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About FreakUK

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  • Birthday March 6

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    United Kingdom
  • Interests
    Coffee. Whiskey. Poker.

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  1. FreakUK

    FreakUK's Modlets

    Ammo Crafting updated to include Shotgun Ammo.
  2. If I recall correctly, it's controlled by: <property name="TimeStayAfterDeath" value="10"/> in entityclasses.xml (playermale) Time is in Seconds.
  3. Can be done easily enough with a quick modlet Actual "magic code" for items.xml <!-- Remove Random stats on gear --> <set xpath="/items/item/effect_group/passive_effect[@value='-.2,.2']/@value">.2</set> <set xpath="/items/item/effect_group/passive_effect[@value='-.15,.15']/@value">.15</set> <set xpath="/items/item/effect_group/passive_effect[@value='-.05,.05']/@value">.05</set> <set xpath="/items/item/effect_group/passive_effect[@value='-.122,.122']/@value">.122</set> <set xpath="/items/item/effect_group/passive_effect[@value='-.08,.08']/@value">.08</set> <!-- Level = Mod Slots --> <set xpath="/items/item/effect_group/passive_effect[@name='ModSlots'][@tier='1,2,3,4,5,6']/@value">1,2,3,4,5,6</set>
  4. FreakUK

    FreakUK's Modlets

    None of these modlets should affect an existing game, assuming you take the necessary precautions: Ammo Crafting: Remove any bullet tips or casings from storage/crafting queues. As an aside, you should ALWAYS back up your save files before installing a new modlet, just in case something goes wrong. I've installed all of these mods mid-game (solo and co-op, haven't tried a server), and not had any issues, but I, like any mod author, cannot guarantee that their wont be any problems - It all depends on what other mods you're running, and whether the game decides to play nice or not. If you're thinking of using the Ammo Crafting Modlet, I'd suggest waiting until early next week, as there is an update coming, that alters shotgun ammo crafting.
  5. FreakUK

    FreakUK's Modlets

    Try renaming the modinfo.xml to Modinfo.xml (note the capital M) - Linux is VERY case sensitive (My fault - I should have capitalised it in the first place!)
  6. Like Gouki said. Just take a look at the vanilla localization, or the localization for any mod if you're having issues, but all of mine are like this: Key,File,Type,UsedInMainMenu,NoTranslate,english FRK_Coop,Blocks,block,,,Chicken Coop FRK_Coop_Desc,Blocks,block,,,"Generate your own Eggs and feathers!\n\nUnlocked with the 'Living off the Land' perk." FRK_Coop_Full,Blocks,block,,,Full Chicken Coop
  7. <property name="CustomIcon" value="iconNameHere"/> With iconName being either an existing in-game icon, or an icon in your mod
  8. FreakUK

    FreakUK's Modlets

    Ammo Crafting Mod updated to include AP/HP variants of the Steel Ammo, Added HP/AP bullet tips for all calibers, added different sized primers (Small Pistol, Large Pistol and Large Rifle).
  9. FreakUK

    FreakUK's Modlets

    New Mod added: Ammo Crafting.
  10. FreakUK

    FreakUK's Modlets

    New Mod added: Schematics Desk.
  11. You can ignore that - it's there just to make sure there are no mod conflicts with the Motorcycle Alterations mod.
  12. modinfo.xml <xml> <ModInfo> <Name value="Simple Soup" /> <Description value="Adds simple soup" /> <Author value="Author goes here" /> <Version value="VERSION NUMBER HERE" /> </ModInfo> </xml> recipes.xml <append xpath="/recipes"> <recipe name="foodSimpleSoup" count="1" craft_time="60" craft_area="campfire" craft_tool="toolCookingPot"> <ingredient name="resourceRawMeat" count="5"/> <ingredient name="drinkJarBoiledWater" count="1"/> <ingredient name="resourceCropChrysanthemumPlant" count="1"/> </recipe> </append> items.xml <append xpath="/items"> <item name="foodSimpleSoup"> <property name="Tags" value="food"/> <property name="HoldType" value="31"/> <property name="DisplayType" value="foodWater"/> <property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Morganic"/> <property name="Stacknumber" value="10"/> <!-- STK food --> <property name="EconomicValue" value="134"/> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="1.0"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_drinking"/> <!-- jar from cooking food <property name="Create_item" value="drinkJarEmpty"/> --> </property> <property name="Group" value="Food/Cooking,CFFood/Cooking"/> <effect_group tiered="false" name="Food Tier 2"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$waterAmountAdd" operation="add" value="20"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="50"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="25"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".foodStaminaBonusAdd" operation="add" value="20"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> </effect_group> </item> </append> Folder Structure for mod: MODNAME -modinfo.xml -[folder]Config --recipes.xml --items.xml That's a VERY basic example, but should get you started - The easiest way to learn simple modding (like adding a food), is to find a similar item in the game files, and just copy it, changing what you need to.
  13. Entityclasses.xml Lines 202 and 203: <passive_effect name="CarryCapacity" operation="base_set" value="27"/> <!-- Number of unlocked slots --> <passive_effect name="BagSize" operation="base_set" value="45"/> <!-- number of slots on the inventory UI -->
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