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Gouki

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Everything posted by Gouki

  1. Hi alffr0mm3lmac I have checked the files and there are some changes you can make and see if it works, be sure to back up your files. 1- Blocks.xml goes like this: <set xpath = "/ blocks / block [@ name = 'forge'] / property [@ class = 'Workstation'] / property [@ name = 'InputMaterials'] / @ value"> iron, brass, lead, glass, stone, clay, chromium, nickel </set> 2-In items.xml unit_chromium should have Material = MresourceChromium and should not have this code <property name = "MeltTimePerUnit" value = "0.4" />. You also have to add another material because resourceChromium and Nickel have the same material as unit_chromium and nickel, you can change it to MresourceChromiumFragment and MresourceNickelFragment, add the new material in Materials.xml and change it to resources. Example: <material id = "MresourceChromiumFragment"> <property name = "damage_category" value = "metal" /> <property name = "surface_category" value = "metal" /> <property name = "forge_category" value = "chromium" /> <property name = "Hardness" type = "float" value = "1" /> <property name = "stepsound" value = "metal" /> <property name = "stability_glue" value = "120" /> <property name = "Mass" type = "int" value = "10" /> <property name = "MaxDamage" value = "500" /> </material> 3-In XUi.xml it goes like this: <set xpath = "/ windows / window [@ name = 'windowForgeInput'] / @ materials_accepted"> iron, brass, lead, glass, stone, clay, chromium, nickel </set> I hope I have explained myself in the best way and that it helps you. Regards P. D. In the right corner of your post (above) there are 3 white points, press and it will give you the option to edit.
  2. OK no problem. The image I have is a map of Mexico, it is a flat image (blue water, gray the map and part of the United States in white) is not a heightmap map, I think that images like this are easier to edit. Regards
  3. Hi Tallman Brad First of all I want to thank you for these excellent tutorials, they have been very helpful, with trial and error I have created my dream map. The only thing I did not know was how to create your own Heightmap (now I know) and now here comes the million dollar question ¿How do I create my heightmap from a downloaded image (like the map of Great Britain or any other image), I have tried it but it does not work correctly, when I am painting the biomes it does not show me the colors, it is clear that I did something wrong in the Heightmap, you could make a video tutorial on this. Regards Also thank you very much KingSlayerGM for this excellent tool, with each update it improves surprisingly. Regards
  4. Thank you very much, Killerbunny264.
  5. The process to follow is very well described, it is perfectly understood. Regards
  6. Hi Stallions Everything works great again, thanks for the help (something changed in the new version that I download). I had to do the whole process, add some new pois, generate a map and all good. Regards
  7. I just downloaded the compopack for KingGen again and I realized that something has changed (I don't know what it is), because in the previous version the folder shows 04/21/21 and the folder of the new download 06/01/21, I'm going to check to see if it works and then I'll tell you. Thank you very much for the help. Regards
  8. I have the latest version of the KingGen compopack that you shared. I also have KingGen in v9.0, the prefabs are in their correct folder and the game does not show me any red alerts. I do not understand what the problem may be.
  9. Hi Killerbunny264 You will share the new version of the mod in the forums or just for the modlauncher, I comment because I don't use the modlauncher much and I would like to play with the new version. Regards
  10. Hi Stallions I am having problems with the POI's of the compopack, I just visited the AFP Building and there is no zombie spawn (this happens only in the compopack pois, the vanilla pois generate the sleeper well), I don't know why this is happening, Before it worked very well for me, or maybe they changed the way zombies spawn, I'm using the A19.5 b60 and I have a map generated with KingGen. Regards
  11. Hi Noisy Pants Same thing Gazz said. I have checked that No Scrapping property and it is only for Terr blocks. The other blocks like Flagstone, Cobblestone and Concret, are not scrapping, but the random block of flagstone and brick if possible, but it only gives you stone, which corresponds to the material of the block. Example: You could change the property of the blocks and add a custom <property name = "Material" value = "Mblock" /> but I don't know if it works to give you the full block, instead of just giving you resources. You must also add <property name = "Weight" value = "10" /> to the block so that it can be scrapped. Or you can only do your Mod and remove the harvest and fall ability, so that it does not give you resources and when you destroy the block, you have a complete one. Regards
  12. Hi Deverexieaux There is a prefab in the CompoPack called Dregora_ObservatoryBig, maybe it will be useful for you. Regards
  13. Hi Bladestorm Games For water and food to mark you, it must be this Display Type: foodWater. Now that if you want to have your item with custom stats, you must create your new Display Type, something like this,example: <item_display_info display_type="foodWaterNew" display_group="groupConsumables"> <display_entry name="$foodAmountAdd" title_key="statFoodAmount"/> <display_entry name="foodHealthAmount" title_key="statHealthAmount"/> <display_entry name="$waterAmountAdd" title_key="statWaterAmount"/> <display_entry name="dStaminaRegen" title_key="statStaminaRegen" display_type="Percent"/> <display_entry name="dDuration" title_key="statDuration" display_type="Time"/> <display_entry name="dCureDysentery" title_key="statCureDysentery" display_type="Percent"/> <display_entry name="dEfficientDigestion" title_key="statEfficientDigestion" display_type="Percent" display_leading_plus="true"/> </item_display_info> You must also add certain values to the item so that it shows you the correct stats. Example: Honey has this like this <property name="DisplayType" value="foodCureInfection"/> <effect_group tiered="false" name="Food Tier 0"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="8"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="2"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> <display_value name="dCureInfection" value=".05"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$buffInfectionAddCurePerc" operation="add" value="5"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffInfectionAddCure"/> </effect_group> And in display type, it has like this: <item_display_info display_type="foodCureInfection" display_group="groupConsumables"> <display_entry name="$foodAmountAdd" title_key="statFoodAmount"/> <display_entry name="foodHealthAmount" title_key="statHealthAmount"/> <display_entry name="ddummyNoBonus" title_key="statFoodStaminaBonus" display_type="Bool"/> <display_entry name="dCureInfection" title_key="statCureInfection" display_type="Percent"/> </item_display_info> It's just a matter of making the values match in display type and item. Hope that helps you. Regards
  14. Hi Pipermac Thanks for the new update, I hope to have my zombie guards soon. Thanks also for the new cloning cameras. Regards
  15. Hi Telric The line of code you put in is removing the blocks. I don't know if this is the correct way, but you can check it out. Regards <set xpath="/blocks/block[contains(@name, 'cntWallOven')]/property[@name='Class']/@value"></set> You can add this code in case it doesn't work just by removing Property Class. <set xpath="/blocks/block[contains(@name, 'cntWallOven')]/property[@name='LootList']/@value"></set>
  16. Hi Deverezieaux First of all thanks for all the new prefabs that you have shared, I already have them in my new map and they are great. Regarding if a large POI causes performance problems, in my case if (only if several are generated), I currently have the Big Hotel in Stallionsden (3 were generated) and I have noticed that the performance drops a lot, at least for me, my pc is not last generation but it knows how to defend itself with other prefabs, I also just installed the Woodbury Jail and it is also very big, I have not seen it on my map yet to know how much performance drops, but whatever you do this prefab , it will look great. Regards
  17. Hi KingSlayerGM In the next update you will add the option (unique) to generate large POIs only one per map, I ask because I am playing a new map and they were generated as 3 large Stallions Hotels and other pois and it affects the performance too much. Regards
  18. Hi Pipermac Thank you very much for the update 1.21, simple curiosity, in the description it shows only a fix issue and nothing else, ¿are there more changes or was it just that? I ask because it would be easier to download only the files that were modified, instead of having to download the entire mod. There is also something that I would like to see changed, I mean the cloning cameras, they emit a lot of light and my vision tires me out, you think that change can be made. Regards
  19. Hi NecroNile and Untamed_Wolf If they already had points in Intellect and Fortitude, and then they started doing the cloning mission, possibly they got bugged and that is the reason why it does not take that they have already learned the cloning skill. It could also be because of some other mod that they have installed and cause incompatibility. Regards P.S. Pipermac there is a small error in the recipe of the mission to make the Random Turret Guard Cloning, he asks you for the Animal DNA recipe when it should be Human DNA.
  20. Hi Pipermac and AnkhAsmodeus The problem could be an incompatibility with sirilion's SMX mod, it changes the game's UI. Because I have not had any problem with the KitchNaid and the Webber Grill to open them, only a problem with the sound of the webber grill and rustic smoker, nothing is heard when opening or closing or making something, but it is easy to solve. Regards
  21. Wow !, the iron giant. A beautiful prefab to loot, thanks Deverezieaux.
  22. Thank you very much KingSlayerGM, I really liked how the shores of the lakes and rivers are blurred, they are not so abrupt and also the ability to increase the size of the biomes, my map is beautiful. The generation of worlds is faster than with Nitrogen, although there are exceptions, because certain prefabs do not add them because they do not have AllowedTownShip (I think so), but that can be easily fixed. I have also noticed that it goes lagged if I leave the size of the mountains in medium, so for the moment I leave them in small. Thank you for creating this great tool. Regards
  23. I just checked it and it worked, now if the list of Prefabs is generated. Select the folder where the game prefabs and Compopack are (click on POI's folder) and then I had to make a text file (click on POI's file), I marked that that list was already there, overwritten the file, press after generating and it worked. Now I must check if the list works in (Custom list) to generate the map. Regards
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