, the Juggernaut used no projectiles since the last update
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Must be a dedicated problem, have tested it now in SP., with a stack of research cameras and just one. both are working.
Edit: Strange, it works on my self hosted dedicated... need some testing
Edit2: Tested everything now, a 1:1 copy of every file from the server to my own pc (+own hosted dedicated) and it just works on the test server... hmm
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Thats a very specific problem. Please upload a screenshot when you see a problem and I will fix it in no time
1 of them:
its visual for you and others (looks like a flashlight but just brighter)
Edit:
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Hi Snuf, the progress bar (research) didnt fill up and the economic is a bit high, for the camera
Edit: that high price was a stack of 500 cameras but it was shown as one
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Hi Snuf, is there a way to put the sound of "Thors Hammer" off. or is that hardocded into the buff/animation?
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Hi snuf, the quality from the lootboxes didnt work correctly. Its 90+% just q2
Edit: used this one (50 chests): http://prntscr.com/rynx4i
<qualitytemplate level="1,999999">
<loot quality="2" prob="0.3"/>
<loot quality="3" prob="0.25"/>
<loot quality="4" prob="0.2"/>
<loot quality="5" prob="0.15"/>
<loot quality="6" prob="0.1"/>
</qualitytemplate>
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The arrows in the crossbowmag are invisible BUT sometimes you can see them, if your char died (in the animation)... strange.
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Something like this should work (untested, but use it as a start)
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thank you
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Hi Snufkin, i made a mod for easter in the past -> https://forums.7daystodie.com/forum/-7-days-to-die-pc/game-modification/mods/84320-easter-rabbits-eggs#post1344631
.....
Question about this is:
Can you take a look into this mod and making your own easter rabbit model, with a backpack or something similar? =)
-a fast rabbit, which explode after x second and let the loot open for us (as admins).
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Siren didnt speak (like in your video), only music. -> dedicated server
Edit:
on both, singeplayer and dedi
edit2:
ok, it works but extremly rare xD
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Snukfin's Server Side Z(S)ombies
in Mods
Posted
taking a look into it, if im home