marbu Posted November 4, 2021 Share Posted November 4, 2021 Hey, could someone do me a little mod that removes landmines from wasteland? or could someone tell me how to? thanks. Link to comment Share on other sites More sharing options...
BFT2020 Posted November 4, 2021 Share Posted November 4, 2021 (edited) 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 November 4, 2021 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
BFT2020 Posted November 4, 2021 Share Posted November 4, 2021 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. Link to comment Share on other sites More sharing options...
marbu Posted November 5, 2021 Author Share Posted November 5, 2021 Ive set everything to 0 but the mines are still there, probably because the mines are already loaded on my savegame. I probably need to start a new game. Thanks anyway. Link to comment Share on other sites More sharing options...
BFT2020 Posted November 5, 2021 Share Posted November 5, 2021 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 1 Link to comment Share on other sites More sharing options...
BFT2020 Posted November 5, 2021 Share Posted November 5, 2021 In the blocks file, you can adjust the mines attributes in there: Quote <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 Quote <property name="Explosion.RadiusBlocks" value="2"/> How far the mine explosion effects blocks around it Quote <property name="Explosion.RadiusEntities" value="4"/> How far the mine explosion effects entities around it (i.e. the player, zombies, animals) Quote <property name="Explosion.BlockDamage" value="10"/> Damage to the blocks in the area after the mine explodes Quote <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 Quote <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 1 Link to comment Share on other sites More sharing options...
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