Valmar Posted May 11, 2016 Author Share Posted May 11, 2016 Looks like a bunch of great stuff added! Planning on building a shop around the "mailbox" and luring a zombie into it to act as a merchant. He'll have about the same personality as most pawn shop owners anyway, if what I see on tv is any indication... "I increased the probability of the zombie gorilla boss to spawn" Wait, what? 0_o Good luck not having the zombie destroy the shop. Lol. Its not the best system and It is a bet upsetting you can't buy ammo without knowing how to craft it but it should be nice to have while we wait for NPC merchants. And the zombie gorilla boss has never been reported to me as spawning. So either I had its probability too low or the game never spawns the feral group. I'm entirely sure. I'm sure someone like Chaossocks would know - I should probably ask at some point. I got involved with the forge conversation in the A15 thread. Thought I'd repost my idea's here, in case there's anything you could use in your great mod pack (ignore the multi-block idea, I know this isn't possible without SDX): "I'd like to see an easy to make, high degradation forge similar to what we have now for low end stuff, like forged iron and ammo components, but a multi-block, more permanent "smeltery" that's made from scavenged parts, like what Tinkers Construct provides in Minecraft, for the higher end product. Maybe even bring back a few molds to use for steel items like the pick, the axe, etc. Once electricity is in the game, one of the scavenged pieces could be a blower to amp up the heat to produce steel. (*Valmod could use a battery instead) Smeltery's could be found in factories and other buildings, components as rare loot or laying around in the wasteland and burnt forests. Break apart the whole smeltery for a chance to get components, or set up the electricity at the factory to use the smeltery there. Coal, or coal coke (20 coal, 20 oil shale?) to add the heat, the blower to intensify the heat for steel." Its possible. Having it take up more than one block is also technically possible. Infact my mod previously, in A13, had a "superior forge" that smelted things faster and more efficiently. Still this isn't really something I want to do atm if only because I really never liked that I had to use the same model as a normal forge. I want it to be visually distinct. That being said the idea itself is certainly possible. Link to comment Share on other sites More sharing options...
Kresdja Posted May 12, 2016 Share Posted May 12, 2016 Is it possible to make schematics scrap into 1-2 survivor notes? Seem to find the same 1-2 schematics all the time. Link to comment Share on other sites More sharing options...
Requiemfang Posted May 12, 2016 Share Posted May 12, 2016 Hey Val just wondering if this was a mistake when I was checking the item xml file? <item id="1711" name="steelHelmet"> <property name="Extends" value="scrapBoots" /> shouldn't that extend to the iron helmet? Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 Is it possible to make schematics scrap into 1-2 survivor notes? Seem to find the same 1-2 schematics all the time. That's a good idea, I like it. I'll make a note to make that possible in the next update. Hey Val just wondering if this was a mistake when I was checking the item xml file? <item id="1711" name="steelHelmet"> <property name="Extends" value="scrapBoots" /> shouldn't that extend to the iron helmet? No. The way extends work is that they will copy all the stats from the item it extends from EXCEPT for the ones specifically listed in the item. So even though it extends from boots it does not use the boots overlay, texture or anything that is actually significant about the boots. Actually if you look at the vanilla armors you'll notice they nearly all extend from their boots too. <item id="371" name="leatherGloves"> <!-- leatherArmor --> <property name="Extends" value="leatherBoots" /> Link to comment Share on other sites More sharing options...
fireidar Posted May 12, 2016 Share Posted May 12, 2016 Hey Valmar! I have a question. I've added three new recipes and even though they register they won't work in the brewery. They are Blueberry and grape cider and grape wine. I checked against your apple cider items when I put them in the item.xml and when I put in the recipes I put it under brewery instead of cooking pot or such. Only even through they show up in creative, they don't in the brewery. Is there a way to get them registered? Do I have to list them somewhere else than items and recipe? Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 Hey fire. May I see the items and recipes? Link to comment Share on other sites More sharing options...
fireidar Posted May 12, 2016 Share Posted May 12, 2016 Hey fire. May I see the items and recipes? <item id="1466" name="Blueberry Cider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="5" /> <property name="Gain_water" value="5" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="1467" name="Grape Cider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="4" /> <property name="Gain_water" value="10" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="1468" name="BlueberryWine"> <property name="Meshfile" value="Items/Food/bottledBeerPrefab" /> <property name="Material" value="glass" /> <property name="HoldType" value="3" /> <property name="Weight" value="10" /> <property name="Stacknumber" value="50" /> <!-- 15 - 50 STK drink --> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_stamina" value="20" /> <property name="Gain_food" value="1" /> <property name="Gain_water" value="-2" /> <property name="Sound_start" value="UseActions/player_drinking" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> <property name="Group" value="Food/Cooking" /> </item> <recipe name="BlueberryWine" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="10"/> <ingredient name="bottledWater" count="1"/> <ingredient name="Hops" count="1"/> </recipe> <recipe name="Blueberry Cider" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="15"/> <ingredient name="emptyJar" count="1" /> </recipe> <recipe name="Grape Cider" count="1" scrapable="False" craft_area="Brewery"> <ingredient name="Grape" count="5" /> <ingredient name="emptyJar" count="1" /> </recipe> _________________updated_____________________ Also I just installed your update and have noticed a glitch\problem. I went to my farm and used the hoe to do an certain area. I'm using fertile earth and had a row of about fifteen blocks long. I had 29 seeds (the random ones) and two hops and two leek. Now these are the ONLY hops and leeks I have ever looted in the game since you introduced them so I was excited to plant them. Only to have the plants slid off and be destroyed. The only two plants I found of these and they were gone, destroyed. So I got the other seeds and tried them, only to loose at least nine out of the 29 plants. I tried digging up the earth, putting it back down and using the hoe again-same thing. I noticed the same thing happened when I experimented with the fertile earth that wasn't tilled, so thought something was keeping it from registering as tilled. I even tried standing there and using the hoe five times on the same area. Nothing. I tried using the human turds on the area, thinking that was it, but it didn't register THAT either. The previous version didn't do this. (My previous question was asked BEFORE I installed this update. Luckily I back up. Until you get back to me, I'm reinstalling the previous version.) Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 <item id="1466" name="Blueberry Cider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="5" /> <property name="Gain_water" value="5" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="1467" name="Grape Cider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="4" /> <property name="Gain_water" value="10" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="1468" name="BlueberryWine"> <property name="Meshfile" value="Items/Food/bottledBeerPrefab" /> <property name="Material" value="glass" /> <property name="HoldType" value="3" /> <property name="Weight" value="10" /> <property name="Stacknumber" value="50" /> <!-- 15 - 50 STK drink --> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_stamina" value="20" /> <property name="Gain_food" value="1" /> <property name="Gain_water" value="-2" /> <property name="Sound_start" value="UseActions/player_drinking" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> <property name="Group" value="Food/Cooking" /> </item> <recipe name="BlueberryWine" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="10"/> <ingredient name="bottledWater" count="1"/> <ingredient name="Hops" count="1"/> </recipe> <recipe name="Blueberry Cider" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="15"/> <ingredient name="emptyJar" count="1" /> </recipe> <recipe name="Grape Cider" count="1" scrapable="False" craft_area="Brewery"> <ingredient name="Grape" count="5" /> <ingredient name="emptyJar" count="1" /> </recipe> _________________updated_____________________ Also I just installed your update and have noticed a glitch\problem. I went to my farm and used the hoe to do an certain area. I'm using fertile earth and had a row of about fifteen blocks long. I had 29 seeds (the random ones) and two hops and two leek. Now these are the ONLY hops and leeks I have ever looted in the game since you introduced them so I was excited to plant them. Only to have the plants slid off and be destroyed. The only two plants I found of these and they were gone, destroyed. So I got the other seeds and tried them, only to loose at least nine out of the 29 plants. I tried digging up the earth, putting it back down and using the hoe again-same thing. I noticed the same thing happened when I experimented with the fertile earth that wasn't tilled, so thought something was keeping it from registering as tilled. I even tried standing there and using the hoe five times on the same area. Nothing. I tried using the human turds on the area, thinking that was it, but it didn't register THAT either. The previous version didn't do this. (My previous question was asked BEFORE I installed this update. Luckily I back up. Until you get back to me, I'm reinstalling the previous version.) Thanks for sharing I will Share with you <item id="xxxx" name="TunaSandWhich"> <property name="Meshfile" value="Items/Food/cornbreadPrefab" /> <property name="HandMeshfile" value="Items/Food/cornbreadHandPrefab" /> <property name="Material" value="organic" /> <property name="HoldType" value="15" /> <property name="Stacknumber" value="50" /> <!-- STK food --> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="5" /> <property name="Gain_food" value="15" /> <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="1" /> <property name="Sound_start" value="UseActions/player_eating" /> </property> <property name="Group" value="Food/Cooking" /> </item> <recipe name="TunaSandWhich" count="2" scrapable="False" > <ingredient name="canTuna" count="1"/> <ingredient name="Bread" count="1"/> </recipe> TunaSandWhich,items,Item Food,,Tuna Sandwhich,, TunaSandWhichDesc,items,Item Food,,"A loaf of bread and a can of Tuna,it can fill you up and improve your wellness.",, Need a Icon for your MOD folder..i cant share them here THey have to be 116x80 and a .png I use a program called "Gimp 2" its free and Open source Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 <recipe name="BlueberryWine" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="10"/> should be blueberries <ingredient name="bottledWater" count="1"/> <ingredient name="Hops" count="1"/> </recipe> <recipe name="Blueberry Cider" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="15"/> should be blueberries <ingredient name="emptyJar" count="1" /> </recipe> <recipe name="Grape Cider" count="1" scrapable="False" craft_area="Brewery"> <ingredient name="Grape" count="5" /> should be Grapes <ingredient name="emptyJar" count="1" /> </recipe> </recipes> Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 <recipe name="BlueberryWine" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="10"/> should be blueberries <ingredient name="bottledWater" count="1"/> <ingredient name="Hops" count="1"/> </recipe> <recipe name="Blueberry Cider" count="1" scrapable="False" craft_area="Brewery" > <ingredient name="Blueberries" count="15"/> should be blueberries <ingredient name="emptyJar" count="1" /> </recipe> <recipe name="Grape Cider" count="1" scrapable="False" craft_area="Brewery"> <ingredient name="Grape" count="5" /> should be Grapes <ingredient name="emptyJar" count="1" /> </recipe> </recipes> Hey Valmar You know whats strange..i get a Error with it "Extends Item Beer not specified for Item BlueberryCider" you get that same error? Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 _________________updated_____________________ Also I just installed your update and have noticed a glitch\problem. I went to my farm and used the hoe to do an certain area. I'm using fertile earth and had a row of about fifteen blocks long. I had 29 seeds (the random ones) and two hops and two leek. Now these are the ONLY hops and leeks I have ever looted in the game since you introduced them so I was excited to plant them. Only to have the plants slid off and be destroyed. The only two plants I found of these and they were gone, destroyed. So I got the other seeds and tried them, only to loose at least nine out of the 29 plants. I tried digging up the earth, putting it back down and using the hoe again-same thing. I noticed the same thing happened when I experimented with the fertile earth that wasn't tilled, so thought something was keeping it from registering as tilled. I even tried standing there and using the hoe five times on the same area. Nothing. I tried using the human turds on the area, thinking that was it, but it didn't register THAT either. The previous version didn't do this. (My previous question was asked BEFORE I installed this update. Luckily I back up. Until you get back to me, I'm reinstalling the previous version.) This update changed nothing about the plants. I've tested it out just now on both versions and I had no problem planting the seeds. So Im not sure what your problem is, unfortunately. Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 Hey Valmar You know whats strange..i get a Error with it "Extends Item Beer not specified for Item BlueberryCider" you get that same error? No. They worked okay for me. Did you change anything about them? Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 Nothing at all...Just copy in pasted them ...Will try it again from the Post Well ok correction..i change ID numbers to fit in my Config Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 Well i tried to Comment out each error but it all of them doing it.. same error I copied them from here just like they are Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 Here Valmar.... these are the ones from my Config <item id="647" name="BlueberryCider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="5" /> <property name="Gain_water" value="5" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="648" name="GrapeCider"> <property name="Extends" value="beer" /> <property name="DescriptionKey" value="appleCiderDesc"/> <property class="Action1"> <property name="Gain_food" value="4" /> <property name="Gain_water" value="10" /> <property name="Gain_stamina" value="20" /> <property name="Gain_wellness" value="0.8" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> </item> <item id="649" name="BlueberryWine"> <property name="Meshfile" value="Items/Food/bottledBeerPrefab" /> <property name="Material" value="glass" /> <property name="HoldType" value="3" /> <property name="Weight" value="10" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="0" /> <property name="Gain_stamina" value="20" /> <property name="Gain_food" value="1" /> <property name="Gain_water" value="-2" /> <property name="Sound_start" value="UseActions/player_drinking" /> <property name="Create_item" value="emptyJar" /> <property name="Buff" value="DrinkBeer" /> </property> <property name="Group" value="Food/Cooking" /> </item> Link to comment Share on other sites More sharing options...
Valmar Posted May 12, 2016 Author Share Posted May 12, 2016 The problem is the IDs. <item id="787" name="beer"> To extend from beer the ID has to be higher than beer. Its like the loot.xml and how groups have to come first before they ever get "called". In this case the items are looking for "beer" to extend from but since they come first in the file when they go looking for it they don't find it since it hasn't been read in yet. If that makes sense. Link to comment Share on other sites More sharing options...
xXC.H.U.DXx Posted May 12, 2016 Share Posted May 12, 2016 The problem is the IDs. <item id="787" name="beer"> To extend from beer the ID has to be higher than beer. Its like the loot.xml and how groups have to come first before they ever get "called". In this case the items are looking for "beer" to extend from but since they come first in the file when they go looking for it they don't find it since it hasn't been read in yet. If that makes sense. Ahh i see.. I learned something new today Link to comment Share on other sites More sharing options...
fireidar Posted May 13, 2016 Share Posted May 13, 2016 Thanks for sharing I will Share with you <item id="xxxx" name="TunaSandWhich"> <property name="Meshfile" value="Items/Food/cornbreadPrefab" /> <property name="HandMeshfile" value="Items/Food/cornbreadHandPrefab" /> <property name="Material" value="organic" /> <property name="HoldType" value="15" /> <property name="Stacknumber" value="50" /> <!-- STK food --> <property class="Action1"> <property name="Class" value="Eat" /> <property name="Delay" value="1.0" /> <property name="Use_time" value="..." /> <property name="Gain_health" value="5" /> <property name="Gain_food" value="15" /> <property name="Gain_water" value="0" /> <property name="Gain_wellness" value="1" /> <property name="Sound_start" value="UseActions/player_eating" /> </property> <property name="Group" value="Food/Cooking" /> </item> <recipe name="TunaSandWhich" count="2" scrapable="False" > <ingredient name="canTuna" count="1"/> <ingredient name="Bread" count="1"/> </recipe> TunaSandWhich,items,Item Food,,Tuna Sandwhich,, TunaSandWhichDesc,items,Item Food,,"A loaf of bread and a can of Tuna,it can fill you up and improve your wellness.",, Need a Icon for your MOD folder..i cant share them here THey have to be 116x80 and a .png I use a program called "Gimp 2" its free and Open source Thanks! Can you put the icon on mediafire? It's easy there. Also I have icons for these three items. Even though they AREN'T my icons-I renamed them from another mod-I can share them with you if you if you want. Just tell me and I'll put them on mediafire and put up the address. I also restored my old valmod-NOT the latest one the one before-so I have OTHER foods, some mine some from previous mods (11 or 12) that I updated AND more recipes\items from other mod (ie crops that I made recipes out of) if you're interested in more food. Link to comment Share on other sites More sharing options...
fireidar Posted May 13, 2016 Share Posted May 13, 2016 This update changed nothing about the plants. I've tested it out just now on both versions and I had no problem planting the seeds. So Im not sure what your problem is, unfortunately. Apparently it's doing the same in your previous version too. The thing is it only just started doing it yesterday and today. Today I went to an previous save, to test if it was the game and\or seed, I got the same thing. Only where before I had three rows of 15 blocks with only about 7 blocks holding plants, this other area has two rows of ten with 8 working. I don't know what it is. Link to comment Share on other sites More sharing options...
Valmar Posted May 13, 2016 Author Share Posted May 13, 2016 Are you planting plant seed or specific seeds? Link to comment Share on other sites More sharing options...
fireidar Posted May 13, 2016 Share Posted May 13, 2016 Are you planting plant seed or specific seeds? The first time was specific seeds (two hops and two leek), second was plant seeds. I did ten of each seed (I got them from creative, it was an test after all. Ten grape, hops, leek, tomato, lettuce, green pepper) next. In the next save it was all plant seeds. Now that I think about it I haven't tested with vanilla seeds yet. I'll go back and do that, I do have six corn, although they were made from those seed packets. Update--- Tried a new game and using only vanilla seeds. The farm has eleven rows of about twenty (prefab, not created by me) and each row only one plant slid off and was destroyed. However I noticed something else. When I planted one seed, it there was a plant on either side-left AND right-the plant on the right was destroyed. Since they were prefab plants I don't think it was my actions, but it's weird, like the plant I'm using needs TWO spaces. I don't know if THAT'S the reason the others are sliding off, I'll have to experiment. It seems fine when I plant from the left and moving down, except the last space, which is the one to slide off. However if I plant one after that.....It's weird, I'll do a screen shot and post it so you can see for yourself. Link to comment Share on other sites More sharing options...
Requiemfang Posted May 13, 2016 Share Posted May 13, 2016 Just to be sure... Val you don't touch anything to do with night vision goggles do you? cause I current got this issue... lol upside down Link to comment Share on other sites More sharing options...
pointyhead Posted May 13, 2016 Share Posted May 13, 2016 If any of you are playing Navezgane map - try out Herrpohl's superb Extended Navezgane (UABE). It extends the playable part of Navezgane by replacing the radiation zone in the south with a forest biome, completing the missing road network and adding 46 vanilla prefabs. It's also compatible with Valmar's Modpack!! Link to comment Share on other sites More sharing options...
JayzenFreeze Posted May 13, 2016 Share Posted May 13, 2016 Hey not an issue but just wondering why apple cider says eat and counts as food not drink. I think I seen 2 things like that. Still loving the mod, I hope when A15 drops it dont make it cause to much work for you. If you gave up I will hunt you down lit a laptop in your lap and say fix it, fix it, fix it, fix it, fix it, lol. Hope you have been doing well mate. Link to comment Share on other sites More sharing options...
Valmar Posted May 13, 2016 Author Share Posted May 13, 2016 Just to be sure... Val you don't touch anything to do with night vision goggles do you? cause I current got this issue... lol upside down This is vanilla bug and not specifically related to my mod. If any of you are playing Navezgane map - try out Herrpohl's superb Extended Navezgane (UABE). It extends the playable part of Navezgane by replacing the radiation zone in the south with a forest biome, completing the missing road network and adding 46 vanilla prefabs. It's also compatible with Valmar's Modpack!! That sounds pretty interesting and I imagine it is more performance-friendly than something like the Compo pack. I'll have to keep that one in mind. Hey not an issue but just wondering why apple cider says eat and counts as food not drink. I think I seen 2 things like that. Still loving the mod, I hope when A15 drops it dont make it cause to much work for you. If you gave up I will hunt you down lit a laptop in your lap and say fix it, fix it, fix it, fix it, fix it, lol. Hope you have been doing well mate. I assume because the cider gives 1 food when drank. I will keep that in mind and see about "fixing" it in the next update. I'd be surprised if A15 will really add that much work for me (knock on wood). A14 was unique in that regard for various reasons. I'm guessing the biggest threat I face is the block ID limit. I'm already past the "comfort" zone. Infact, to be perfectly honest, I fully expect them to add more blocks eventually that will need me to readjust. I don't really expect them to add so many that I have to start taking blocks out, though. I mean, they COULD. But I think I can get away with what I have for a while yet. Link to comment Share on other sites More sharing options...
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