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Request: Remove Mines from Wasteland


marbu

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Never done this before but try this:

 

Go to biomes.xml file

 

Find all instances in the Wasteland biomes selection and remove these lines

 

Quote

                <decoration type="block" blockname="mineCandyTin" prob="0.00015"/>
                <decoration type="block" blockname="mineHubcap" prob="0.0001"/>
                <decoration type="block" blockname="hubcapNoMine" prob="0.0011"/></decorations>

 

You can create a modlet that would remove these items automatically using <remove xpath> commands.  Then if the game updates, your modlet will always remove those items from the biomes file

 

I am currently at work so I can't write up something real quick for you (don't have access to Notepad++ or the ability to verify I did it correctly) so I will see what I can do this evening unless someone else beats me to it.

Edited by BFT2020 (see edit history)
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Create a biomes.xml file and include the following:

Quote

 

<config>

<remove xpath="/worldgeneration/biomes/biome[@name='wasteland']/subbiome/decorations/decoration[@blockname='mineCandyTin']"></remove>
<remove xpath="/worldgeneration/biomes/biome[@name='wasteland']/subbiome/decorations/decoration[@blockname='mineHubcap']"></remove>
<remove xpath="/worldgeneration/biomes/biome[@name='wasteland']/subbiome/decorations/decoration[@blockname='hubcapNoMine']"></remove>


</config>

 

 

It loaded fine, but I couldn't find a wastelands area to check.  Let me know if this works for you.

 

 

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This would only work during world generation, as that is when the mines are placed in the area.

 

If you don’t want to deal with the mines in a world already generated, you got two options:

 

1) Go to CM and gift yourself the perk book that prevents you from setting off landmines or

 

2) disable the effects of the landmines through xml

 

The first one means you don’t trip them but still can take damage if something else does and you are close to one while the second option disables all mines in the game

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In the blocks file, you can adjust the mines attributes in there:

 

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    <property name="Explosion.ParticleIndex" value="11"/>

 

Not sure what this does unless I try it out, but I think this is for the explosion effect


 

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    <property name="Explosion.RadiusBlocks" value="2"/>

 

How far the mine explosion effects blocks around it


 

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    <property name="Explosion.RadiusEntities" value="4"/>

 

How far the mine explosion effects entities around it (i.e. the player, zombies, animals)


 

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    <property name="Explosion.BlockDamage" value="10"/>

 

Damage to the blocks in the area after the mine explodes


 

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    <property name="Explosion.EntityDamage" value="276"/> <!-- damage for entities in the center of the explosion. -->

 

Damage to entities in the area after the mine explodes


 

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    <property name="Explosion.DamageBonus.stone" value="0.1"/>
    <property name="Explosion.DamageBonus.metal" value="0.1"/>
    <property name="Explosion.DamageBonus.earth" value="0"/>
    <property name="Explosion.DamageBonus.wood" value="0"/>
    <property name="Explosion.DamageBonus.water" value="0"/>

 

Modifications to damage applied to certain blocks

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