Gouki Posted July 23, 2020 Share Posted July 23, 2020 Just now, kanealpha said: so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos? Hi kanealpha Open the blocks and recipes.xml files, change each one of the names for the corresponding zombie, with respect to changing their position I don't know much (stallionsden will tell you), it takes a lot of work to do this mod, there are many lines. Link to comment Share on other sites More sharing options...
stallionsden Posted July 23, 2020 Author Share Posted July 23, 2020 (edited) 6 hours ago, kanealpha said: so which zombie is which with the Zombie display mod, they all are named the same except the number. no idea which one is the cop, thestripper, nurse, tourist... and they spawn in a weird position. no way to name them and make them in 1 sleeping and 1 standing pos? I have left it exactly how valmar had made it. However with the standing and sitting thing. I can add to it which is which but that be changing the original mod by valmar. But will get to it. That position is how i got it to. Before they were half way in the ground. But will also have a fix for you next update for you As much as possible i try to keep valmars mods orIginal as he had it. Edited July 23, 2020 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
MasterScrotis Posted July 23, 2020 Share Posted July 23, 2020 (edited) So after a bit of trial and error I nailed it perfectly. Even though this kind of makes it my idea instead I present Valmars Auto Wall Mod V19 Spoiler <block name="AutoWall:Wood"> <property name="CustomIcon" value="woodBlock"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Tags" value="wood"/> <property name="Material" value="Mwood_regular"/> <property name="Texture" value="241"/> <property name="FuelValue" value="300"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceWood" value="3"/> </property> <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="1"/> <property name="FilterTags" value="fbuilding,fwood"/> <property name="SortOrder1" value="4020"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="woodMaster"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awWoodBlock2"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock3"/> </block> <block name="awWoodBlock3"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock4"/> </block> <block name="awWoodBlock4"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock5"/> </block> <block name="awWoodBlock5"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="woodMaster"/> </block> <block name="AutoWall:ScrapIron"> <property name="CustomIcon" value="rScrapIronMaster"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Material" value="Mmetal_medium"/> <property name="Texture" value="241"/> <property name="FuelValue" value="1"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceScrapIron" value="30"/> </property> <drop event="Harvest" name="resourceScrapIron" count="17" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="40"/> <property name="FilterTags" value="fbuilding,firon"/> <property name="SortOrder1" value="40g0"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="rScrapIronMaster"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awSIBlock2"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock3"/> </block> <block name="awSIBlock3"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock4"/> </block> <block name="awSIBlock4"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock5"/> </block> <block name="awSIBlock5"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="rScrapIronMaster"/> </block> <block name="AutoWall:Concrete"> <property name="CustomIcon" value="pouredConcreteMaster"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Material" value="Mconcrete"/> <property name="Texture" value="176"/> <property name="FuelValue" value="1"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceConcreteMix" value="8"/> </property> <drop event="Harvest" name="resourceCement" count="8" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/> <property name="Class" value="UpgradeRated"/> <property name="UpgradeRated.ToBlock" value="concreteMaster"/> <property name="UpgradeRated.Rate" value="4"/> <drop event="Destroy" count="0"/> <property name="EconomicValue" value="50"/> <property name="EconomicBundleSize" value="20"/> <property name="FilterTags" value="fbuilding,fconcrete"/> <property name="SortOrder1" value="40m0"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="pouredConcreteMaster"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awCBlock2"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock3"/> </block> <block name="awCBlock3"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock4"/> </block> <block name="awCBlock4"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock5"/> </block> <block name="awCBlock5"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="pouredConcreteMaster"/> </block> Its Not Exactly How Valmar Made it, But its the exact same thing Except in Alpha 19 baby! If there is another way to streamline it even further of course id love to learn about it. What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p I actually Created a few Recipes for the blocks too but you'll have to gate them with quests or perks or whatever use them if/how you wish 😃 Spoiler <recipe name="AutoWall:Wood" count="1" craft_time="6"> <ingredient name="woodFrameBlockVariantHelper" count="6"/> <ingredient name="resourceWood" count="12"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> <recipe name="AutoWall:ScrapIron" count="1" craft_time="20"> <ingredient name="scrapIronFrameBlockVariantHelper" count="6"/> <ingredient name="resourceScrapIron" count="90"/> <ingredient name="resourceClayLump" count="24"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> <recipe name="AutoWall:Concrete" count="1" craft_time="48"> <ingredient name="resourceConcreteMix" count="60"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> Much Love All ❤️ Edited July 23, 2020 by MasterScrotis (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 23, 2020 Author Share Posted July 23, 2020 5 minutes ago, MasterScrotis said: So after a bit of trial and error I nailed it perfectly. Even though this kind of makes it my idea instead I present Valmars Auto Wall Mod V19 Hide contents <block name="AutoWall:Wood"> <property name="CustomIcon" value="woodBlock"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Tags" value="wood"/> <property name="Material" value="Mwood_regular"/> <property name="Texture" value="241"/> <property name="FuelValue" value="300"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceWood" value="3"/> </property> <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="1"/> <property name="FilterTags" value="fbuilding,fwood"/> <property name="SortOrder1" value="4020"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="woodMaster"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awWoodBlock2"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock3"/> </block> <block name="awWoodBlock3"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock4"/> </block> <block name="awWoodBlock4"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awWoodBlock5"/> </block> <block name="awWoodBlock5"> <property name="Extends" value="AutoWall:Wood"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="woodMaster"/> </block> <block name="AutoWall:ScrapIron"> <property name="CustomIcon" value="rScrapIronMaster"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Material" value="Mmetal_medium"/> <property name="Texture" value="241"/> <property name="FuelValue" value="1"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceScrapIron" value="30"/> </property> <drop event="Harvest" name="resourceScrapIron" count="17" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="40"/> <property name="FilterTags" value="fbuilding,firon"/> <property name="SortOrder1" value="40g0"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="rScrapIronMaster"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awSIBlock2"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock3"/> </block> <block name="awSIBlock3"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock4"/> </block> <block name="awSIBlock4"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awSIBlock5"/> </block> <block name="awSIBlock5"> <property name="Extends" value="AutoWall:ScrapIron"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="rScrapIronMaster"/> </block> <block name="AutoWall:Concrete"> <property name="CustomIcon" value="pouredConcreteMaster"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Material" value="Mconcrete"/> <property name="Texture" value="176"/> <property name="FuelValue" value="1"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceConcreteMix" value="8"/> </property> <drop event="Harvest" name="resourceCement" count="8" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedStone" count="1" prob="0.75" stick_chance="1"/> <property name="Class" value="UpgradeRated"/> <property name="UpgradeRated.ToBlock" value="concreteMaster"/> <property name="UpgradeRated.Rate" value="4"/> <drop event="Destroy" count="0"/> <property name="EconomicValue" value="50"/> <property name="EconomicBundleSize" value="20"/> <property name="FilterTags" value="fbuilding,fconcrete"/> <property name="SortOrder1" value="40m0"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="pouredConcreteMaster"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock2" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> <block name="awCBlock2"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock3"/> </block> <block name="awCBlock3"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock4"/> </block> <block name="awCBlock4"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="awCBlock5"/> </block> <block name="awCBlock5"> <property name="Extends" value="AutoWall:Concrete"/> <property name="CreativeMode" value="None"/> <drop event="Destroy" count="0"/> <property name="PlantGrowing.GrowOnTop" value="pouredConcreteMaster"/> </block> Its Not Exactly How Valmar Made it, But its the exact same thing Except in Alpha 19 baby! If there is another way to streamline it even further of course id love to learn about it. What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p I actually Created a few Recipes for the blocks too but you'll have to gate them with quests or perks or whatever use them if/how you wish 😃 Hide contents <recipe name="AutoWall:Wood" count="1" craft_time="6"> <ingredient name="woodFrameBlockVariantHelper" count="6"/> <ingredient name="resourceWood" count="12"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> <recipe name="AutoWall:ScrapIron" count="1" craft_time="20"> <ingredient name="scrapIronFrameBlockVariantHelper" count="6"/> <ingredient name="resourceScrapIron" count="90"/> <ingredient name="resourceClayLump" count="24"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> <recipe name="AutoWall:Concrete" count="1" craft_time="48"> <ingredient name="resourceConcreteMix" count="60"/> <ingredient name="resourceMechanicalParts" count="6"/> </recipe> Much Love All ❤️ sweet thanks, will convert to xpath modlet to. and add to the O.P and credit your work ofc 🙂 Link to comment Share on other sites More sharing options...
MasterScrotis Posted July 23, 2020 Share Posted July 23, 2020 (edited) 23 minutes ago, MasterScrotis said: If there is another way to streamline it even further of course id love to learn about it. What exactly is the function of param2 now? does it even do anything it could have knocked this process down to 3 blocks instead of like 15 lol but I couldnt figure it =p These are still Valid questions except 16 minutes ago, stallionsden said: sweet thanks, will convert to xpath modlet to. now I have another lol.. What does that mean? Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit Spoiler <block name="AutoWallInfinite:Wood"> <property name="CustomIcon" value="woodBlock"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Tags" value="wood"/> <property name="Material" value="Mwood_regular"/> <property name="Texture" value="241"/> <property name="FuelValue" value="300"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceWood" value="3"/> </property> <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="1"/> <property name="FilterTags" value="fbuilding,fwood"/> <property name="SortOrder1" value="4020"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="woodMaster"/> <property name="PlantGrowing.GrowOnTop" value="AutoWallInfinite:Wood" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> And a recipe for it cuz why not lmao maybe someone wants to use these. Spoiler <recipe name="AutoWallInfinite:Wood" count="1" craft_time="60"> <ingredient name="woodFrameBlockVariantHelper" count="100"/> <ingredient name="resourceWood" count="6000"/> </recipe> Dont add this to the mod though XD just for fun. Edit: wouldn't be me without forgetting to say thanks for your time and support. Edited July 23, 2020 by MasterScrotis (see edit history) 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 23, 2020 Author Share Posted July 23, 2020 1 minute ago, MasterScrotis said: These are still Valid questions except now I have another lol.. What does that mean? Also for fun Heres how you make an Auto Wall that goes all the way up to the build limit Reveal hidden contents <block name="AutoWallInfinite:Wood"> <property name="CustomIcon" value="woodBlock"/> <property name="DescriptionKey" value="devOnlyGroupDesc"/> <property name="Group" value="Building,advBuilding"/> <property name="Tags" value="wood"/> <property name="Material" value="Mwood_regular"/> <property name="Texture" value="241"/> <property name="FuelValue" value="300"/> <property name="CreativeMode" value="Player"/> <property name="MultiBlockDim" value="0,5,0"/> <property name="IsDistantDecoration" value="true"/> <property class="RepairItems"> <property name="resourceWood" value="3"/> </property> <drop event="Harvest" name="resourceWood" count="2" tag="allHarvest"/> <drop event="Destroy" count="0"/> <drop event="Fall" name="terrDestroyedWoodDebris" count="1" prob="0.75" stick_chance="1"/> <property name="EconomicValue" value="10"/> <property name="EconomicBundleSize" value="1"/> <property name="FilterTags" value="fbuilding,fwood"/> <property name="SortOrder1" value="4020"/> <property name="SortOrder2" value="0002"/> <property name="Class" value="PlantGrowing"/> <property name="PlantGrowing.IsGrowOnTopEnabled" value="true"/> <property name="PlantGrowing.Next" value="woodMaster"/> <property name="PlantGrowing.GrowOnTop" value="AutoWallInfinite:Wood" /> <property name="PlantGrowing.FertileLevel" value="0"/> <property name="PlantGrowing.GrowthRate" value="0.01"/> <property name="PlantGrowing.IsRandom" value="false"/> <property name="PlantGrowing.LightLevelStay" value="0"/> </block> And a recipe for it cuz why not lmao maybe someone wants to use these. Reveal hidden contents <recipe name="AutoWallInfinite:Wood" count="1" craft_time="60"> <ingredient name="woodFrameBlockVariantHelper" count="100"/> <ingredient name="resourceWood" count="6000"/> </recipe> Dont add this to the mod though XD just for fun. xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines. Link to comment Share on other sites More sharing options...
letvizard Posted July 23, 2020 Share Posted July 23, 2020 Good can you help me this error gives me the game with the gasoline trap Link to comment Share on other sites More sharing options...
MasterScrotis Posted July 23, 2020 Share Posted July 23, 2020 4 minutes ago, stallionsden said: xpath is the newish (since a17) way of adding code to the game. rather then just add lines to each xml, you create a Mods folder inside game folder where the exe is. Then in it you have your mods , which injects code into the game for you rather then you having to manually add lines. Appreciate The Information lol Last mod I released was like the day of Alpha 15 launch so i'm a bit rusty 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 23, 2020 Author Share Posted July 23, 2020 58 minutes ago, letvizard said: Good can you help me this error gives me the game with the gasoline trap Can you upload a output.log or players.log for me to see please. Link to comment Share on other sites More sharing options...
letvizard Posted July 23, 2020 Share Posted July 23, 2020 I think this is output_log__2020-07-23__15-45-06.txt Link to comment Share on other sites More sharing options...
Gouki Posted July 23, 2020 Share Posted July 23, 2020 (edited) 48 minutes ago, stallionsden said: Can you upload a output.log or players.log for me to see please. I think it's missing again Open the file recipes.xml and add after scrapable = "false" this line tags = "learnable", in trap gas can and I suppose in the others that should fix it. Edited July 23, 2020 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
stallionsden Posted July 23, 2020 Author Share Posted July 23, 2020 Just now, Gouki said: Hi letvizar I think it's missing again Open the file recipes.xml and add after scrapable = "false" this line tags = "learnable", in trap gas can y supongo en las demas, that should fix it. Dude thanks i will fix it so everyone can use it. Link to comment Share on other sites More sharing options...
Gouki Posted July 23, 2020 Share Posted July 23, 2020 1 minute ago, stallionsden said: Dude thanks i will fix it so everyone can use it. You're welcome, stallionsden. I am here to help when I can and what I can. 1 Link to comment Share on other sites More sharing options...
letvizard Posted July 23, 2020 Share Posted July 23, 2020 The error no longer appears to me, but when I started another one appeared and the object disappeared Link to comment Share on other sites More sharing options...
Gouki Posted July 23, 2020 Share Posted July 23, 2020 (edited) 6 minutes ago, letvizard said: The error no longer appears to me, but when I started another one appeared and the object disappeared You have it like this: <recipe name = "trapGasCan" count = "1" scrapable = "False" tags="learnable"> <ingredient name = "ammoGasCan" count = "4" /> <ingredient name = "resourceGunPowder" count = "4" /> <ingredient name = "resourceScrapPolymers" count = "8" /> </recipe> Edited July 23, 2020 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
letvizard Posted July 23, 2020 Share Posted July 23, 2020 copy the code but I get back the previous error Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 UPDATED VALMARS EXTENDED TRAPS FIXED - trapgun, trapgas and traps all unlock via the trapschemetics now Link to comment Share on other sites More sharing options...
letvizard Posted July 24, 2020 Share Posted July 24, 2020 I download it again, is the download corrected? Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 1 minute ago, letvizard said: I download it again, is the download corrected? yes Link to comment Share on other sites More sharing options...
letvizard Posted July 24, 2020 Share Posted July 24, 2020 Thank you very much. the error has been corrected 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 3 minutes ago, letvizard said: Thank you very much. the error has been corrected awesome and sorry Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 UPDATED VALMARS ZOMBIE DISPLAYS FIXED - Added names to identify which is which - Added animals not existent in previous versions TO DO STILL - Get feral and radiated versions not yet converted to their actual feral and radiated versions UNABLE TO CHANGE - Zombie display positions. Since A19 these have been how they were. (I tried pose positions as found in sleeperblocks, didnt change anything) But they look good and work 🙂 Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 NEW MODLET: AUTO WALLS Originally created by Valmar, Bought to A19 by MasterScrotis 1 Link to comment Share on other sites More sharing options...
stallionsden Posted July 24, 2020 Author Share Posted July 24, 2020 UPDATED VALMARS ANIMAL SNARES FIXED - Removed eggs from animal snares - Added bones to animal snare group - Fixed Book unlocks (Time for animal snares and coops to change are approximately 2 to 6 in game days, could not get a consistent value so seems randomness plays an effect with it as well.) Link to comment Share on other sites More sharing options...
dodoriax Posted July 24, 2020 Share Posted July 24, 2020 HEY MAN how can i use the sink for working ovens and sink? cant seem to find the faucet or sink that can produce these murky waters, can u provide me the name of that specific item? Link to comment Share on other sites More sharing options...
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