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saminal

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Posts posted by saminal

  1. Just now, HazyEgg said:

    Amazing mod!

     

    The only issue I'm having (and I'm sure its me being a noob) how in gods name do you turn on the lights?! I press E over the light and get the options to turn on the light or take the item. The take works fine if I hover over it but the on/off doesn't seem to work!

    Most obvious question - did you connect the lights to a power source? Does the wattage indicator light up yellow when you look at them?

  2. Just now, Vain said:

    Good morning everyone.
    I downloaded the Mod a20 and put in on my server.
    When i try to use my stove, i get NullReferenceException: Object reference not set to an instance of an object'.
    Any idea how to fix?

    Any other mods on? Can you send me your client log for the time that happened? There will be more details in the log file than what shows in the console.

  3. On 1/27/2022 at 5:52 PM, Katarin said:

    Hello! Are the items paintable with a brush, too? I find the bathtubs and toiles in vanilla absolutely disgusting :)) They have a high contrast compared to a freshly-painted room :) 

     

    I'm afraid not :( I totally agree. Even the "new" items in the game look grimy. You might be interested in a mod called UBBI (Unnecessarily Beautiful But Immersive) by @ztensity which actually adds new assets for improved looks. Unlike mine, it's not server-side only.

  4. 27 minutes ago, Data said:

    faucets dont seem to fill jars, what am i missing/doing wrong?

    You need to make a Working Faucet, which uses a normal faucet - you can get these from houses or the trader, or forge them yourself. Once you've crafted a working faucet, you should be able to fill jars by holding an Empty Jar and right-clicking the faucet.

     

    If it's still not working, then it might be a conflict with another mod?

  5. 7 hours ago, Durham said:

    Hi there!

     

    Creating a beautiful home with your mods is definitly way more possible now, so thanks for that. :)
    But I'm still missing any normal doors. Could you implement them as well?

     

    House and commercial doors are in Building Stuff already :)

  6. Just now, Panachronic said:

    Good day!

     

    Love the mods as I and the people on my server like adding the random bits to the game to make it more enjoyable!

    Do you do a door mod or similar?  I thought I read above someone mentioning it but I dont see one?

    If you dont, would it be something you would consider?  As the standard wood/iron doors are lack luster compared to the nice ones you can find in houses/buildings etc.

    Thanks for your time and effort.

     

    Adam

    Glad you're enjoying the mods! For the house doors, get Building Stuff :)

  7. 52 minutes ago, vicvin33 said:

     

    Re: hardened chest - that's in Deco Stuff; I didn't add it to Storage as it's already a lockable container, just needed a recipe. 

     

    I still cant find the "LARGE HARDENED CHEST " ... i find the small one ( 1 block wide  only ) 

    What type of deco blocks variant should i craft to find it ? 


    sorry, I know the one you mean now. I'm used to the a19 ones and they changed them up for a20. I'll put the large one on my to-do.

  8. 1 minute ago, vicvin33 said:

    Very interesting modlets. I particularly like the new containers but  i truly wish they would be stronger ( to resist damage a little more ). Using 300 points of durability containers is a risk. 

    And i would add these containers too;

       -Large  Hardened chest ( the one that is 2 blocks wide )   

       -Rolling tool box ( closed )

     

    In the "doors " modlet ;  If u could add the sewer hatch, that would be great. i think TFP just totally forgot abt it. 

    In the "deco"    modlet ;  Table saw is missing ? 

     

    Tks for your hard work !  

    Re: hit points - I used the same values the containers already have as they're made of the same materials. Are you thinking about this from a PVP point of view, or just having rogue zeds at your base?

     

    Re: hardened chest - that's in Deco Stuff; I didn't add it to Storage as it's already a lockable container, just needed a recipe.

     

    Re: toolbox - both types actually, good idea, I'll put them on my to-do list

     

    Re: sewer hatch - has been added to Building Stuff already, make sure to download the latest version

     

    Re: table saw; good idea! Can't believe nobody's mentioned it before. Now on the to-do list :)

     

    Thanks for your ideas :D

  9. 25 minutes ago, pyro557 said:

    The mod is called tree drops by red eagle LXIX on 7daystodiemods.com. Thank you in advance

    Well I put both mods on together and cut down a bunch of trees, and it looks like they are working together just fine. I went over my code and it should be compatible with RELXIX's as they modify different blocks, and mine is very specific about only modifying the seed drops, not all drops in the general.

     

    Bear in mind the drop rate on RELXIX's additions is very low - 1 in 50 for feathers, 1 in 400 for honey, 1 in 380 for eggs.. I did have to cut down a lot of trees to actually get a drop.

    If you want to increase these probabilities, you can change the values inside RELXIX's blocks.xml, where it specifies prob=".01875" for example.

  10. 6 hours ago, pyro557 said:

    I am currently using a mod that adds extra drops to trees (feathers eggs honey) but with this mod enabled the trees no longer drop them but breaking the little saplings does. what code would i need to add to your mod to make the trees drop the same stuff. i am a noob at modding 7 days to die so i am not familiar with how the code works for it.

     

    What mod is it? I'll have a look at the code and figure it out for you

  11. 4 hours ago, DEATH MECHANIC said:

    also not sure if this was intended or not but the schematic for the working stuff does not unlock the working oven/stove. It unlocks the other working cooking devices. Not sure if all the perk points into the food perk unlocks it or not, haven't gotten that far yet.

    Argh, I thought I fixed that already! It's definitely fixed now; download the update from the original link. Thanks for letting me know!

    4 hours ago, DEATH MECHANIC said:

    does the sams building stuff include the new manhole cover/sewer lid

    It does now! 

  12. 2 hours ago, mprojekt said:

    Which attribute do we alter to extend the amount of time before respawn occurs?

     

    In the blocks.xml you will see a number of blocks called "RandomRespawner". On each of these there is a property "PlantGrowing.GrowthRate", for example line 97. This value is in minutes, so if you'd like to extend it to a week, assuming you have 1 hour days, you would set it to 420.

     

    Do this on each of the RandonRespawner blocks :)

  13. I run a couple of multiplayer servers (relatively low pop) and on both I've got a few weird things going on with the dynamic mesh system. On one I've got a trader which doesn't load a distant mesh at all - it just pops in suddenly when you get close enough... but you can actually see a player-built structure on the other side of it..

     

    On the other, I've got player-built structures showing up fine from a distance (and it looks great, we all love it), but in one area they just refuse to do the dynamic mesh thing. Good old A19 base popping up out of nowhere once you're within about 100 blocks behaviour.

     

    Thirdly, I've had players report impostor blocks when they're inside POIs (similar to the A19 bug where doors would be replaced with marble, and trash is replaced with small tiled cubes etc) which makes questing in the POIs very hard. Oddly, it's consistently within a small area in a city, and it's not affecting those same POIs in another part of the map. And it's affecting all players simultaneously, which is why I think it's linked to dynamic mesh rather than to the A19 bug which seemed more memory-linked.

     

    All this to say - is there anything we can do as admins to manage the dynamic mesh system (other than the settings in serverconfig.xml) for example, a dynamicmesh reset console command, similar to a chunk reset but designed to clear the dynamic mesh cache? Any debug information on it? I've tried deleting the localsave for the server and redownloading the world but the issue persisted, and I've tried removing the DynamicMeshes folder on the server to force a regeneration but it persisted beyond that too.


    Is there any info I've not had access to so far?

  14. 33 minutes ago, krosbonez said:

    Thanks for the reply. I am only using the S Storage and S Working mods. I am trying to figure out how to unlock the fridge (storage), Weapons rack, dresser...and the such. I have maxed leveled Engineering, Master Chef, Farming....can't figure out what else needs to be maxed to unlock those storage items. I am trying to use the work bench but they still show locked. I am sure I must be missing something easy and just don't know.

     

    They should not be locked. Can you post a screenshot?

  15. 2 hours ago, Masonic said:

    Thx for the Lockers!
    On the Ammo ones, I was talking about those Ammo display cases there are 4 different ones in game with 12 slots each, so they really aren't necessary, since there isn't a whole lot of ammo types. Unless you're using mods to add more ammo types. But what id really love to see are the Shoe and Clothes racks and the Rolling Toolbox. Especially the Tool box one.

     

    Can you screenshot the ammo cases you mean? Do you mean the piles?

     

    I'll have a look at adding the toolboxes when I can next sit down at my computer; Christmas has been hectic so far!

  16. 10 minutes ago, MajorOutage said:


    The stoves are. Level 2 Master Chef is required for the grills, level 3 for the oven, if I'm reading this right.

     

    Those are in Working Stuff, but this is the Storage Stuff thread. But yeah, Working Stuff is locked; MasterChef or schematic for Ovens, Advanced Engineering or 'Basics of Electricity' schematic for Lights, Advanced Engineering or schematic for Faucets.

  17. 14 minutes ago, krosbonez said:

    Sorry for the noob question, but how do you unlock these? I see them in the menu but don't know how to unlock them.

    None of them should be locked. Are you using any other mods along with this one?

     

    Some of these recipes need to be made at a workbench, perhaps that's why they seem locked?

  18. 1 hour ago, Masonic said:

    Your Storage mods are the best! Just need Shoe/Clothes Racks, Rolling Toolboxes, File Cabinets and basic Store Shelves and that would pretty much cover all main item types to to store.

     

    I'll look at adding Store Shelves and Clothing Racks to my Deco Stuff mod, or maybe doing a Shop Stuff mod, but I don't think they belong in Storage Stuff as there's no way to lock a shelf 😉

    1 hour ago, theworldsaddress said:

    How do I go about making the Council Stuff mod on my server? Is it only certain street lights, or is it all of them?

    I haven't put recipes in for the blocks as they're intended for admins only; just use the creative menu and search for Council, you'll see the wireless and timer relays, and the streetlights. You'll also need to make your own streetlight poles, and find somewhere to put your battery bank. I buried all mine underground.

  19. 1 hour ago, Deceptive Pastry said:

    Is anyone aware of a list of all the keyboard shortcuts available in the prefab editor? I've picked up random keys from google searches, like g to move selection cube, but I can't find a complete list of all of them anywhere.

     

    A lot of it is in the 'Help' text in the Escape menu:

    image.thumb.png.4a8f70cf48fd723a5ac8e38b4c3b2c03.png

     

    Doesn't cover the terrain tool stuff but it's definitely most of what you need.

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