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arramus

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Posts posted by arramus

  1. 2 hours ago, coenie.landman said:

    hi thanx for the reply, using the steam dedicated server everyone else sees the textures fine its just me so im sure its on my side

    and yea its the latest ones that was on the front page..its how i saw these mods...great work btw

    A localised issue. You've got your drivers updated, and I'm sure you've tried all kinds of video settings such as turning features off or minimal features.

     

    There are really not a lot of discussions for this issue and potential troubleshooting steps beyond what you've tried. Apart from checking you aren't missing or experiencing any corrupt OS or driver files, there's not a great deal else to attempt. Apart from reinstalling DirectX just in case, next steps are going to get more indepth such as GPU diagnostics tools or factory reset for the GPU drivers.

  2. Just now, polkillo said:

    good day! 1) how to reduce the number of chickens found in nests? 2) how to make sure that the nests are destroyed after opening?

     

     

    1. It is already set to 'veryLow' and this is the lowest possible. However, this gives exactly the same as if it was set to 'veryHigh'. Either we are doing something wrong or the loot has a bug. The loot system changed a little for A20 in some areas from numbers to a word; veryLow, Low, etc. I cannot answer that question until the game loot system stabilises or we find out if it needs a different configuration.

     

    2. The kind of things which destroy themselves after being looted such as ammo, food piles, and meds use a different setting to bird's nest. This can be seen in the blocks.xml of the main game. Apart from the material they use, there are few differences and it may be hard coded. It may require creating a totally new type of bird's nest linked to the piles that destroy themselves when they are looted, and then adding it to the deco spawning blocks such as concrete blocks, rocks, wasteland broken buildings, and things like that when the world is created. I am unfamiliar if there is an easier way of doing it and there may be a simple property that adds that feature but it doesn't show much in the blocks.xml. Maybe another person can answer that.

  3. 4 minutes ago, ScubaSteve3465 said:

    I"ll go ahead and try the update as well because I think that is exactly the problem im having because I also have a lot of addon packs.

    This update was primarily for the POI spawning. If the problem you are having is for how they are spawning out in the Biomes, it is probably because the Addon packs all use different spawning rates. Typically, the one with the highest will appear most frequently and the lowest may be incredibly rare, if at all. I'm going to start with Darkstardragon's Addon Packs and make them all spawn at identical rates when they are out in the Biome so they all have a fair chance to appear. The odd one or two, such as the Rocket NPCs, can be lower so they are a rarer exception. For other Addon Pack creators, guidance can be shared on best practices to help keep the Biomes fairly populated but it will require some level of compliance across all packs. We'll just have to see how it goes. On an individual level though, feel free to share what you're using and it will allow us to share a few changes that may balance things out. This comment is a common one for sure and tweaking is going on in the background.

  4. 7 hours ago, xyth said:

    Pushed small update that rebaselines the NPCCore's NPC character spawn rate to facilitate standardizing the spawn rate settings of expansion packs.  

    Thank you. This allowed a much wider variety of Addon characters to appear in a Quest POI but still allowed the NPCCore's NPC characters to appear, but at a reduced rate. It was decent to see all of the Addon Packs make an appearance.

  5. On 4/20/2022 at 8:24 AM, vonerich said:

    Thanks for the reply arramus. I would like to present a challenge. 1) An 8X3 catwalk with lights on each expansion rung. 2) Powered. I know this may not be possible, but would appreciate it if you could look into it. 

    Oakraven could create an 8 x 3 and 8 x 1 walkway with lights on each expansion rung. The mod has been updated and uploaded for testing.

    It will take a little more time to look at a powered version.

     

    It looks very ambient.

    20220422030223_1.thumb.jpg.75e17a5f0664c9bf4b64930938435a90.jpg

     

    20220422030119_1.thumb.jpg.0c869288e1ec9f4354f1e18ecdfbdf9f.jpg

  6. A new POI for the NPCMod POI pack from WildPig has been uploaded for use.

     

    https://github.com/arramus/A20-NPCMod-Prefabs

     

    Cursed Manor is a Tier 4 fetch/clear POI populated by the Bandit class. It was made by WildPig in a World during regular gameplay with modded blocks, exported to the Editor, 'renovated' back to Vanilla blocks and then made good for the NPCMod.

     

    Here are a few pikkies to showcase.

    20220422020959_1.thumb.jpg.e8e0618dc99dda11f3d19e5a8a23cbc1.jpg

     

    20220422021344_1.thumb.jpg.dd23ff28d4a164d8cbab39963ada1828.jpg

     

    20220422021440_1.thumb.jpg.3861c35f7a37d23a86b81de49130417e.jpg

     

    It follows a very scripted path and will offer a decent challenge for both questing and regular looting. Thank you to WildPig for giving permission for the Cursed Manor to be included in the NPCMod POI Pack.

  7. 18 minutes ago, Alan Lau said:

    I'm playing the latest version of this mod, and I'm on day 17 and my character level is 51.  I haven't run into any hireable NPC characters yet.  Is this normal?

    This is normal when using only the Wasteland Mod and its dependencies. Trying looking out for a Big Rocket Trader in a suburban/countryside town type of location. It is possible there can also be a regular trader in the vicinity, and on occasion even next door. Bring some of those Star bottle caps with you as well. Lots of them. ^^

  8. 14 hours ago, coenie.landman said:

    hi im running 20.3 on windows 10 im getting several visual glitches like this ,water drops from the taps show as purple blocks ...names on chest and glass on display as a pink or gray block...if deleted and redownloaded....same issue ,im running a gtx960 with the latest drivers

    Ouch. I haven't experienced this on a Windows setup so far. Is this happening in Windows Single Player or when you join a server? It seems the Linux server build is not being very compatible with some of the shader textures. Can you also confirm these are the very latest versions of the mods as some were updated with new shaders to help fix this issue?

  9. On 4/20/2022 at 12:01 AM, sysity said:

    Side note to that, seems some of the NPC packs spawn far more frequently than others.  Not all that many NPCs spawning vs the zombies etc. Not seeing an option to change ratios, does that exist somewhere?

    This is a very good point and something Addon creators will be given more guidance on as things move forward.
    These settings are governed independently by the Addon creators, with the NPCMod acting as base for them to be powered by, but guidance is clearly essential to ensure parity when multiple Addon Packs are installed.

     

    While things are being set up and stabilised, it has been a bit of a free for all with one pack setting higher spawn rates than another. This makes it rather futile to combine Addon Packs if one is not going to spawn. Some guidance for Addon Pack creators is just being worked out in order to find an optimal balance. This will be based on a hierarchy of spawn rates to modulate appearances, and one possible candidate is as follows:

     

    Default Settings (which can naturally be changed by Server Admin/Host to suit their own game play styles)

     

    1. Standard zombies will always have the highest spawn chance out in the Biomes and take priority. Typically 100% chance.

    2. Non standard zombies will have the second highest chance to spawn out in the Biomes. Typically 5% to 50% chance.

    3. Then comes the NPCMod Addon Packs which should be lower than the lowest non standard zombie. They have a chance of 2.5% to 10%.

     

    These are all dependent on the Biome as well.

    For example, these are some of the most important Biome spawning zombie groups which the NPC are also added to:

     

    All Zombies - The Janitor Zombie is the lowest Vanilla spawner with a 20% chance to appear.

    Night Zombies - The Zombie Dog is the lowest Vanilla spawner with a 5% chance to appear.
    Snow Zombies - The Feral Lumberjack Zombie has a 10% chance to appear. (There are also some separate game stage considerations for the snow biome)
    Wasteland Zombies - All Vanilla spawners have a 100% chance to spawn with some being given even more chance.

    Wasteland Night Zombies - All Vanilla spawners have a 100% chance to spawn with some being given even more chance. In addition, spawning frequency is much higher as we all well know if we venture into the Wasteland Biome 'alone' at night.

     

    If there are too many NPCs, then the regular zombies will be wiped out too quickly and probability eventually says they will ultimately be replaced by another NPC. This can create a sterile World. But if there are too few NPCs then it will take some time for their numbers to increase. And as you are seeing, if one Addon Pack allows a high spawn chance (compared to other NPCs and zombies) then it can upset the Biomes.

     

    It is a delicate balancing act, but it is being addressed.
    It will also require a level of compliance from Addon creators to ensure all Addon Packs are given a fair and equal chance to appear in the World by default.

     

    If you want to share what you have installed, and what you would like to see, then provide the details and we can advise you on a one setting fits all that can be added to all of the packs you have installed. It may take a little time for you to edit the entitygroups.xml for each but you'll always have those as templates. It will also help us see if the candidate settings are working out in the wild based on your future feedback.

  10. On 4/18/2022 at 10:51 PM, khzmusik said:

    I still hope that with the stuff I did that is now in Core, more people will be making NPC POIs.

    Yes, indeed. Another 100 x 100 Bandit Settlement was added this week incorporating the GS01-800 base groups you created and Dark's creations are nicely setup for those. And the spiders are back with the arachnid setup in their own GS01-800 steps. I opted to set no probability at all for the base entities, and use its 1.0 default, and will promote that as the default value to creators so every Addon gets an identical chance to spawn. And naturally, lowering for 'feral'/'infected'/'heavy ranged' types, but with ever increasing values over GS will be easy, and adheres to vanilla format. Yes, setting up the GS for groups will serve the NPCMod and Addon creators well into the future and is much appreciated. The gains will certainly be cumulative as more content is shared.

  11. Here is an update for the A20 NPCMod Prefabs that are specifically set up to complement the NPCMod and NPCMod Addons.

     

    https://github.com/arramus/A20-NPCMod-Prefabs

     

    Bandit Settlement 02. A 100 x 100 POI that will spawn in the Wilderness as a T4 Bandit location for fetch, clear, and restore power quest type.

    20220418040610_1.thumb.jpg.dc7820b2895a73206af43dbbc95758a7.jpg

     

    The ground level is sand box style game play while the underground is more scripted pathing.

    There may be a surprise or two.

    20220419134501_1.thumb.jpg.f7bd8159b12d626c2409de70e25dc86d.jpg

     

    This POI will be best used in association with Darkstardragon's Bandit Addon packs, including the new Orcs Pack.

    This POI is heavily influenced by Bdubyah's 'The Wasteland' mod which will receive its own customised version in due course. 'The Wasteland' is also powered by the NCPMod which allows for some interesting crossover.

  12. On 3/30/2022 at 7:40 AM, wickidaurazgaming said:

    for the Walkways Mod would it be possible to have a vertical option in addition to the extendable horizontal version with in the mod I am looking for a working elevator that can fit the dishong tower elevator shaft

    We could discuss this briefly non publicly, but for the record to show that it has been considered. Oakraven looked at the feasibility of elevator/lift type blocks for the Oakraven Forest Collection but past experience has shown it to be very unstable. For the time being, only the horizontal type walkways show sufficient stability. Things may always change in the future depending on how 7 Days/Game Engine functionality develops.

    3 hours ago, vonerich said:

    Hello arramus. The drawbridges are amazing. I really like the ones that have lights. You mentioned "It is possible to create alternative sizes." Does this mean I can extend the drawbridges further? Also, I was messing around a little bit trying to get these powered (to use with a sensor). I was able to get as far as seeing the power icon on the bridge, but the wire tool cannot hook up to it from a generator. Have you tried or are there plans on powering these? Thank you and oakraven for great mods.

    This means you can request a size and Oakraven can check how stable it is in game. For example, 8 x 1 or 8 x 3 to allow for wider trenches/moats. One useful thing is that they can be mounted on periodic supports and added in chain to cross wide rivers.

     

    I hadn't considered or tested how they would function with electricity simply because they were manually operated. But, adding a powered version that is triggered by the sensor would be an interesting expansion for @oakraven to consider.

  13. 11 hours ago, goldfantast said:

    hello, I added a zombie version of the mod only for a bloody night, but in combination with the undead legacy mod and the difficulty level of a survivalist, we just can’t kill ((tell me or help how to adapt the mod? When the game stage is less than 100, you need to halve amount of HP of complex monsters

    Let me confirm.

     

    1. You are only using the Snufkin Zombies for Horde Night.

    2. Up to GS 100, they are too challenging.

    3. You would like to halve the HP of the Snufkin Zombies for up to GS 100.

     

    Here are two solutions. The first one is easiest.

     

    a) Remove all difficult Snufkin Zombies until GS 100. Some are easier to fight because they have lower HP or do little damage.
    The ones which are easier until GS 100 are:

    zombieCowhead

    ZombieBomber

    zombieScarecrow

    zombiePsycho

    zombieSiren

    HellBoar

    zombieTipsySquatch

    zombieTipsyPinkSquatch

    zombiePogo

    zombieRedOni and zombieBlueOni

     

    And from feralHordeStageGS103 you can leave everything as normal.

     

    b) Create easier versions of the more difficult entities for up to GS100.

     

    The Snufkin Zombies are governed by the entityclasses.xml.

    If you make an extra copy of the difficult zombies and rename the new copy with 100 at the end then you can have two versions. One with 100 for up to GS 100, and the normal version from GS 100. For example:

     

    zombieScorcher100 can be a copy of zombieScorcher but with HO reduced from:

     

    <passive_effect name="HealthMax" operation="base_set" value="2200"/>

     

    to

     

    <passive_effect name="HealthMax" operation="base_set" value="1100"/>

     

    This is only half and much easier for level of Survivalist.

     

    In the entitygroups.xml you would also add 100 to the end of the names of the Snufkin Zombies which are duplicated with lower HP so they take the place of the regular Snufkin Zombies for all Game Stages up to 100.

     

    Good luck with whichever choice you choose.

  14. 2 hours ago, JaxTeller718 said:

    Hello, I tried to message you but it said you do not receive messages so apologies for posting this in here

     

    I was interested in if you would allow me to use 2 or 3 of your mods in my mod Ravenhearst, all with proper credit on my Discord and this forum with links back to you full mod.

     

    I will understand if the answer is no, but I had to ask because your work is very very good and I think the Drawbridges and Underground Farming would work very well as rewards for players in the mod. Thank you for your time.

    You are very welcome to use them in the Ravenhearst mod in any capacity you see fit, and thank you for asking. We all appreciate both the Ravenhearst Mod, and the abundance of single and grouped modlets that are shared with the community as stand alone options because they bring greater life and expansion to the 7 Days experience. I personally use a variety of your single and grouped modlets to help balance servers as standard.

  15. 1 hour ago, Zagan said:

    @arramus Yeah, not what I'm looking for. Thanks anyways.

    This method works dynamically by forcing everything for the empty glass jar to be Action1 (right click) for dirty water except for the Water Cooler which is Action0 (left click) and clean water. If this is what you're looking for I'll send this optional items.xml by Direct Message out of courtesy for JaxTeller and OrbitalBliss (Home Depot) as it merges 2 methodologies and would be disrespectful to post it publicly. I use JaxTeller's Mods constantly and my visit was actually to check for any updates.

     

    20220415195811_1.thumb.jpg.4dbe09016326ce6fb735d96a1318dbf5.jpg

     

    20220415195817_1.thumb.jpg.33976edaed07fdd482d8d23b17b1a4c3.jpg

     

    20220415201550_1.thumb.jpg.d95fe427f6545e8dbbf948b8c962e9db.jpg

     

  16. 53 minutes ago, Zagan said:

    Yes, that was the first thing I tried with the drinkJarRiverWater and drinkJarBoiledwater..but see I need only the Water Cooler to dispense boiledWater, and the other sinks and whatnot to give riverWater. (I've said this so many times in this thread...whatever). Like how it was with Home Depot mod. But nobody seems to know how to do that. If you change any of the lines in action0 from drinkJarRiverWater to drinkJarBoiledWater then they all dispense BoiledWater.

    If you want to separate the type of liquid that dispensers can provide, it is probably easiest to make a new type of jar and a new type of liquid so they can change to each other. This will be two new items.xml additions.

     

    For example;

     

    drinkJarEmptyJT

    drinkJarBoiledWaterJT

     

    The jar will need to be added to the recipes or loot so you can craft/find it. And also added to Localization so it has the name and description you want it to have.

     

    They workingWaterCoolerFullJT can be removed from drinkJarEmpty and added to your new drinkJarEmptyJT with it filling up as the change item to become drinkJarBoiledWaterJT and then changing back to drinkJarEmptyJT after you drink it.

     

    All of the templates to copy are either in the default files or JT's files.

  17. 1 hour ago, swmeek said:

    Oaky you hooked me so I'm gonna give it a try.

    Did the firefly jars get updated by chance ?

    Oakraven may be thinking about updating the Firefly jar from now. It was a little busy completing the Fish Farm because it is pretty sophisticated.

     

    Until it is updated, here is a way you can very easily add this feature for yourself.

     

    1. Open the blocks.xml in the Config folder for the HydroponicUndergroundFarming Mod.

    2. For the very first entry 'FireFlyJar' add:

     

        <property name="CanPickup" value="true"/>

     

    just under the     <drop event="Harvest" name="resourceBrokenGlass" count="2,4" tag="allHarvest"/> line.

     

    This will allow you to pickup the Firefly Jar and also see the prompt when you are looking at it.

     

    Oakraven may also add some other updates to this mod, so I'll just add this instruction here for now.

     

    20220415151542_1.thumb.jpg.586a81ad284e41895657da2d1169f48b.jpg

     

  18. Here is a new Mod for the Oakraven Forest Collection, called 'Fish Farm Mod'.

     

    Down here.

     

    Here is a brief description.

    The Oakraven Fish Farm mod allows players to manage the process of fishing through all stages of growth and development. The process for management is as follows - Create your Fish Farm, place it on the ground, add Fish Growing Kit, and wait as the fish go through an incubation, hatching, growth and breeding stage, and finally collection. Fish are only harvested in this final collection stage, but this resets the Fish Farm to the final growth and breeding stage. Once harvested and collected (just like accessing a loot box), the fish can be placed on the ground and harvested for fillets (3 kinds of unique fillets). Alternatively, you can craft a Fish Stick and cook a 'Fish on a Stick' snack. The Fish Stick can also be used as a melee weapon. Oakraven Fish are cooked on a stand alone Fish Oven.

     

    Here are a few pikkies to demonstrate how this mod works.

     

    Oakraven Fish Oven

    20220414235551_1.thumb.jpg.ddc6c681fc7acb44b574c49cf59483ec.jpg

     

    Oakraven Fish Farm

    20220415000655_1.thumb.jpg.0fa7e811a87bddf76d98c0fc889e6ff5.jpg

     

    Oakraven Fish Farming Kit

    20220415002334_1.thumb.jpg.85850279e85bb7552cb66412226b963c.jpg

     

    Fish Stick

    20220415002344_1.thumb.jpg.d8962fb85069059dbfd66f461e0893ef.jpg

     

    Add the Oakraven Fish Farming Kit to a Fish Farm

    20220415002444_1.thumb.jpg.18044b7b3e67796754160cbc81893c56.jpg

     

    Test the Fish Stick as you are waiting.

    20220415002517_1.thumb.jpg.94daa37898ce66366fd8b2f84b9d22e5.jpg

     

    Farming for Salmon. There are quite a variety of fish that can randomly be collected.

    20220415003229_1.thumb.jpg.69e1c23eecb3645494b9a089f06365a7.jpg

     

    Place the Salmon on the ground and strike it to collect the fillets.

    20220415003246_1.thumb.jpg.bc0636122527347f800c53bcf12fbcbf.jpg

     

    Want some Fish on a Stick?

    20220415003600_1.thumb.jpg.df73757f3f12c76d40f8e791a147ef26.jpg

     

    Fish Curry

    20220415003823_1.thumb.jpg.8a82ce4b439e294b385091dd1f61f05e.jpg

  19. 3 hours ago, swmeek said:

    I've noticed the crossbow mag weapon will not shoot through bars or the walkway railings.

    That is correct, and it was by choice of the original creator.

     

    Here is a post which explains how to change it if that is your wish.

     

  20. 14 minutes ago, AlexHydro said:

    Hey arramus, quick question. I added this mod into my dedicated server and it works fine, only problem is the item in-game does not have its intended server side name/description. I replaced the code in the items.xml file 

    from:

     

                <property name="CustomIcon" value="steelPolish"/>

     

    to

     

                <property name="CustomIcon" value="resourceOil"/>
                <property name="CustomIconTint" value="25,140,255"/>            
                <!--property name="CustomIcon" value="steelPolish"/-->

    in two places; steelPolish and steelPolishBundle.

     

    Copy and pasted over and still couldn’t get it, can you help me please?

     

    These changes are only helping the player see the oil icon with a blue tint over it instead of the custom icon, just to allow it to remain server side only. It doesn't make any change to the name or description and is purely an icon change.

     

    It seems the problem you are having is that the description and name of the item is not showing up properly and maybe it is called steelPolish instead of Steel Polish and doesn't show the description.

     

    My guess is that your server is on a Linux setup. If that is the case, change the file name 'localization' to 'Localization' which Linux prefers on this occasion and it may magically work as intended.

     

    If that isn't the issue, please further explain.

  21. On 3/21/2022 at 3:36 PM, Zagan said:

    I tried fixing it myself but I don't know how and neither do any of the other mod makers.

    This is a little something for JT's combined devices mod for all working devices stuff. It just changes a typo here and there and also a few other little bits and pieces to make what he wanted to show appear. This replaces the current Localization.txt text.

    Key,Source,Context,English
    stoveKitJT,items,Item,Stove Repair Kit
    stoveKitJTDesc,items,Item,"This stove repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use."
    grillKitJT,items,Item,Grill Repair Kit
    grillKitJTDesc,items,Item,"This grill repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use."
    woodStoveKitJT,items,Item,Wood Stove Repair Kit
    woodStoveKitJTDesc,items,Item,"This stove repair kit is used with a hammer to take a broken stove or grill and make it a working one that you can use."
    workingStoveOldJT,blocks,Block,Working Old Stove
    workingStoveOldJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."
    workingStoveModernJT,blocks,Block,Working Modern Stove
    workingStoveModernJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."
    workingGasGrillClosedJT,blocks,Block,Working Gas Grill
    workingGasGrillClosedJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."
    workingCharcoalGrillClosedJT,blocks,Block,Working Charcoal Grill
    workingCharcoalGrillClosedJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."
    workingWoodBurningStoveJT,blocks,Block,Working Wood Burning Stove
    workingWoodBurningStoveJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."
    coffeeMakerJT,blocks,Block,Coffee Maker (Powered)
    coffeeMakerJTDesc,blocks,Block,"This coffee maker can be placed in your home and used to make coffee and tea."
    coffeeMakerCommercialJT,blocks,Block,Commercial Coffee Maker (Powered)
    coffeeMakerCommercialJTDesc,blocks,Block,"This coffee maker can be placed in your home and used to make coffee and tea."
    workingMicrowaveJT,blocks,Block,Microwave (Powered)
    workingMicrowaveJTDesc,blocks,Block,"This microwave is powered already and can be used to heat up bowls of canned food to gain the maximum benefits from them."
    drinkBowlEmptyJT,items,Item,Bowl (Empty)
    drinkBowlEmptyJTDesc,items,Item,Use this empty bowl to heat up foods in the microwave.
    foodSoupChickenJT,items,Food,Bowl of Chicken Soup
    foodSoupChickenJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food.
    foodBowlPastaJT,items,Food,Bowl of Pasta
    foodBowlPastaJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food.
    foodBowlChiliJT,items,Food,Bowl of Chili
    foodBowlChiliJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food.
    foodBeefStewJT,items,Food,Bowl of Beef Stew
    foodBeefStewJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food.
    foodLambSoupJT,items,Food,Bowl of Lamb Soup
    foodLambSoupJTDesc,items,Food,Using your saved canned food with bowls in the microwave can give you additional benefits. Nothing beats a warm bowl of food.
    foodTunaSandwichJT,items,Food,Tuna Sandwich
    foodTunaSandwichJTDesc,items,Food,Making a delicious tuna sandwich will give you some extra benefits.
    microwaveTipJT,Journal,EnChanged,The microwave can be placed and used to heat canned food recipes. Canned food recipes offer slightly more benefits to them than if you eat them in singles so save those cans when you can. Bowls can be found in loot and are used with the canned foods.,,
    microwaveTipJT_title,Journal,KeyTrunk,Microwave
    sinkKitJT,items,Item,Sink Repair Kit
    sinkKitJTDesc,items,Item,"This sink repair kit is used with a hammer to take a broken sink and make it a working one that you can use to fill jars."
    waterCoolerKitJT,items,Item,Water Cooler Repair Kit
    waterCoolerKitJTDesc,items,Item,"This cooler repair kit is used with a hammer to take a broken cooler and make it a working one that you can use to fill jars."
    workingGraniteSinkJT,blocks,Block,Working Granite Sink
    workingGraniteSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets."
    workingCabinetOldSinkJT,blocks,Block,Working Old Sink
    workingCabinetOldSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets."
    workingWaterCoolerFullJT,blocks,Block,Working Water Cooler
    workingWaterCoolerFullJTDesc,blocks,Block,"A working water cooler can be used to fill jars."
    workingUtilitySinkJT,blocks,Block,Working Utility Sink
    workingUtilitySinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets."
    workingPedestalSinkJT,blocks,Block,Working Pedestal Sink
    workingPedestalSinkJTDesc,blocks,Block,"A working sink can be used to fill jars and buckets."
    workingWallOvenJT,blocks,Block,Working Wall Oven
    workingWallOvenJTDesc,blocks,Block,"A working stove can be used to cook food and some chemicals in a safe environment."

     

    And as for your question, to change the sink from murky water to clean water, here are some instructions.

     

    1. Go to the items.xml file.

    2. Search for drinkJarRiverWater (It appears twice)

    3. Change it to drinkJarBoiledWater (sink and water cooler) or drinkJarPureMineralWater (water cooler).

    BUT, there is one more thing if you are using the all working devices.

     

    Make sure the list all has different numbers. At the moment a lot say 3 and will not work. Make it look like this from 1 ~ 5. If you are using just the drinks mod then this is probably not an issue.

     

                    <property name="Focused_blockname_1" value="workingGraniteSinkJT" />
                    <property name="Focused_blockname_2" value="workingCabinetOldSinkJT" />
                    <property name="Focused_blockname_3" value="workingWaterCoolerFullJT" />
                    <property name="Focused_blockname_4" value="workingUtilitySinkJT" />
                    <property name="Focused_blockname_5" value="workingPedestalSinkJT" />

     

    There is a missing icon here and there for recipes. I think I saw one for the working grill, but it's not critical and something for the future.

     

    @oakraven kindly taught me about changing drink type and setting it for different drink locations and now you can know as well. ^^

  22. 1 hour ago, Sugarfree said:

    So with this mod I didn't see ANYONE mention the "fly away" glitch...

    Sometimes when I stop my motorcycle and dismount - it literally and quite instantly "flies" away somewhere really, really far. So far it doesn't even usually appear on the compass. Sometimes it does it when you dismount and leave the game like I did today...  I logged back in - the motorcycle was gone. I've dismounted sometimes and watched my motorcycle go flying away back to the last place I dismounted it which was half across the entire map...

    Other times you'll be riding and all of a sudden you'll be rubber banded back 100 feet...

    It's really annoying - to the point where we're just going to uninstall the mod.

    Is anyone else having this problem? There's no way it can be ONLY me...  😕
    Please advise...
    Thanks!

    This issue was more frequent in A19, but much less so in A20 so far. However, it was the same for all vehicles, and not just the Snufkin variety. The speed of some of the Snufkin vehicles did make this more noticable though.

    I have seen this happen in A20, again for all vehicles, at times when the server is under stress (such as being on an overloaded system) or in need of a restart (after running for a long time). I have not seen this specifically for only the Snufkin Vehicles beyond being more pronounced.

    It's a very unpleasant issue for servers and can be incredibly frustrating for players for sure. It'll be good to hear if removing the mod makes any difference or if it continues for regular vehicles as well. Please ask all players to throw away their vehicles ahead of time to avoid item issues if you decide to remove the mod.

  23. 2 hours ago, MikeG said:

    I've been looking around for a starting kit mod for awhile now.  Just wondering how do I use the mod to adjust the starting items?

    In the items.xml under Create_item there is a long list of all the items that will be given to the player once they open the starting bag.

    And underneath that Create_item_count shows how many of each item they will receive.

    The names of items available are usually found in the original items.xml file in the main game.

    If you add weapons/tools, they used to be given a random level. They are all assigned level 1 from A20.

  24. 4 hours ago, Baobab said:

    only my own ones , without a buffstatuscheck .

    Screenshot 2022-04-06 161515.png

    I tested in SP.

    20220407032015_1.thumb.jpg.e10bae9f11eadf8a38c0fd22d0873b00.jpg

     

    I checked the dedicated server I play in on Day 507.

    20220407032330_1.thumb.jpg.4e9ee841558026d93a9377772970b836.jpg

     

    I was unable to duplicate the issue as the buff check loaded on both of these instances. It's a process of elimination from here to see if it will run on its own without any other mods and looking for a conflict.

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