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Claymore

Claymore's Modlets

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Jesus Christ. Must have been drunk publishing my 1st mods. Fixed and again thanks for finding it :). Also a simply redownload is necessary. But you have to get the recipe from creative and read it again, because the unlock was for the schematic before and not for the recipe. I'm really sorry that happened :(

 

You fixed it!

 

But one thing, after fixing it they're no more icon for the mod? Just blank, there's text for it, but no picture.

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18.3 update... They they really removed a jaildoor and renamed another. I gave it a custom icon now. Redownload is once again a thing :)

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18.3 update... They they really removed a jaildoor and renamed another. I gave it a custom icon now. Redownload is once again a thing :)

 

You're gonna laugh, that's fixed.

But, the burning and shock gun mods.

Now have no icon.

check yours to make sure. The book works now tho!

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For the selling machines, do the items ever clear out of it? It doesn't seem to do that for me. I'm just wondering what I'll need to do when it maxes out on stuff filling it, since it only takes three stacks of any item, and I believe there's a general max cap as well.

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Added: SPILL FULL JARS

Changed: SACK COAL

Reason: Small typo prevented the single piece of coal to get the new value. Sacks themselves were now affected :).

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Hey Claymore.. What can I do to turn down the Lucky Looter modlet a little bit? maybe 25-40%? I love it, but even playing on Insane, no air drops, 64 zombies. Feels a tad OP.

 

To add to this post, I installed brutal.

But I haven't noticed a difference yet. At night or during the day. The description is a but ambiguous, what differences should I be seeing?

 

Thanks!!

 

EDIT** saw someone earlier ask for this!! GOT IT

Edited by MrSamuelAdam (see edit history)

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Night turns into a green hell, if you're in a city or forest - for example ;) That's for the tweaked spawning to brutal. Saw someone playing around, but no running and oneshot kills. But even there, the mod managed to kill this person twice in one night.

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Night turns into a green hell, if you're in a city or forest - for example ;) That's for the tweaked spawning to brutal. Saw someone playing around, but no running and oneshot kills. But even there, the mod managed to kill this person twice in one night.

 

Ohh alright, yeah. That's crazy, and what I was thinking it was! Because I didn't notice any of that. Interesting.

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Thanks for the mods!

 

I can’t seem to get Better Attributes: Agility and Fortitude to work on my game. The Lucky Looter appears to be working, since I’m getting more loot bag drops, but not the others.

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Hi Claymore: I'm sorry to ask - maybe I'm a bit slow - but how on earth do I scrap a full jar? I've removed every one of the old jars, full or not, from my backpack, I've created four new empty Glass Jars in the Forge, filled them, created Bottled Water, made that into Red Tea; drank it, then "Use" changed to "Scrap" - and I could scrap the jars. BUT... that will NOT happen when the jars were full. The menu only displays "Use", "Drop" or "Recipes".

 

I am stumped! Can you help an old feller, please?

 

pj

Edited by paulj_3 (see edit history)

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Sorry, Claymore: I don't know what's different in my mod folder: It must be at odds with something. I'll keep digging. It's installed into my own items/materials/recipes.xml's, just as I have a couple of dozen other mods included, plus my own config preferences, but it doesn't work. I'll run it on its own in a new instance. Thanks for the reply.

pj

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Well it's moved along a little: I removed all the xml's from my "Red8" mod folder, just leaving the folder: I placed the three xml's there, renamed the "<Clayton>" with "<Configs>" and started a new map. It does show the "Scrap" now in the full jar menu, but when "scrap" is selected - it replaces the jar with broken glass: - it "scraps". 18.2 b5. The only thing different is that I am launching the game via DMT, as I also run a "No Sleepers" mod, by NiftyTifty, which just stops Zeds from being found in buildings after they've been cleared. I'll dig a bit more, but I reck on I can live without it if I have to!

 

Thanks for the help.

pj

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Works!.. In placing these files inside the Config folder - I had forgotten to add the ModInfo xml - and it created this error. I double checked this with and without that info file - and it repeated the error and the fix every time. It's a good mod, but this was something that I've not come across when including other folks' (brilliant) mods into my stuff. I'll put my own mod back in now, but keeping yours as a separate mod, and see how that works. It does, so all's well!

 

Thanks again.

 

pj

Edited by paulj_3 (see edit history)

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You're gonna laugh, that's fixed.

But, the burning and shock gun mods.

Now have no icon.

check yours to make sure. The book works now tho!

 

Did you ever get the icons to show? I have everything working but the icons.

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Did you ever get the icons to show? I have everything working but the icons.

 

Did you put them correctly? Folder structure for icons is modfolder/UIAtlases/ItemIconAtlas.

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Noticed the Polished Stainless Steel is locked behind seedSnowBerry in the progression.xml. Shouldn't it be resourceSteelPolish?

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@open6l: Not locked. Just a leftover from the other mod. No requirements to unlock the recipe, since you can only find it via loottable :)

This was intended, because I wanted it to make it hard to get. I'll publish a version without the leftover.

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Really love your mods! Maybe a Better Attributes for rest of the stats? Preception, Strength?

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hi, my friend and I went through a problem related to your mods (they are in the photo) here is another error log

Screenshot_38.png.9f37362ec4dd0f0ac449244183c86d57.png

NullReferenceException: Object reference not set to an instance of an object

at ItemHasTags.IsValid (MinEventParams _params) [0x0000d] in <3ca2702590144b2c95bd610195728952>:0

at MinEffectGroup.canRun (MinEventParams _params) [0x0004f] in <3ca2702590144b2c95bd610195728952>:0

at MinEffectGroup.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x0003b] in <3ca2702590144b2c95bd610195728952>:0

at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0003c] in <3ca2702590144b2c95bd610195728952>:0

at ProgressionClass.ModifyValue (EntityAlive _ea, ProgressionValue _pv, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0001c] in <3ca2702590144b2c95bd610195728952>:0

at Progression.ModifyValue (PassiveEffects _effect, System.Single& _base_val, System.Single& _perc_val, FastTags _tags) [0x00055] in <3ca2702590144b2c95bd610195728952>:0

at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods) [0x001b3] in <3ca2702590144b2c95bd610195728952>:0

at EntityStats..ctor (EntityAlive entity) [0x00076] in <3ca2702590144b2c95bd610195728952>:0

at EntityAlive.constructEntityStats () [0x00000] in <3ca2702590144b2c95bd610195728952>:0

at EntityAlive.Init (System.Int32 _entityClass) [0x00007] in <3ca2702590144b2c95bd610195728952>:0

at EntityPlayer.Init (System.Int32 _entityClass) [0x0002d] in <3ca2702590144b2c95bd610195728952>:0

at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x00300] in <3ca2702590144b2c95bd610195728952>:0

at GameManager.RequestToSpawnPlayer (ClientInfo _cInfo, System.Int32 _chunkViewDim, PlayerProfile _playerProfile) [0x0026d] in <3ca2702590144b2c95bd610195728952>:0

at NetPackageRequestToSpawnPlayer.ProcessPackage (World _world, INetConnectionCallbacks _netConnectionCallback) [0x00007] in <3ca2702590144b2c95bd610195728952>:0

at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection) [0x000b2] in <3ca2702590144b2c95bd610195728952>:0

at ConnectionManager.Update () [0x00053] in <3ca2702590144b2c95bd610195728952>:0

 

(Filename: <3ca2702590144b2c95bd610195728952> Line: 0)

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Posted (edited)

Having a issue with the perk mods. Looks like when someone try to join my server we get a error and they hang on character creation. It works in single player but not in multiplayer.

 

Didnt read the post above its the same issue. Once they get to request character spawn the null reference exception comes up.

Edited by Garfeildthacat (see edit history)

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