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magejosh

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Everything posted by magejosh

  1. I don't remember having to modify it to make it work but if i did it would have only been to the lootgroups. The books themselves are definitely working in a20 as is.
  2. Not a bad point, @doughphunghus if you are interested I know I can't be the only one using both mods. All else fails i will give it a shot myself and share if i get it working.
  3. I've been working on adding recipes with 10 ingredients thanks to Doughphungus mod to change the ingredient list window to show 10 slots. I was wondering which of these rects is the one that governs how many rows of ingredient slots the pinned window shows? My thought was to adjust it myself but then realized i am a novice with ui and i could more easily reach out here on the forum and see if you had any interest in helping with this.
  4. Yep, i see now that i added them to the trader groups along the guard animals. Forgot i'd done that. If i do that rehire buff anytime soon i'll share it over so you can use or not however you choose. I had that issue in a19 when i turned trader protection off and made the server's community base trader bob's prefab. Put guards on his trailer roof and one died and then all kinds of errors began cropping up in that poi with a turret guard placed inside it.Figured it was an artifact of trader protection hardcode acting up. But that looks like the same kind of block i was spawning them onto. Maybe it's the block you're placing on as the issue?
  5. That did the trick much better than my toying with numbers was doing! I fixed that grey line the other day, i don't remember the name of that window off the top of my head but i'll dig through my changes and see if i can find it for you. Here's what mine looks like now thanks to you. Now it's time to start overhauling recipes. You rock!
  6. One possible solution is to have them add a buff when they spawn to themselves with a timer that will kill them when it runs out. That simulates them going back to the trader to look for new employment as their contract is fulfilled. That leaves the question of how to provide a means of continued employment. Which i know is something was being discussed in the NPCmod dev talks. I think this method of getting the guards though provides the mechanism for fulfilling that. So the quest that rewards the placeable guard spawning block, you can have it also reward another quest that requires you to gather an item dropped by the dead turret guard when it dies then return it to the trader. Reward for that quest is an item that is only acquirable by completing that quest, and that unique reward item lets you craft a new guard release quest note for the cost of buying one of the guards at the trader and that unique quest item as your ingredients.
  7. That or if you're running another mod that affects spawning in some way it could be circumventing the preceding code by this mod since all other mods will load after the ones that start with 0- so that would be a thing to check. You should also check your output log to see that the game loaded all mods without conflict.
  8. I am encountering them most often in areas on city edges and just outside of towns. I do see them other places, but they are more prevalent in that belt of rural outside of town i think. I also think their frequency is impacted by your max animals settings atm and the grace of RNGesus hitting those probabilities instead of wild animals.
  9. Yeah, so i used PhD Bigger Backpack and Secure Storage Chests (A19)-912-1-3-1596905870 mod all a19, updated it to work in a20 with no real issues. I customized it to be reduced from 120 slots to 108 forever ago at this point and disabled the lock slots lines in the windows.xml because i was already using khaines lock slots mod. I'm also using your nerfbackpack size mod and set that to 12 slots unlocked at the start. After i get this recipe window fixed i'm gonna make an action skill that only adds up very slowly while encumbered and running to unlock more slots. Extraneous derail aside, yeah i'm at a loss on resizing the recipe windows to these sizes. I can send over my version of that mod if you have time to help. Or if you can tell me which lines you changed the width values on to 807 and saw no issues that would probably get me to the right spot.
  10. Most definitely! I love your work and will support it however i can assist. Most excellent news, i'd been holding back testing that one out of concern for how many other mods i'd need to write compatibility mods for. Yeah the issue i see being a potential problem is there is a narrow window currently for you to get the zombie to reach LTE 10% max health at which point the ragdollDamageDebuff triggers and reduces your damage to only 10% of normal. I kept the duration to a quarter second at a time to prevent it from locking down your damage potential when being swarmed by multiple zombie types. I put in a requirement for it to only dmg cap on attacking umazombie tagged zombies and it appears to be working but i'm about to run a horde test on npcs and turret guards so i can see their behavior and fps, so i'll multitask and use same weapon to hit more high hp umazombies, and i'll try a couple whose health is lower than the max damage from one hit of the weapon and see how that effects things. actually I can bracket that effect and requirements out to space along their health % and that should narrow that gap properly. I'll take a look at that and get back to you.
  11. I think i forgot to mention it earlier but i changed the workstation icon and crafting icon for the ammoBench to a new icon so it wouldn't be confused in the recipes panel for a workbench recipe that wouldn't allow crafting when you opened a workbench. I used: <property name="WorkstationIcon" value="ui_game_symbol_weapon_smithing" /> <property name="CraftIcon" value="ui_game_symbol_weapon_smithing"/> The CraftIcon line didn't exist before so i added that one in as well. Should cover having the icon appear in all the relevant spaces.
  12. I did test it while using a t10 sacred weapons aio mod pack machete that was doing about 1000 damage. Seems to work fairly well. I still knocked a 2200hp uma zombie back 4 blocks on third and final hit, but that's way less than i was getting before. I'll toy with the numbers and see if i can get it down to two blocks knockback.
  13. Yeah that's because they are in the container and that makes them first in order of operations to check if they are selected to fill the count called for by the container. Then it moves on to the groups, because most of them are an unlisted perfect split probability balance that then calls on it's own list with weighted probability up to its count list, except when items are now throwing that balance off with their specific probability. Many of those lootgroups listed in the lootcontainers are in fact lists of more finely detailed lootgroups. Easiest fix is just finding a common item from the a19 container and seeing what group its in now and which one is the right fit if multiple is called on by the blocks you want it calling on.
  14. You've got mail is awesome. I love that every other container is full of mostly junk items that will fill your inventory. However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability. And if instead of using a prob number you used something like loot_prob_template="ProbT0" then the items will show up low prob first few levels and grow until level 60 or so where it will drop off until level 65 where you will not find them anymore.
  15. Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry. Then just make a spawner block and make that found item that, so you place it and it gives the preview of the spawner block which you can use the mannequin block to create i think so you can see facing and then place the block and the tiny version will spawn into that space. edit- maybe even use the umazombie template for this so you can use the player archetypes and make action figures out of each of those. Also, while i know this isn't your problem to deal with I'm at the point where i have to admit i may not have enough understanding to fix this particular issue. I've got the UI add 5 recipe slots mod installed and a larger backpack mod. I setup the inspect panel to match the width of the new backpack size, but i keep struggling to fix the layout of the ingredients list to match the new size of 807 for the backpack window. Any help or guidance would be greatly appreciated.
  16. yeah i did a direct edit as i was just trying to get it to work how i wanted and there's one item that is unique to my purposes and can be removed or altered to a vanilla playthrough easily. actually i'll just do that real quick to make it easier. It was ClassRandomGearBonus bundle and its random items, i swapped them to pocket mods. https://drive.google.com/file/d/1C3bvuhSaSV73X6nQdKK4R3snmI2GIUhw/view?usp=sharing The only real changes are there in the items.xml. I did the recipes in a separate mod. I can send those over as well but basically i set all TA weapons to 1 ranged weapon token crafting cost to encourage their use. Then for ammo i made the costs 1, 2, or 3 ranged weapon tokens depending on if it was a box/crate/metal box of ammo.
  17. something like this? https://drive.google.com/file/d/1KYuuKi-BU4SU5Gb7IIxlXh_ML_845oTQ/view?usp=sharing Only issue there is like the one you outlined where you would need to reduce the HP of UMA zombies as well or it would take way too long to kill them. The biggest issue here is the debuff to damage needs to be on the player before the player deals damage to the UMA zombie. That's why i thought to put the trigger on the entityclass of the player and make it a short duration buff that can just keep being added every time the player attacks a UMA zombie. Would need testing though to balance. Unless you added one requirement to the buff so that the passive effect wouldn't work unless their health was at 10% or less maybe? That would mean some will still get missed by particularly powerful weapons and ragdoll but most should trigger correctly. something like: <requirement name="StatComparePercCurrentToMax" target="other" stat="health" operation="LTE" value=".1"/> there we go, fixed it. Should work for these purposes. I'll test it on my end when i wake up tomorrow. https://drive.google.com/file/d/1bJQgd4ZBZO7CkA3br5vRduaHr7O7wZVC/view?usp=sharing
  18. If you take a look at your Action Skills mod, in the config folder there's an items.xml file. Inside you will see how each vanilla item that interacts with item skills has had an effect group added and some properties set. Without those the new items you add with other mods will not interact with action skills. I'm working on that now and will share when i finish if it's not already done. I just saw TA was updated so i'm gonna grab that so i can work from the latest update. Also, Tristam I love ReClass, great idea! I wound up adding a recipe for that random class and adding all classes to it's random selection. Then i removed the random items even and odd bundles from recipes and added them as possible random chance items to a rebuilt wildcard class to make wildcard more random like the original wildcard class from valmars starter classes while sticking to your template as best as possible. I'd be happy to share if you want it. ahh cool, Tristam I see you already did a compatibility. Scratch one thing off my todo list thank you very much. You Rock! LOL really should have read the OP first, and checked for updates yesterday as that would have saved me some time. Keep up the great work, it is much appreciated!
  19. Sorry i solved this conflict with NPCmod last night and forgot to share. Anyone using both needs to open the utilityai.xml and change the line 3 i believe it is which i have commented out here to the uncommented version. The name had a one character change which causes this mod to fail to load this utilityai.xml file. <!-- mjedit to harmonize with NPCmod --> <!-- <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie_Dumb']" > --> <insertBefore xpath="/utility_ai/ai_packages/ai_package[@name='Zombie Dumb']" >
  20. There's another workstation that uses the same workstation icon as the vanilla workbench that is called the Ammo Workbench i believe and that's where you craft tactical ammo.
  21. Yeah i used it in a19 and always just assumed it was on purpose to represent how aggressive the infection is now, so you need to take more cure% than what is listed as your infection% and keep an eye on it.
  22. I'll keep working at it but as of yet, i'm having no luck. I can get the red error gone, but then i cannot get the window for the lootbox to open even though press e to open is still there.
  23. Okay this is awesome, couldn't we just bypass the time acceleration to remove the issue with MP for now?
  24. If you're still needing help with the Xui I'll take a look tonight or tomorrow and get back with you, I love the lootbox add-on.
  25. @arramus and i were talking on his thread and i mentioned having had a similar idea for how i was going to update this one further. Here is the updated version with a fix preventing engaging the infinite gas bundle loop without max advanced engineering and three tier 5 or better tools and spending 10k gas to do it. As before, if you want me to remove this post let me know and I'll happily support your wishes. Download it here (for alpha 20): https://drive.google.com/file/d/1FdnKOecJVu223_aK5lj5ewlc3OrSqtMg/view?usp=sharing What's changed: Recipe costs and output counts for crafting in the autominer scale based on the tier of tools used and levels in the advanced engineering perk. The autominer crafting recipe scales in ingredients and crafting time based on levels in advanced engineering, and unlocks at level 3 of advanced engineering. The autominer crafting recipes have had crafting type tabs added to make quick sorting to the recipe you want easier. There is the general resources tab with all resources recipes listed. Then the Desert Resources tab for oil shale. Then The Ammo Making Resources for lead, brass, nitrate, and coal. Then the construction resources tab for stone, clay, and iron. The autominer now has description localization describing in game what is needed to unlock it and what tools it needs to operate. Lastly there will be an incidental improved crafting speed of 1% per level in advanced engineering for all recipes unlocked by that perk. As well that also means this mod will conflict with any mod that removes the advanced engineering perk, removing it's ability to function.
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