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Gouki

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Everything posted by Gouki

  1. Hi paul For the problem that happens to you, you could share an image or the outputlog, it would be of great help. Regards
  2. Hi Astral There are also items that were removed: moldy bread, snowberry, grainalcohol. Weapons and their scheme: marksmanrifleT2, blunderbus and their ammunition. Dirt bike I just had to fix the loot group and it works. The other modifications I have fixed (problems with loot, items and block files), some of A19 still work. Regards
  3. If your mod is incompatible with other mods, it is because they apply something the same as yours (items, loot, blocks, etc), but it is easy to correct them. You say that adding "append" works for you, then apply it that way. Regards Apply using "set xpath" instead of "remove" and see if it works for you. But change the type of ammunition, the one you want to serve only in those weapons.
  4. Ok, I insist there is no rush, take it easy. For the moment I will play with vanilla. Regards
  5. Ohhh, I thought a Compopack 48 would be released, but no problem, we have to wait as long as it takes, there is no rush. Regards
  6. The Wrn Xml is just a minimal warning, not a error. Because you better not modify the xml file directly from the Overhaul Richard and remove the ammunition that you do not want for the weapon, it would be easier. Regards
  7. Hi Stallion There is something new about the new Compopack. Regards
  8. Hi Richard I think you are missing a / before the word items, it sure works for you. Regards
  9. Ok, it's understandable. I'll take a look at DF again when you release the A20 version, thank you very much. Regards
  10. Hi Khaine Thank you very much for updating all your mods and sharing them. By the way, you will add the C # mod where the plants require water or you will not share that. Regards
  11. PastelHarmonics, check this out, it works fine, I don't know why you got an error. Thanks Doughphunghus The code I gave him is the correct one, I don't know why he gave it an error.
  12. PastelHarmonics, everything works fine. I already did it mod and I just tested it, the nickel melts correctly in the forge. I would put the image, but it does not let me upload it, it gets stuck. Regards
  13. Another thing I noticed is that my resourceGrafeno item looks like this: <item name = "resourceGrafeno"> <! - scrap material -> <property name = "Tags" value = "graphene" /> <property name = "HoldType" value = "40" /> <property name = "CustomIcon" value = "Graphene" /> <property name = "DescriptionKey" value = "resourceGrafenoDesc" /> <property name = "Meshfile" value = "# Other / Items? Crafting / rock_smallPrefab.prefab" /> <property name = "DropScale" value = "6" /> <property name = "Material" value = "MresourceGrafenoFragment" /> <property name = "Stacknumber" value = "6000" /> <! - STK resource -> <property name = "Weight" value = "5" /> <property name = "EconomicValue" value = "40" /> <property name = "SellableToTrader" value = "true" /> <property name = "Group" value = "Resources" /> <property name = "CraftingIngredientTime" value = "20" /> </item> It is different from yours, mine applies like stone and yours is just an object without asset, you can try to change your item like mine, adjusting it to your item and check if it works for you.
  14. In materials.xml in MresourceNickelFragment change to metal (it should not be stone) in this property name = damage_category value = metal and property name = surface_category value = metal. I hope that works, because it is strange that the material does not melt. Regards
  15. You would not have made another post about this, the admin is in charge of moving it, I replied in the other post.
  16. In materials.xml did you add the other material? It should have it like this in material.xml: <material id = "MresourceNickelFragment"> <property name = "damage_category" value = "metal" /> <property name = "surface_category" value = "metal" /> <property name = "forge_category" value = "nickel" /> <property name = "Experience" value = "4" /> </material> <material id = "Mnickel"> <property name = "damage_category" value = "metal" /> <property name = "surface_category" value = "metal" /> <property name = "forge_category" value = "nickel" /> <property name = "Hardness" type = "float" value = "1" /> <property name = "stepsound" value = "metal" /> <property name = "stability_glue" value = "300" /> <property name = "Mass" type = "int" value = "10" /> <property name = "MaxDamage" value = "300" /> <property name = "Experience" value = "5" /> </material> In items you must change resourceNickel property name = Material value=MresourceNickelFragment and in unit_nickel property name = Material value= Mnickel. Tell me if it works like this for you. Regards
  17. Hi Gidaeon If you didn't find it in recipes.xml, try looking for it in loot.xml or traders.xml, maybe not crafting just for loot or traders. Hope that helps you. Regards
  18. Hi PastelHarmonics This should go in Discussion and Request and not in Mods. What is the problem you have? Does it show you the nickel at the input of the forge or not? Do you have a 3 slot enabled in the forge? Can you upload an image of how your forge is displayed? Checking your xml code detect this, unit_nickel and resourceNickel should not have the same type of Material, it has to be different. An example is in unit_iron = Material = Mmetal resourceForgedIron = Material = MresourceForgedIron You have to have two types of material for each thing, so I have it in my mod and it works without problems. <material id = "MresourceGrafenoFragment"> <property name = "damage_category" value = "stone" /> <property name = "surface_category" value = "stone" /> <property name = "forge_category" value = "graphene" /> <property name = "Experience" value = "4" /> </material> <material id = "Mgrafeno"> <property name = "damage_category" value = "stone" /> <property name = "surface_category" value = "stone" /> <property name = "forge_category" value = "graphene" /> <property name = "Hardness" type = "float" value = "1" /> <property name = "stepsound" value = "stone" /> <property name = "stability_glue" value = "120" /> <property name = "Mass" type = "int" value = "10" /> <property name = "MaxDamage" value = "500" /> <property name = "Experience" value = "2" /> </material> Hope this helps you. Regards
  19. Hi Robeloto I hope everything goes well in your life, things are only material, the important thing is that you are well and move on. Changing the subject, I think zombie # 3 should be the zombie freezer, # 1 would be like a demon or an evil genie and # 2 would be some survivor trapped in a cave or near a lake, I don't know, that's what that I would like, but I leave that to your choice. Regards
  20. Hi Errornull The new zombies of the wasteland look fantastic !! If you already have the work finished, at least I would like you to share the new version of Enzombies, to kill the time until they release A20 and after this A20 exp or stable between us, continue with the great work you have done, but I leave to your judgment. Regards
  21. Hi Poly I do not know practically anything about unity, but from what I have seen some property is missing in the Xml, but I do not know if that is the solution to your problem. Like Bdubyah, the model that you put as the seed, it is wrong because a large tree appears, instead of the small palm. These are the possible missing properties, but since it extends from treeMasterGrowing they shouldn't be a problem. <property name = "FilterTags" value = "foutdoor, ftrees" /> <property name = "SortOrder2" value = "0120" /> <! - SortTree -> If you could provide the blocks.xml file for a look, it would be a great help. Regards
  22. Hi Poly A model of your block does not appear, because your blocks extend from an existing one in the game and I also add a CustomIcoTint to each icon to make them different, that is the reason. Regards
  23. Hi dwarfmaster1974 This is an example of vanilla "challenge_ladykiller", I think you should put each zombie separately. <action type="SpawnEnemy" id="zombieArlene" value="2" phase="3"/> <action type="SpawnEnemy" id="zombieDarlene" value="2" phase="3"/> <action type="SpawnEnemy" id="zombieMarlene" value="2" phase="3"/> <action type="SpawnEnemy" id="zombieNurse" value="2" phase="3"/> <objective type="ZombieKill" id="zombieArlene" value="1" phase="3"/> <objective type="ZombieKill" id="zombieDarlene" value="1" phase="3"/> <objective type="ZombieKill" id="zombieMarlene" value="1" phase="3"/> <objective type="ZombieKill" id="zombieNurse" value="1" phase="3"/> Here phase 1 is to go to such a distance, phase 2 is to activate the rally point and phase 3 spawns you the zombies, you can take the example of this mission. Regards
  24. That the drone could be ordered to go loot at "X" place would be a great addition, like what Roland said, send it to take your garbage to your base and come back for more, would be two great things for the drone.
  25. Hi ocbMaurice It's a great mod, I'll take a look at it, thanks for sharing. It would be a lot to ask if you can make a mod so that the crops require water (I made a mod in which you can cultivate again in the land, I don't like farmplot very much), I would do it but I don't know much about how to make them with DMT and Harmony. Regards
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