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kageshiOP

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Posts posted by kageshiOP

  1. 4 hours ago, Guppycur said:

     

    I like that they stack as well; stand on top of a building and they will build a wall to get to you.

     

    I was on top of that bridge and they swarmed me like ants lol.

     

    I LOVE THIS 🤣

  2. @Guppy 
    I have a strong desire to see if there's a way to turn myself into one of these and attack my friends, along with a friendly sized horde of twins of course 😂 😈

     

    giphy-downsized-large.gif

     

     

  3. 1 hour ago, Guppycur said:

    Lemme know if this works for you,

     

    @kageshiOP

     

    Just updated with current version on git.

    Same result with the fire chickens, regardless of how they are killed.

     

     

    Also know...I will be slaughtering endless hordes of these things out of pure enjoyment for as long as I can. 

  4. 6 hours ago, 6ShadoW6 said:

    no issue. what are you kidding me?! killall vulture from console and they did not die in fire LoL this is not an issue LoL
     

    one guy told me why we cant make tracker for NPC and bandits because some how all moddels just ignore NavObjeck 

     

    Well yes, that is what we were testing for. As Gup said, they're really not supposed to turn unless they've been set on fire. Hence the testing to confirm.

    Other than that (which I don't really mind and find quite hilarious), there doesn't appear to be anything making an issue.

  5. On 7/15/2023 at 9:33 AM, kageshiOP said:

    From my experience so far, every vulture turns into one of those when they die regardless of how. This includes the dev gun.

     

    Have not tried command killing them now that I think of it but will let you know the outcome

     

     

    Had some free time 😅

     

  6. 3 hours ago, Yvels said:

    Teleport Portal Mod: All I could do is to place only 2 portals that work (both marked gupDestination01 by default.

    guppyFuturePortal2 portal was hardcoded in blocks.xml

    <block name="guppyFuturePortal2">
                <property name="Extends" value="portalMaster"/>
                <property name="DisplayType" value="blockMulti"/>
                <property name="MultiBlockDim" value="3,3,3"/>
                <property name="Model" value="#@modfolder:Resources/gupFuturePortal2.unity3d?guppyFuturePortal2.prefab"/>
                <property name="CustomIcon" value="guppyFuturePortal2" />
                <property name="Location" value="gupDestination01" />
                <property name="RequiredPower" value="0" />

    All others are just showing Not Connected when placed. I have no option to Edit in-game (as shown in your video).

    Update: I hardcoded all other portals <property name="Location" value="" /> to Jen, Rekt, Bob, Joel and Hugh so I can at least use those now.À
    Awaiting update for Edit in-game. Thank you.

     

    FuturePortal2 comes preset to teleport you to a second FuturePortal2. This is based off the Location property as far as my limited knowledge has led me to believe.

    <property name="Location" value="gupDestination01" />

     

    As far as the ones that show Not Connected, their Location value is "" in the xml file
    These portals connect based on their name and are an "A to B" connection; edit the name as you would a sign.

     

    Note: One of the portals seems to require a power connection even though it's set to a zero requirement in the xml, I've not had enough time to do digging on the why but believe it was FuturePortal3

  7. 10 hours ago, Guppycur said:

    Thanks, I'll update the mod with this if you think it's a fair lock.

     

    I went with machine gunning because I thought it made sense based on the passive effect I saw in the item file so if I was accurate in that assumption, absolutely!

    The unlock level may be up to your discretion as I haven't used it yet, not certain if it's needed at machine guns level 11 😅

     

     

    56 minutes ago, Guppycur said:

    They're really not supposed to turn into burnt vultures unless they are on fire.

     

    From my experience so far, every vulture turns into one of those when they die regardless of how. This includes the dev gun.

     

    Have not tried command killing them now that I think of it but will let you know the outcome

     

  8. 3 hours ago, bdubyah said:

    Ah, yeah. Was scanning too quick. That was for his flamethrower. Silly me. So it looks like you could find an extinguisher in cars and sinks.

     

    So, the flamethrower has learnable on its recipe, but no progression stuff, so it technically is locked period. Would need to add progression for it, or remove the learnable bit so the recipe is unlocked from the start. It isn't in loot at all.

     

    Ahh ok so I was on to something then at least and not just losing it...well, entirely XD

    Plopped in a progression file for it and all's well.

     

    <configs>
    	<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingMachineGuns']/effect_group/passive_effect[@level='11,100']/@tags">,guppyFlamethrower</append>
    </configs> 

     

     

  9. 37 minutes ago, mat1k said:

    Quick glance at the files, and I don't see anything unlocking the recipe. Might be a bug??

     

    Noticed there was no progression file or

    UnlockedBy

    so I figured there should be no requirement but ended up scratching my head.
    Noted the gun crafting and machinegun correlations in items.xml so tried maxing out each of those perks to no avail.

     

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------

     

    8 minutes ago, YordanST said:

    Portal mod not working gives them locked no description or how they unlock in crafting skills I couldn't find it anywhere

     

    crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@level='75,100']

     

    I do believe.

  10. 3 hours ago, saminal said:

    Glad you like the mods! They're not locked, they just have a little padlock on the icon to indicate they're lockable. Try crafting one :)

    ...I see now my troubleshooting skills were less than thorough 🤦‍♂️

    Is that the ItemTypeIcon?

  11. Storage Stuff

    First off, love your working and storage stuff, always some of the first mods I start out with!

    Just downloaded for A21 and might be a little confused as to why all the storage recipes are locked. As there's no progression file, should these be available to craft without any prerequisite? 

     

    Thanks!

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