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Cranberry Monster

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About Cranberry Monster

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  • Birthday 01/20/1967

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    Working as a teacher, translator, and interpreter when I'm not goofing around killing zombies.
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  1. Very excited for the windsurfer. Keep up the good work!
  2. Things get pretty crazy in a multiplayer team during a red moon and the tidal wave of xp, but I'm pretty sure in Alpha 17+18, only the placer was getting the xp, even though I had pretty much duplicated his perk tree by that point and was standing right next to him. I recall reading somewhere that the game already remembers who places every block, not just the traps.
  3. As I recall, this is how some of the MasterChef perks work. One of them reduces meat usage by 20% (meaning 4 pieces instead of 5 for most recipes), another shortens the cooking time. Here's an excerpt from the code for the latter, from the progression.xml <passive_effect name="CraftingTime" operation="perc_add" level="1,5" value="-.1,-.5" tags="perkMasterChef"/> For each rank of Master Chef, you get 10% off the cooking time, starting at 10% off and going as high as 50% off. That could act as a sort of guide for you. If you wanted to increase the crafting time
  4. I don't have a modding solution for you, but here's a possible stopgap solution for your group--the trap "owner" is whoever places it, regardless of who crafts it or wires it up. So, if your friends place some traps, they can get xp from those (provided they're perked into that tree, which I realize isn't ideal). I, too, would love to see a more equitable distribution of trap xp.
  5. Just spitballing here, but in Unity, was your model tagged as T_Block so it'll be recognized by the electrical system? That's the only possible error I can think of offhand.
  6. I believe the kills are shared by default, and I don't know of any way to keep them from being shared (unless the quest itself couldn't be shared, like treasure chests or the intro quest chain). Does the quest in question have certain conditions the player has to meet in order for the kills to count--drunk, holding a certain weapon, etc? If your friends don't also meet those conditions, their kills likely won't count toward the quest total (turrets seem to get a pass on this, or at least they did in A18).
  7. I believe you have to update the cvar so that the game knows you've read that particular book before. Try copying the effect_group lines from Action0 into your new Action1 and see if that works for you.
  8. It wouldn't mess up the boxes, but the new size also wouldn't apply to boxes you'd already placed/opened in the world, at least from my experiences changing container storage in A18. You'd have to replace the existing containers with freshly placed ones in order to see the increased storage slots.
  9. I see what you're trying to do, since it looks like it's set to craft at a default speed. The best workaround I think of offhand would be to add some kind of new turbo ConcreteMix recipe by copying the existing recipe and just multiplying both the output and ingredients by say 10 or 100 for a similar increase in speed. It's not very granular, but when you're making mix, you're probably looking to do 6000 at one shot instead of 17. <recipe name="resourceConcreteMix" count="100" craft_area="cementMixer" tags="cementMixerCrafting"> <ingredient name="resourceCrushedSand" c
  10. I'm pretty sure the trader doors are 2 high x 3 wide, and the electric garage door is 3 high x 5 wide. If you alter the blocks.xml to put advanced rotations on the smaller 2x3 door, you could place it on its side and have a 3 high x 2 wide door. Then hide the top third with some kind of block and have the doors open inward. Just a thought.
  11. The number in the blocks.xml is the lootlist, which determines how many rows by how many columns are displayed (via the size info in loot.xml). If you change the lootlist value, you're pointing it at a different present container/set of containers (since many share the same lootlist). So, that 420 would represent a player-defined LootList in loot.xml of size x,y (haven't seen the a19 xmls, but before vanilla was using into the 390's), while 17 is a vanilla-defined container. Just make sure LootList 420 has a size of 10,10 or less, and you should have a function set of containers with 100 avai
  12. I know the xmls for vanilla vehicles say their storage is maxed out at 100. It might be that the same limit applies to containers, as it look like you've got 100 slots in that screenie. Is that the point where the error pops up? If so, you might try setting the capacity to 100 even. To do that, look at the entry for the cabinets in the blocks.xml, make a note of the LootList value, then find that value in loot.xml. You might try editing the size down to 10,10 to give you a total of 100 slots in the cabinet.
  13. Like Telric said, it's probably a problem with the T_Mesh_B tag. The model must be tagged with it, and it must come in the proper order on the list of tags (3rd option as I recall, but at work so I can't check). Trust me, I made this same mistake with xyth's flags, and found that I could place them, but not pick them up/destroy them. The culprit was me having T_Mesh_B out of order in the options.
  14. xyth, I love your mods, and your Youtube tutorials are the only thing that could convince me to jump into Unity. I'd love if you'd put out mini projects on the video players and theater screens. And thanks again for all you do!
  15. After the change, were you starting a fresh game, or continuing a previous experimental game? If it's the latter, I've found that some changes to the game (especially the Progression.xml) can seriously bork an existing world. That's all I can offer you.
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