Wireproof 0 Posted February 5 Share Posted February 5 (edited) How do you install the autowall mod? tried putting it in my mods folder but it didnt work. Edit: Nvm got it working. Apparently you can unzip rar files... Is there a way to adjust the height of the wall? Edited February 5 by Wireproof (see edit history) Link to post Share on other sites
stallionsden 440 Posted February 5 Author Share Posted February 5 (edited) 4 hours ago, Wireproof said: How do you install the autowall mod? tried putting it in my mods folder but it didnt work. Edit: Nvm got it working. Apparently you can unzip rar files... Is there a way to adjust the height of the wall? Hi @Wireproof Glad you got it working. In the modlet folder/config/blocks.xml you can change the values in there. Stallionsden Edited February 5 by stallionsden (see edit history) Link to post Share on other sites
Drithyl 30 Posted February 6 Share Posted February 6 Is it intentional that the final quest reward for the miner is to max out the character's strength, motherload and miner 69er as well as give the entire mining book collection and 40 perk points? It seems uh... excessive. I used to play valmod and the classes were nice, but I don't remember them being that ridiculously gamebreaking. The first airdrop also gave an enormous supply of items. 30k wood, 500 ammo boxes of several advanced ammo types, a tactical AR and auto shotgun... Also, is the cling wrap useful at all? I thought smell was completely gone from 7 days. Link to post Share on other sites
stallionsden 440 Posted February 6 Author Share Posted February 6 1 hour ago, Drithyl said: Is it intentional that the final quest reward for the miner is to max out the character's strength, motherload and miner 69er as well as give the entire mining book collection and 40 perk points? It seems uh... excessive. I used to play valmod and the classes were nice, but I don't remember them being that ridiculously gamebreaking. The first airdrop also gave an enormous supply of items. 30k wood, 500 ammo boxes of several advanced ammo types, a tactical AR and auto shotgun... Also, is the cling wrap useful at all? I thought smell was completely gone from 7 days. Hi @Drithyl Will take a look at the miner class The air drops will also take a look. But dont remember making them 30k. You have any other mods installed Link to post Share on other sites
Drithyl 30 Posted February 6 Share Posted February 6 (edited) 10 hours ago, stallionsden said: Hi @Drithyl Will take a look at the miner class The air drops will also take a look. But dont remember making them 30k. You have any other mods installed Just health bars and 3-slot forges modlets by Khaine. The Wilder class also gets no class quest at all, and I would imagine that the other class quests might need checking as well if they're intended to max out their skills. Yeah, the airdrop gave 5 crates of wood, which are a full stack of 6000 each. EDIT: Oh yeah, and the miner quest still uses the raw iron item from previous alphas to be completed at some point; we had to edit that. Edited February 6 by Drithyl (see edit history) Link to post Share on other sites
stallionsden 440 Posted February 6 Author Share Posted February 6 3 hours ago, Drithyl said: Just health bars and 3-slot forges modlets by Khaine. The Wilder class also gets no class quest at all, and I would imagine that the other class quests might need checking as well if they're intended to max out their skills. Yeah, the airdrop gave 5 crates of wood, which are a full stack of 6000 each. EDIT: Oh yeah, and the miner quest still uses the raw iron item from previous alphas to be completed at some point; we had to edit that. Ok thank you will check both out Link to post Share on other sites
stallionsden 440 Posted February 6 Author Share Posted February 6 (edited) 17 hours ago, Drithyl said: Is it intentional that the final quest reward for the miner is to max out the character's strength, motherload and miner 69er as well as give the entire mining book collection and 40 perk points? It seems uh... excessive. I used to play valmod and the classes were nice, but I don't remember them being that ridiculously gamebreaking. The first airdrop also gave an enormous supply of items. 30k wood, 500 ammo boxes of several advanced ammo types, a tactical AR and auto shotgun... Also, is the cling wrap useful at all? I thought smell was completely gone from 7 days. the points were in valmars mods I didnt adjust that. role playing at this moment maybe tfp will re introduce smell down the track again. and with the books in the starter class, feel free to edit those to your liking on what you feel is right for your game in regards to the final reward for each class. will look at it further Have fixed the buffed air supplies tho Edited February 6 by stallionsden (see edit history) Link to post Share on other sites
Drithyl 30 Posted February 6 Share Posted February 6 3 minutes ago, stallionsden said: the points were in valmars mods I didnt adjust that. role playing at this moment maybe tfp will re introduce smell down the track again. Gotcha, thank you. I really appreciate bringing back Valmod to a19 like this. I hope you can further tweak the classes to make them more flavourful and not necessarily allowing you to skip vanilla content. Just my take on it 😊 Link to post Share on other sites
Gouki 130 Posted February 8 Share Posted February 8 Hi Stallions and Drithyl The same thing just happened to me in my game today (it is my second starter class that I have and I have completed), after reading the 3 cards (perkMiner, perkWILDMiner, perkWildcard2) that it gives you at the end of completing the miner class, notice that I had 41 skill points, as far as I have been able to check the quest.xml file, the card perkWildcard2 is the one that gives you the 40 skillpoints. The perkWildcard gives you 20 skilpoints. The perkWildcard1 card grants you 30 skillpoints. I comment on it in case Drithyl wants to modify the file, because there are several classes that grant these cards. Regards Link to post Share on other sites
stallionsden 440 Posted February 8 Author Share Posted February 8 (edited) 33 minutes ago, Gouki said: Hi Stallions and Drithyl The same thing just happened to me in my game today (it is my second starter class that I have and I have completed), after reading the 3 cards (perkMiner, perkWILDMiner, perkWildcard2) that it gives you at the end of completing the miner class, notice that I had 41 skill points, as far as I have been able to check the quest.xml file, the card perkWildcard2 is the one that gives you the 40 skillpoints. The perkWildcard gives you 20 skilpoints. The perkWildcard1 card grants you 30 skillpoints. I comment on it in case Drithyl wants to modify the file, because there are several classes that grant these cards. Regards Yeh will recheck valmars original but i don't recall adjustong those values of what the wildcards gives you just in case I did. Edited February 8 by stallionsden (see edit history) Link to post Share on other sites
stallionsden 440 Posted February 8 Author Share Posted February 8 @gouki @DrithylDefinately was valmar whom did the wild cards at 50 -- 1 Link to post Share on other sites
Gouki 130 Posted February 9 Share Posted February 9 20 hours ago, stallionsden said: @gouki @DrithylDefinately was valmar whom did the wild cards at 50 -- What happened there? I don't have that in my file, it's very strange. What version are we each playing? That is a good question. Regards Link to post Share on other sites
stallionsden 440 Posted February 9 Author Share Posted February 9 9 minutes ago, Gouki said: What happened there? I don't have that in my file, it's very strange. What version are we each playing? That is a good question. Regards That is the original valmod where I got the code from to update. The pics above was to show the wildcards were 50 in valmod Link to post Share on other sites
Gouki 130 Posted February 11 Share Posted February 11 On 2/9/2021 at 2:07 PM, stallionsden said: That is the original valmod where I got the code from to update. The pics above was to show the wildcards were 50 in valmod Ahhh, I understand. I thought it was the normal mod that I am playing. Regards Link to post Share on other sites
Ornilx 3 Posted Tuesday at 09:32 AM Share Posted Tuesday at 09:32 AM (edited) Привет.Я хочу разработать последовательную систему для разблокировки навыков, но в случае блоков и медицины это не работает. Но ценность в экспертном оружии и perkHomemadeGuns работает, но для этого нужно только обновить предыдущий навык. Вот несколько примеров. https://ibb.co/k9TF6G7https://ibb.co/L0kMPXmhttps://ibb.co/TRnW41d Edited Tuesday at 09:38 AM by Ornilx (see edit history) Link to post Share on other sites
stallionsden 440 Posted Tuesday at 10:10 AM Author Share Posted Tuesday at 10:10 AM 41 minutes ago, Ornilx said: Привет.Я хочу разработать последовательную систему для разблокировки навыков, но в случае блоков и медицины это не работает. Но ценность в экспертном оружии и perkHomemadeGuns работает, но для этого нужно только обновить предыдущий навык. Вот несколько примеров. https://ibb.co/k9TF6G7https://ibb.co/L0kMPXmhttps://ibb.co/TRnW41d Hi @Ornilx Sorry I do not understand other languages. My apologies Link to post Share on other sites
Ornilx 3 Posted Tuesday at 12:04 PM Share Posted Tuesday at 12:04 PM (edited) 1 hour ago, stallionsden said: Hi @Ornilx Sorry I do not understand other languages. My apologies Hello.I want to develop a consistent system for unlocking skills, but in the case of blocks and medicine, this doesn't work. But the value in expert weapons and perkHomemadeGuns works, but it only needs to upgrade the previous skill. Here are some examples. Please tell me if you need a progression file Edited Tuesday at 12:06 PM by Ornilx (see edit history) Link to post Share on other sites
Cadamier 9 Posted 3 hours ago Share Posted 3 hours ago On 2/8/2021 at 3:04 PM, stallionsden said: @gouki @DrithylDefinately was valmar whom did the wild cards at 50 -- I do remember Valmod did give a bunch of skill points after completing the class quests but yes 50 does seem excessive. Albeit we still play with it LOL And they are seemingly different as for the class 'bonus' points to their 'class attributes.' I'd guess to say that halving the bonus skill points to spend would be good. But I have it in my head that the bonus for the miner was 41 and not 50. Could be wrong though. OH! The farmer and maybe someone else - at reward time - they get a tonne of schematics, if you're not prepared they can spill all over the place and some will be in accessible because they go behind the traitors counter. Link to post Share on other sites
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