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A15-16? Valmar's Mod Collection


Valmar

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I started I huge apple tree farm in my base recently. I harvest apples with a steel fire axe which one hit an unharvested tree and two hit an harvested tree.

Yesterday when I do my harvesting, I accidentally hit a few harvested trees, turning those trees to 16/40 HP.

I did not cut down the tree immediately and thinking of either the tree would grow back into unharvested trees or it did stop growing (and then I would chop it down).

A few hours later I got back to the tree for the second harvest, those trees got hit turn into unharvested tree with 0/40 HP. These trees cannot be broken down by any attack by axe and fist even though their HP is 0/40. Hitting their don't change them into harvested tree and I did not get anything from the tree as well.

I also tried to dug around and below hoping to make it fall but they stay upright and floating even though it is clear unsupported from all side.

 

Is there anyone aware of this problem and have a quick fix on the xml file?

 

BTW, I realize this can be an OP tree wall to fence off any zombies if left unfixed...

 

Interesting. Simple fix. Edit the appleTreeEmpty block to have 40 MaxDamage, same as appleGrown. That should fix it for future trees.

 

<property name="MaxDamage" value="40" />

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Modding question

 

Hi, Valmar. I always adore your works. I started modding things too because of your mods. 1 thing i want to ask is, how to change/add name to an item? I know that in the config the item have a different name than in the game. Hope you help me. Thanks.

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Hi, Valmar. I always adore your works. I started modding things too because of your mods. 1 thing i want to ask is, how to change/add name to an item? I know that in the config the item have a different name than in the game. Hope you help me. Thanks.

 

Nevermind, i already found out. It's in the localization.txt

Sorry for the stupid question

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  • 1 month later...
Valmar

Will you add a description to the collection

How to expand the inventory of a bike and a character?

 

 

Can you clarify what you mean about the descriptions? Each link comes with a small summery that glosses over what the individual mod does. The actual individual mod topic page should be more in-depth.

 

Expanding the inventory on the bike requires you to edit the windows.xml for the minibike and the loot.xml. I don't have anything stand-alone that explains it all in detail (though there is a mod for this on the forum if you search for it) but I did share this inside a topic once that should have the relevant code if you know where to place it:

https://pastebin.com/xwDsymvJ

 

As I said, I never shared it standalone so there isn't really any specific instructions on how its added if you don't already have a general understanding of the XML mod.

 

 

As for increasing the backpack size look here:

Mod Resource: 45 Slot Backpack

 

There are other "bigger backpack" mods on the forum too, some that go as high as 90 slots I believe. Though I dont have a link for those on-hand so you'd have to do a search for that.

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thanks for the answer

I liked the overhaul

There was a mini-bike more than standard

And also did not require disabling the EAC

 

Disabling EAC is only required for the bigger backpack mod - not bigger minibike storage.

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Disabling EAC is only required for the bigger backpack mod - not bigger minibike storage.

 

It's clear

And on a mini-bike increase (as in your mods, overhaul and expansion). Or is it an author's development under the modification?

 

I replaced the code from the link in Windows and in loot.

Here's what happened[ATTACH=CONFIG]20484[/ATTACH]

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Workbench Problem.

 

Hello! I've been using Valmod for a long time now. And I was wondering if I could have some help. I paid for my own server, I had customer support add on Overhaul for me. Which they said was successful. When I log in, I cannot create a workbench. But if I make a SP game the skills have changed and I now can. I've been trying to look up other people with the same problem. But I haven't really found an answer for this issue. I've uninstalled, and reinstalled the whole game AND the mods. But I still haven't fixed it. I wonder if it's just an issue locally for me? Or maybe I should try and have another person join and test the server? If anyone could help me out I would appreciate it. Also I hope this the right place for this. If not, I will move it.

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Hello! I've been using Valmod for a long time now. And I was wondering if I could have some help. I paid for my own server, I had customer support add on Overhaul for me. Which they said was successful. When I log in, I cannot create a workbench. But if I make a SP game the skills have changed and I now can. I've been trying to look up other people with the same problem. But I haven't really found an answer for this issue. I've uninstalled, and reinstalled the whole game AND the mods. But I still haven't fixed it. I wonder if it's just an issue locally for me? Or maybe I should try and have another person join and test the server? If anyone could help me out I would appreciate it. Also I hope this the right place for this. If not, I will move it.

 

The Valmod Pack topic would perhaps had been more appropiate to ask this since it is a Valmod Pack question. Though I'll still answer you nevertheless. :p

 

The workbench in Overhaul is a free recipe that does not need to be unlocked. If the server does indeed have Overhaul installed then the only reason it would say the recipe is locked is if you do not have the mod also installed locally. You need the mod installed on the server and locally for everything to function correctly. Ensure both the server and client both have Valmod Overhaul installed.

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  • 1 month later...
Have you done any testing of your mods on A16 ??

 

I believe Valmar is taking time off, something about life situations i read in another post. I wish him well. As to your question.

https://github.com/LordValmar/Valmod-Overhaul-Experimental/archive/master.zip

 

That is an experimental A16 Mod i have been using with the Stable A16 that is currently out. it runs well on my PC as other players seem to be doing just find as well. I hope it helps, and hope Valmar comes back soon. Good luck man

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Hi Valmar,

thanks a lot for sharing all this with the community, it's really amazing the quantity you got there, and the quality as well!

There's very ingenious ideas in there, I love it!

 

I haven't tried your full overhaul yet, it's on my to do list. I recently started modding 7d2d (my first modding experience ever). ;)

But I program a lot and work in the industry, so it's going pretty well so far.

 

I am currently integrating some of your feature piece by piece, to have time to digest them, and adapt them to my liking. It's been smooth so far, the main times I got stuck with no clue, was with ids stuff. Like missing a dev comment saying that ids can't go beyond a certain number, lol!

 

One question for you. I tried integrating a bigger feature from you, the new zombies, but failed miserably with waves of nullref exceptions. What I tried was simply copying the concerned files I was able to find. I didn't want to go surgical for this one cause the change is too big.

 

The files I found are: archetypes.xml, entityclasses.xml, entitygroups.xml and a couple of chunks in Localization.txt that I merged manually.

Am I missing something?

I noticed that in some of your files, like blocks.xml or maybe items.xml, many classes ids don't match the ones in 16.4 vanilla, so I'm wondering if that could be one of the reasons I'm failing?

 

Thanks!

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I'm also trying to make something similar to the chickencoop but, making it an hydroponic indoors plant growing system. But for some reason it doesn't want to work indoors even when I had this line to the chickenCoop2 block:

<property name="PlantGrowing.LightLevelGrow" value="0"/>

 

I thought this was the way to do it, it works for my other systems, not sure why it doesn't work with this one. Is there a limitation for "growOnTop" type things, they only work outside or something even with that line added?

 

I thought I saw grass grow indoors when making an indoor mushroom farm, before I used the hoe on the ground...

 

EDIT:

nvm, I simply also needed to add this to the nest (hydroponic potato plant in my case):

<property name="PlantGrowing.LightLevelGrow" value="0"/>

 

Works like a charm now.

I am so happy, this is gonna be amazing!!!

Won't be cheap, you're gonna need a solar panel, a battery and a spotlight to build it... (yeah I know, how can a solar panel work indoors. Well The spotlight feeds it in a loop, lol)

 

HydroPotato.thumb.jpg.11788df8ab0c092eedc24fa522a02e07.jpg

 

When you loot the plant, it gets destroyed, and to restart the process, you need to feed the machine with potatoes. (Upgrade block with potatoes)

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One question for you. I tried integrating a bigger feature from you, the new zombies, but failed miserably with waves of nullref exceptions.

 

Not sure if anyone is reading this, but anyways, just wanted to say that I took another shot at it and succeeded.

I used a code merge tool to find all the differences in your files, and managed to get what I needed to make them work. Pretty cool to have some new zeds in there! ;)

I wish all of the new ones were there, many are commented out like Jason, Big Bitch, child zeds, survivors, etc... I guess they were buggy, I tried Jason, and it broke.

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