kdthehun Posted November 22, 2020 Share Posted November 22, 2020 I like! 1 Link to comment Share on other sites More sharing options...
arramus Posted November 22, 2020 Author Share Posted November 22, 2020 Here is an update for the Snufkin Weapons Xpansion Mod. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov22 The changes are as follows: 1. Additional Hat/Clothing/Friend Mods. Rabbit Friend - (Damage to entities, Strength, Damage resistance, and heat/cold resistance) Snake Friend - (Increase in strength and fall bracing) Vulture Friend - (Jump strength increase and jump stamina loss reduction weighted with walk and run speed reduction) With localization. 2. As these 7 Mods have been added to hardened chest loot boxes along with the weapons, the probability of finding an Xpansion item has been increased from 0.2 to 0.25 while the probability of the type of item found remains exactly the same. This will ensure a slightly increased chance of finding something since there are so many more items added from the original mod settings. Link to comment Share on other sites More sharing options...
Blight Posted November 22, 2020 Share Posted November 22, 2020 (edited) Epic xD. Btw. does that attach funtion works on trees? xmas tree with candy weapons and a santa hat on top :p... Edited November 22, 2020 by Slawa (see edit history) 1 Link to comment Share on other sites More sharing options...
arramus Posted November 22, 2020 Author Share Posted November 22, 2020 59 minutes ago, Slawa said: Epic xD. Btw. does that attach funtion works on trees? xmas tree with candy weapons and a santa hat on top :p... I believe it would. The only issue is attaching multiple candy weapons to the same tree. For weapons there seems to be soooo many parts to attach to but other things are really limited. 1 Link to comment Share on other sites More sharing options...
kdthehun Posted November 22, 2020 Share Posted November 22, 2020 How about a Rudolf? Stag with red (light) nose and santa hat or bag. (Too bad the drop bag is yellow and not red...) Lootable after kill. 2 Link to comment Share on other sites More sharing options...
arramus Posted November 22, 2020 Author Share Posted November 22, 2020 1 hour ago, kdthehun said: How about a Rudolf? Stag with red (light) nose and santa hat or bag. (Too bad the drop bag is yellow and not red...) Lootable after kill. Interesting and from other animal mods and attachment capability, very possible. The drop bag could always be switched with a simple sack which I have seen taking a color. 1 Link to comment Share on other sites More sharing options...
arramus Posted November 23, 2020 Author Share Posted November 23, 2020 (edited) A small update with 2 more Hat/Clothing Mods from oakraven. Download: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-Stable-2020Nov23 This hat mod gives the user +2 harvest capability. Edited November 23, 2020 by arramus (see edit history) 1 Link to comment Share on other sites More sharing options...
kdthehun Posted November 23, 2020 Share Posted November 23, 2020 (edited) Wonder if you can do an upside down Planter... call it "Pothead" As tough as a rock as dumb as a brick! Oh wait that was Windows in the year2K. Windows CE ME and NT. Edited November 23, 2020 by kdthehun (see edit history) 1 Link to comment Share on other sites More sharing options...
arramus Posted November 23, 2020 Author Share Posted November 23, 2020 17 hours ago, kdthehun said: How about a Rudolf? Stag with red (light) nose and santa hat or bag. (Too bad the drop bag is yellow and not red...) Lootable after kill. Oh you sweet little timid animal. What have people done to you? Take this tasty morsel. It has potential. The Paindeer. Link to comment Share on other sites More sharing options...
kdthehun Posted November 23, 2020 Share Posted November 23, 2020 lol Link to comment Share on other sites More sharing options...
arramus Posted January 22, 2021 Author Share Posted January 22, 2021 (edited) A small update based on a request from @Donmegawatt to counteract the effects of Mantis narcotics through wearing a mod hat. This hat also counteracts the effects of the Banshee scream, Parasite leach, and Archon self buff. Download here: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021Jan21 Speaker Hat Mod Impervious to Banshee scream Mantis narcotics And Parasite leach. They will most certainly continue to cause damage, just without their special attack. A meeting of heads. In addition, this was also a chance to tweak the loot boxes to reflect the additional hat and ensure everything remained functional in 19.4(b3) Edited January 22, 2021 by arramus (see edit history) 1 Link to comment Share on other sites More sharing options...
Huie Posted January 24, 2021 Share Posted January 24, 2021 Hello, I'm having a issue with the loot machine. When interacting with the machine, I'm experiencing red words: nullReferenceException Link to comment Share on other sites More sharing options...
arramus Posted January 24, 2021 Author Share Posted January 24, 2021 9 hours ago, Huie said: Hello, I'm having a issue with the loot machine. When interacting with the machine, I'm experiencing red words: nullReferenceException Unfortunate, and this is reported from time to time. Snufkin designed the Loot Machine to display images hosted on external websites. The exact links can be found within the mod itself. It appears that when a client is not able to call on the images, this error appears. We tested this on the ZombieShack server where 20 players could use the Loot Machine but one player could not. This inferred a client side issue possibly linked to a firewall or not being able to access the images from their location. Link to comment Share on other sites More sharing options...
arramus Posted January 26, 2021 Author Share Posted January 26, 2021 Added a 10 second take delay to allow Land Claim Owners to pick up their Add On Loot Box. This is the same feature seen for the workbench, forge, etc. This has been updated to the latest upload and server hosts just need to replace it with this new build. Alternatively, go into your Loot Box Add On folder and change: <property name="TakeDelay" value="0"/> to <property name="TakeDelay" value="10"/> or another number you prefer in the blocks.xml for the loot book properties. Link to comment Share on other sites More sharing options...
arramus Posted January 26, 2021 Author Share Posted January 26, 2021 (edited) On 1/24/2021 at 10:24 PM, Huie said: Hello, I'm having a issue with the loot machine. When interacting with the machine, I'm experiencing red words: nullReferenceException Hi Huie, I received some feedback that picking up the Loot Box (as long as you own it) and replacing it again made it work for another player. We just released a new version of the mod that allows you to pick up your Loot Box in your Land Claim Area with a 10 second timer and replace it just like you can with other things you own. Edited January 26, 2021 by arramus (see edit history) Link to comment Share on other sites More sharing options...
Huie Posted January 26, 2021 Share Posted January 26, 2021 1 hour ago, arramus said: Hi Huie, I received some feedback that picking up the Loot Box (as long as you own it) and replacing it again made it work for another player. We just released a new version of the mod that allows you to pick up your Loot Box in your Land Claim Area with a 10 second timer and replace it just like you can with other things you own. Thank you very much, I'll have a try. By the way I also find a VPN may solve the problem? I used my Clash for Windows and I managed to use the loot machine. 1 Link to comment Share on other sites More sharing options...
arramus Posted January 26, 2021 Author Share Posted January 26, 2021 2 hours ago, Huie said: Thank you very much, I'll have a try. By the way I also find a VPN may solve the problem? I used my Clash for Windows and I managed to use the loot machine. Decent, you found a workaround and shared it. This will now be a further option for other users to explore should it come to that. Link to comment Share on other sites More sharing options...
arramus Posted January 31, 2021 Author Share Posted January 31, 2021 Here's a little something being implemented in the background called the 'Brainsaw'. As of yet, I haven't personally made any weapons for the Xpansion mod but this has been something developing in the background as I learned more about XML modding. It's coming together and beyond a buff effect has everything in place. I wanted to post the concept now as @NerdyHippie has just released a wonderful mod called Nerdy's Happy Little Chainsaw Mod which is all any Evil Dead/LIving Dead/Chainsaw minded fan has ever dreamed of and I wanted to make sure they are compatible. Fortunately, these mods won't conflict because the Brainsaw will be introduced separately as a new item which runs on customised chainsaw code and they can be used interchangeably. Cosmetics - The Brainsaw is tinted red to distinguish it and for more of a Berserk appeal. It also has the baton sparks and 'plasma' rings running along the blade teeth with the main power flux beginning in the engine area. Power- This is a level 6 version with 44 Melee Damage but the base entity damage is 30. Any lower lacked that Xpansion weapon kick and any higher could feel a touch too much when considering its place among other Xpansion weapons. It also has the ability to dismember but at a 50% chance. This was utilised from the Sledgehammer but had the perk dependence removed. Recipe- A simple recipe allows you to make a Level 1 version and you'll find higher levels in Loot as is standard for this mod. Effect - This is the feature that has not been fully implemented yet. My hope is that when you eliminate an entity, your screen will see a subtle red tint and this will fade back to normal when the spree ends. Using trigger="onSelfKilledOther" action="ModifyScreenEffect" is what I'm playing with and @oakraven's support and experience is always gladly welcome. The idea behind this is a Doom Berserk moment coupled with an Ash (Evil Dead) ego/adrenalin moment. Link to comment Share on other sites More sharing options...
harharcarrot Posted February 2, 2021 Share Posted February 2, 2021 Hey there! What Ammo does the HyperBlaster use? I cant seem to figure that one out. Thanks! Link to comment Share on other sites More sharing options...
arramus Posted February 2, 2021 Author Share Posted February 2, 2021 3 hours ago, harharcarrot said: Hey there! What Ammo does the HyperBlaster use? I cant seem to figure that one out. Thanks! Hello, the HyperBlaster uses Energy Cells (Nicad battery icon). I can't upload an image at the moment because the forum seems to have an issue with adding them. Snufkin did match the colour of the weapon and ammo though. Be careful as it's a Screamer magnet and will bring 2 - 3 in rapid succession with a prolonged burst of fire. 1 Link to comment Share on other sites More sharing options...
arramus Posted February 3, 2021 Author Share Posted February 3, 2021 The Brainsaw has been added to the Xpansion weapons. The download remains as: https://github.com/arramus/Snufkin-Weapons-Xpansion-A19-2021Jan21 It has been added to the existing Github version since the forum is undergoing a maintenance review at the moment and attaching/direct images have been put on hold. Link to comment Share on other sites More sharing options...
ZedWinter Posted March 3, 2021 Share Posted March 3, 2021 I am having an issue using whenever I look up the redammo for the BlackWidow Bow I start getting errors. I am using a small server for a group of my friends and I just am wondering if anyone had issues like this. I am using the Darkness Fall Mod. Link to comment Share on other sites More sharing options...
arramus Posted March 3, 2021 Author Share Posted March 3, 2021 7 hours ago, ZedWinter said: I am having an issue using whenever I look up the redammo for the BlackWidow Bow I start getting errors. I am using a small server for a group of my friends and I just am wondering if anyone had issues like this. I am using the Darkness Fall Mod. Hello. Yes, others have had issues of a similar nature when attempting to run Darkness Falls or War of the Walkers type mods. There is often a conflict where a mod may have identical IDs with, in your case, Darkness Falls. It can cause one of them to be nulled and cause NRE errors when the game calls on them. Some users have found that lootcontainerid numbers in the loot.xml are conflicting as they are identical and have had to manually change them as the conflict can pass to another asset, in your case redammo which can just be a victim of the conflict and not the cause. I have never tried to run Darkness Falls with mods and cannot offer any clear assistance on resolving this. I hope other community members will offer support as some have been able to resolve it. Link to comment Share on other sites More sharing options...
MeredithS Posted April 11, 2021 Share Posted April 11, 2021 Hello! So.. I had an issue with the Lootbox Machine too, like the person above. Im running the SMX UI, Menu, etc mods and when I place the machine, I only get the half naked lady with four empty boxes where all the options should be. I've used this mod on my last server without running the SMX mods and everything was there nice and neat. Is there a way you could make this mod adaptable for SMX Ui ? Or a way that I could myself (Though I have no experience or knowledge in changing these thing, I can follow directions if there was help =) ) Link to comment Share on other sites More sharing options...
arramus Posted April 12, 2021 Author Share Posted April 12, 2021 2 hours ago, MeredithS said: Hello! So.. I had an issue with the Lootbox Machine too, like the person above. Im running the SMX UI, Menu, etc mods and when I place the machine, I only get the half naked lady with four empty boxes where all the options should be. I've used this mod on my last server without running the SMX mods and everything was there nice and neat. Is there a way you could make this mod adaptable for SMX Ui ? Or a way that I could myself (Though I have no experience or knowledge in changing these thing, I can follow directions if there was help 😃 ) Can I confirm it's the SMX UI and possibly others by Sirillion? If so, it may well be worth asking Sirillion directly if they wouldn't mind taking a look at the lootbox mod itself and possibly customising it to fit into SMX rather than the other way around. It may well be less coding to implement things that way. Snufkin has been very open to other modders supporting his work and actively encouraged modders to utilise his assets which has been done for expanded version of his mods. Link to comment Share on other sites More sharing options...
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