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KhaineGB

Khaine's A19 Modlets! (Bigger backpacks, backpack buttons, HP bars, etc)

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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

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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.

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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.

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Posted (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 by Bar0th (see edit history)

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Posted (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 by KhaineGB (see edit history)

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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.

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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.

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Posted (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 by KhaineGB (see edit history)

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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?

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That'd be turning off the trader protection, as discussed in the post directly above yours ;)

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Unfortunately, that doesn't work on the fly. Maybe I need to start a new game for it to take.

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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.

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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?

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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.

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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. :)

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Posted (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 by fclen (see edit history)

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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.

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Is there any big change or disadvantage to using the Zombie Stutter mod? How exactly does it work?

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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!

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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.

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Since they're just XML, I don't see any reason why not :)
Process should be the same but paths might be different.

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