Lonestarcanuck Posted July 19, 2020 Share Posted July 19, 2020 for the trader mod, is it possible to have a few options like: - close for 30 minutes to reset like at 6-630am - Only certain traders - like Jen and Joel thanks Link to comment Share on other sites More sharing options...
KhaineGB Posted July 20, 2020 Author Share Posted July 20, 2020 No. I'd have to do a seperate modlet for every single trader and every single combination. Haven't fixed the bloodmoon modlet yet. My enthieusiasm is currently kinda dead, so taking a couple of days to recharge the mental batteries. HOWEVER, I did add a Backpack Buttons V2 modlet. It uses icons already in the game so it's better for server owners since there's no custom icons. Link to comment Share on other sites More sharing options...
Gouki Posted July 20, 2020 Share Posted July 20, 2020 Hi KhaineGB The Max animals / zombies and claim blocks mod, caused me conflict, zombies and animals did not appear to me, I had to uninstall it, only in this way the game works for me. P.S. I have installed the Jaxteller zombies x2 mod by biome. Link to comment Share on other sites More sharing options...
Bar0th Posted July 20, 2020 Share Posted July 20, 2020 (edited) 2 hours ago, KhaineGB said: ... HOWEVER, I did add a Backpack Buttons V2 modlet. It uses icons already in the game so it's better for server owners since there's no custom icons. I actually posted about the difference between your modlet and Jax's on Cap00's recent video (Jax's fork of yours uses the in-game icons). Edited July 20, 2020 by Bar0th (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted July 21, 2020 Author Share Posted July 21, 2020 (edited) 9 hours ago, Gouki said: Hi KhaineGB The Max animals / zombies and claim blocks mod, caused me conflict, zombies and animals did not appear to me, I had to uninstall it, only in this way the game works for me. P.S. I have installed the Jaxteller zombies x2 mod by biome. Then that'll be why. You're increasing the amount of ALLOWED zombies, and the amount of actual zombies that spawn in the biome so you're hitting the limit really fast. 8 hours ago, Bar0th said: I actually posted about the difference between your modlet and Jax's on Cap00's recent video (Jax's fork of yours uses the in-game icons). Oh nice I actually didn't realise Jax did that. Edited July 21, 2020 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Gouki Posted July 21, 2020 Share Posted July 21, 2020 Thanks KhaineGB In version A19 b163 that did not happen and I had the 2 mods and the one that helped me was your mod, however it is already fixed. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2020 Author Share Posted July 22, 2020 Added a modlet to help with the stutter from zombies no longer being pre-loaded.https://gitlab.com/KhaineGB/khaines-modlets-a19/-/archive/master/khaines-modlets-a19-master.zip?path=KHA19-ZombieStutterStop Hopefully this will only be a temp fix. 1 Link to comment Share on other sites More sharing options...
LeonProfessional Posted July 22, 2020 Share Posted July 22, 2020 Hey Khaine, How hard would it be to create a mod to have unprotected traders? I know you did this in darkness falls but would love to have it for vanilla as well. Or if it’s easy to explain I could make the changes my self. BTW, thanks for all these mods you create I use most of them and can’t play without them. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2020 Author Share Posted July 22, 2020 (edited) I actually don't know. I know prefab files can now be loaded from the /Mods folder, but I don't know if any XML provided will override vanilla, or if we can xpath prefab XML files. But it's easy to do. Go to Data/Prefabs and look for all files that start trader_ (there's 5 in total). Open the XML File and find this. <property name="TraderArea" value="true" /> Set to false. Done. Edited July 22, 2020 by KhaineGB (see edit history) Link to comment Share on other sites More sharing options...
Finch55 Posted July 22, 2020 Share Posted July 22, 2020 following up on DF features, it was also possible for a player to claim and place objects within a trader POI , can this also be done with simple edits to vanilla files? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2020 Author Share Posted July 22, 2020 That'd be turning off the trader protection, as discussed in the post directly above yours Link to comment Share on other sites More sharing options...
Finch55 Posted July 22, 2020 Share Posted July 22, 2020 Unfortunately, that doesn't work on the fly. Maybe I need to start a new game for it to take. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2020 Author Share Posted July 22, 2020 Oh yeah, you do... for some reason. I found that out when I was testing some stuff for DF. Makes no sense because it DID use to work. Link to comment Share on other sites More sharing options...
Finch55 Posted July 22, 2020 Share Posted July 22, 2020 OK, thanks for confirmation. Was it your mod which had the multi floor elevator and the max max style car and are those availabe as modlets? Link to comment Share on other sites More sharing options...
KhaineGB Posted July 22, 2020 Author Share Posted July 22, 2020 Yes it was and the car definitely isn't. The elevator MIGHT be, but it was posted on the old forum. I don't know if it survived the transition to the new forum software. Link to comment Share on other sites More sharing options...
Finch55 Posted July 22, 2020 Share Posted July 22, 2020 Thanks again, I appreciate the info and quick response. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 23, 2020 Author Share Posted July 23, 2020 Bigger bloodmoon modlet FINALLY updated for b169. Link to comment Share on other sites More sharing options...
KhaineGB Posted July 25, 2020 Author Share Posted July 25, 2020 Right, couldn't post here because the forums were RIP and b173 came out right as I was going to bed. But the modlets all work fine on 173. 1 Link to comment Share on other sites More sharing options...
fclen Posted July 26, 2020 Share Posted July 26, 2020 (edited) I'm using your 96 slot backpack with food/water bars along with your 10 slot toolbar. Thing is I still get the food and water bars under the toolbelt. This makes the toolbelt overlap the back pack window slightly. I'm pretty sure the bars are being added back in by the 10 slot toolbelt. Is there a version of the 10 slot without the default bars? Edit Took a stab at it and was able fix it. Here's what I did: <configs> <append xpath="/windows"> <window name="windowToolbeltSDX" width="678" height="78" depth="5" anchor="CenterBottom" pos="-313, 78" backgroundcolor="[black]" controller="ToolbeltWindow" visible="{toolbeltvisible}" cursor_area="true" xp_fill_speed="2.5" > <rect> <sprite depth="8" name="backgroundMain" sprite="menu_empty3px" color="[black]" type="sliced" fillcenter="false" on_press="true" /> <grid depth="10" name="inventory" rows="1" cols="10" pos="-72,-3" cell_width="75" cell_height="75" controller="Toolbelt" repeat_content="true"> <item_stack name="0"/> </grid> <!-- on line 3 changed second value of pos from 87 to 78 --> <sprite depth="2" pos="-75,6" height="8" width="751" type="sliced" foregroundlayer="true" color="0,0,0,255" /> <sprite depth="3" pos="-72,4" height="6" width="748" color="[darkGrey]" foregroundlayer="true" type="sliced" /> <sprite depth="4" pos="-72,4" height="6" width="748" color="{xpcolor}" sprite="menu_empty3px" foregroundlayer="true" type="filled" fill="{xp}" /> <!-- <rect width="303" height="7" pos="-73,-76" controller="HUDStatBar" stat_type="Food" visible="{statvisible}"> <sprite depth="1" name="border" color="0,0,0,255" type="sliced"/> <sprite depth="2" name="background" color="0,0,0,255" type="sliced" /> <filledsprite depth="3" name="background" color="110,110,110,255" width="375" type="filled" fill="{statmodifiedmax}" /> <filledsprite depth="5" name="BarContent" color="0,255,54,128" width="375" type="filled" fill="0" /> <sprite depth="8" name="border" color="0,0,0,255" type="sliced" fillcenter="false"/> <filledsprite depth="8" name="background" color="0,0,0,255" width="377" fillcenter="false" type="filled" fill="{statmodifiedmax}" /> <filledsprite depth="3" name="background" color="0,0,0,255" width="376" fillcenter="false" type="filled" fill="{statmodifiedmax}" /> </rect> <rect width="300" height="7" pos="301,-76" controller="HUDStatBar" stat_type="Water" visible="{statvisible}"> <sprite depth="1" name="border" color="0,0,0,255" type="sliced"/> <sprite depth="2" name="background" color="0,0,0,255" type="sliced" /> <filledsprite depth="3" name="background" color="110,110,110,255" width="375" type="filled" fill="{statmodifiedmax}" /> <filledsprite depth="5" name="BarContent" color="0,54,255,128" width="375" type="filled" fill="0" /> <sprite depth="8" name="border" color="0,0,0,255" type="sliced" fillcenter="false"/> <filledsprite depth="8" name="background" color="0,0,0,255" width="377" fillcenter="false" type="filled" fill="{statmodifiedmax}" /> <filledsprite depth="3" name="background" color="0,0,0,255" width="376" fillcenter="false" type="filled" fill="{statmodifiedmax}" /> </rect> --> </rect> </window> </append> </configs> Edited July 26, 2020 by fclen (see edit history) Link to comment Share on other sites More sharing options...
KhaineGB Posted July 26, 2020 Author Share Posted July 26, 2020 I left them in on the toolbelt so UI makers can use that harmony patch + their own UI to fix it up however they want. Link to comment Share on other sites More sharing options...
crashdown Posted July 26, 2020 Share Posted July 26, 2020 Is there any big change or disadvantage to using the Zombie Stutter mod? How exactly does it work? Link to comment Share on other sites More sharing options...
Neb2566 Posted July 26, 2020 Share Posted July 26, 2020 Hey Khaine, love your mods, but I got a question. Any chance you could make a modlet of your advanced forge from DF? Would love a forge that doesnt require fuel 😛 Anyways, keep up the awesome work! Link to comment Share on other sites More sharing options...
KhaineGB Posted July 27, 2020 Author Share Posted July 27, 2020 48 minutes ago, Neb2566 said: Hey Khaine, love your mods, but I got a question. Any chance you could make a modlet of your advanced forge from DF? Would love a forge that doesnt require fuel 😛 Anyways, keep up the awesome work! Nope. 😛 2 hours ago, crashdown said: Is there any big change or disadvantage to using the Zombie Stutter mod? How exactly does it work? It SHOULDN'T be needed as of b173. But it just forces the game to load zombies into RAM. So you'll use more RAM but that's about it. Link to comment Share on other sites More sharing options...
Jon Dillinger Posted July 31, 2020 Share Posted July 31, 2020 Will these mods Work on Linux and is the process the same for installing them Link to comment Share on other sites More sharing options...
KhaineGB Posted July 31, 2020 Author Share Posted July 31, 2020 Since they're just XML, I don't see any reason why not Process should be the same but paths might be different. Link to comment Share on other sites More sharing options...
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