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Posts posted by Ricowan

  1. 2 hours ago, bachgaman said:

    At least they can make the recipe more expensive, for example include gold and silver that not used in the game

    This is something you, and anyone else, can do via the config files.  The name of the LCB is "keystoneBlock".  Edit the recipe in recipes.xml or make a modlet to do it.  Either way, it's something we players can "fix" ourselves, without wasting FunPimp developer time.

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  2. 15 hours ago, starscream said:

    settings are gold in a sandbox game like this. especially for veteran players where always running nightmare zombies have become easy mode. we need new challenges and don't necessarily want to use 3rd party mods.

    Um, there's no difference between editing the XML config files and clicking an option in the UI settings...  other than a tiny bit of convenience.  A modlet is just an automated way to edit the XML configuration, so you don't have to do your changes again after a Steam update.

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  3. 11 hours ago, Zombiepoptard said:

    I would have liked if there was one pipe gun that shot all the bullets that you picked up just so you could have a gun when you start out.


    That's not how bullets work though.  The diameter of the bullet has to match the barrel, otherwise it just blows air or jams in the barrel.

  4. Fatal already replied to this with "Now the seed used for the random generator could cause issues if not varied enough or reused/repeated."  The "seed" is what is used to change where in the pre-generated list of random numbers the game starts, when picking new random numbers.  The seed probably just needs to be changed more often, and it sounds like the devs are looking into that.

  5. OK, so if the lootgroup elements already exist, then you only need to append your new item to those existing elements:


    <append xpath="/lootcontainers/lootgroup[@name='groupApparelFaceCover']">
        <item name="apparelSuperShades" mods="dye" mod_chance="0"/>        <!-- Add Super Shades to groupApparelFaceCover lootgroup -->



  6. Don't know about your first issue, but your second one is about closing elements correctly, as the original error stated.  You need this kind of structure:



          <item />  <--  this is a self-closing element.

       </lootgroup>  <-- this closes the lootgroup element, which you're missing



  7. 39 minutes ago, STyK_ said:

    This is all IMO of course. How I see the game should be often seems to scare others so we'll se how good TFP want to make them.

    This has nothing to do with scaring others.  Do you have any clue what kind of computing power would be needed to implement all the crap you're demanding?  Especially on a full multiplayer server?  Yeah, I didn't think so.

  8. i have a couple of mods but nothing that conflicts with textures of the zombies though.


    here is the log.




    This is a client-side modlet. Servers currently only push XML files from modlets, they DO NOT push resources to clients, and new resources is the entire point of this modlet.


    I think it will work if the client (everyone who connects to the server) has the modlet installed locally as well, but I can't confirm that as I don't run a dedicated server.

  9. No because you can log on the server and tell me how great it is in game :) Its live on the Test Server! fyi



    port : 18003


    So, no way to spend skill points yet?

  10. What's wrong with this? The game tells me something starts with an illegal character.



    <set xpath="/recipes/recipe[@name=foodMeatStew]/ingredient[@name=foodRawMeat]/@count">5</set>



    I don't know if the game engine is using a standard XML document model, but normally element names can't start with a number. The have to start with a letter or an underscore. So, "7DTDmod" isn't a legal element name.

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