Garson211 Posted November 19, 2019 Share Posted November 19, 2019 I have this bug with "action skills": [ATTACH=CONFIG]30667[/ATTACH] Yup i can confirm,i test it on A18.0 both existing and new world,just cant open skill page. Link to comment Share on other sites More sharing options...
Axebeard Posted November 19, 2019 Share Posted November 19, 2019 Any chance you can combine your Working Stoves mod with Stallionsdens Open Door Syndrome? I think they conflict. Link to comment Share on other sites More sharing options...
stallionsden Posted November 19, 2019 Share Posted November 19, 2019 Any chance you can combine your Working Stoves mod with Stallionsdens Open Door Syndrome? I think they conflict. If jaxs working stoves use the same stoves as vanilla then yes it will conflict. Can take a look when I am home probably tonight tho so 6 to 8 hrs timeish Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 20, 2019 Author Share Posted November 20, 2019 Yup i can confirm,i test it on A18.0 both existing and new world,just cant open skill page. Damn it i got ahead of myself. I released this unfinished with a new Construction Tools AS. I fixed it now and it is working properly again. I apologize for that. Update Action Skills now has more skills added to it including Turrets New Mod Reduced Harvests on Blocks This reduces the amount you get back from blocks when you harvest such as springs, cloth, polymer, electric parts and pipes. Link to comment Share on other sites More sharing options...
stallionsden Posted November 20, 2019 Share Posted November 20, 2019 Any chance you can combine your Working Stoves mod with Stallionsdens Open Door Syndrome? I think they conflict. easiest way would be to remove all my stoves and all relations to it in each xml. or add this code - <property class="UpgradeBlock"> <property name="ToBlock" value="workingStove"/> <property name="Item" value="stoveKit"/> <property name="ItemCount" value="1"/> <property name="UpgradeHitCount" value="4"/> </property> to the last open stage of the stoves in my blocks.xml so cntstoveopen6 remembering to remove/replace this - <property name="Class" value="UpgradeRated"/> <property name="UpgradeRated.ToBlock" value="cntStoveOldRandomLootHelper"/> <property name="UpgradeRated.Rate" value="63"/> <property name="CreativeMode" value="Dev"/> with this - <property class="UpgradeBlock"> <property name="ToBlock" value="workingStove"/> <property name="Item" value="stoveKit"/> <property name="ItemCount" value="1"/> <property name="UpgradeHitCount" value="4"/> <property name="CreativeMode" value="Player"/> </property> Also removing the above code only from blocks.xml of jaxs [OR you can also remove the upgrade rate code as above in the cntStoveOldVer2Open6 block so this - <property name="Class" value="UpgradeRated"/> <property name="UpgradeRated.ToBlock" value="cntStoveOldRandomLootHelper"/> <property name="UpgradeRated.Rate" value="63"/> <property name="CreativeMode" value="Dev"/> and in jaxs mod in blocks change this line - <insertAfter xpath="/blocks/block[@name=cntStoveOldVer2Open]/property[@name=Model]" > TO <insertAfter xpath="/blocks/block[@name=cntStoveOldVer2Open6]/property[@name=Model]" > and then make sure that Jaxs modlet loads under mine for the rest of the required stuff. as xpath mods load alphabetically if jaxs is above mine you will get errors. to do this simply add a letter that is past the first letter of my modlet before jaxs and then remember to change the modinfo.xml to the same name as what you changed the folder to. That should work Link to comment Share on other sites More sharing options...
Grandpa Minion Posted November 27, 2019 Share Posted November 27, 2019 car respawn mod is doing same bug a18.1 stable: plant car seed disappears 30-60 sec after car is wrenched. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 27, 2019 Author Share Posted November 27, 2019 car respawn mod is doing same bug a18.1 stable: plant car seed disappears 30-60 sec after car is wrenched. Damn it. Ok I will double and triple check it. Im sorry about that 2 new modlets for those who want a real challenge Increased Wilderness Zombies x3 and x5!! Link to comment Share on other sites More sharing options...
stallionsden Posted November 27, 2019 Share Posted November 27, 2019 Damn it. Ok I will double and triple check it. Im sorry about that 2 new modlets for those who want a real challenge Increased Wilderness Zombies x3 and x5!! Can you do a x 10 or 20 lol 🤣😂 maybe more lol Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 27, 2019 Author Share Posted November 27, 2019 Can you do a x 10 or 20 lol maybe more lol Dont you tempt me Link to comment Share on other sites More sharing options...
Greymantle Posted November 28, 2019 Share Posted November 28, 2019 Anyway to add zombies to towns and buildings? I find version 18 and the lack of zombies in towns and buildings makes it WAY to easy. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 28, 2019 Author Share Posted November 28, 2019 Anyway to add zombies to towns and buildings? I find version 18 and the lack of zombies in towns and buildings makes it WAY to easy. There is yes but its a complex dll edit requiring coding. WookieNookie, our coder for Ravenhearst, has added options to RH that will actually spawn zombies dependent on how many pois are within a certain area, giving cities massive hordes. All configurable in our new ui that wookie has designed. Unfortunately that wont be released separately as it is a feature for RH but once we release our mod im certain someone will probably look at it and release it on their own. Link to comment Share on other sites More sharing options...
Greymantle Posted November 28, 2019 Share Posted November 28, 2019 [ATTACH=CONFIG]30783[/ATTACH] There is yes but its a complex dll edit requiring coding. WookieNookie, our coder for Ravenhearst, has added options to RH that will actually spawn zombies dependent on how many pois are within a certain area, giving cities massive hordes. All configurable in our new ui that wookie has designed. Unfortunately that wont be released separately as it is a feature for RH but once we release our mod im certain someone will probably look at it and release it on their own. You make me very sad Jax. I feel version 18 is broken because of this issue and have decided to pass until a future patch or the next version. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 29, 2019 Author Share Posted November 29, 2019 Heads up guys that modlets have changed in 18.2 b5 Exp. I will be archiving all current modlets to 18.2b2 and no longer updating them. I will create new links for 18.2b5 modlets shortly for the new format Link to comment Share on other sites More sharing options...
Dibbler Posted November 29, 2019 Share Posted November 29, 2019 Thanks for the heads up regarding the change on the latest build, and the quick update to your modlets. That'll make me consider other modlets I use. Link to comment Share on other sites More sharing options...
Greymantle Posted November 29, 2019 Share Posted November 29, 2019 Thanks Jax! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted November 29, 2019 Author Share Posted November 29, 2019 Finally Fixed the Car Respawner Mod Updated: Car Respawner should now work properly on all versions Link to comment Share on other sites More sharing options...
njugul Posted November 29, 2019 Share Posted November 29, 2019 "Gimme Back my Iron" -> loot.xml: <set xpath="/lootcontainers/lootgroup[@name=forgeLoot]/item[@name=resourceScrapIron]/@name">resourceIronFragment</set> Would it not make sense to remove this? I mean finding Scrap Iron in a forge would not be that surprising... EDIT: I got problems getting the modlet to work it seems. I started a new game, got a stone axe and destroyed one boulder. Not a single iron. EDIT2: Oh nvm, this was a different issue with bolders having removed iron drops. Link to comment Share on other sites More sharing options...
xxx73 Posted November 30, 2019 Share Posted November 30, 2019 @ JaxTeller718 I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing One issue: When leveling up, the levels I have leveled can still be bought. If possible either: 1. Disable possibility to buy levels (my preferred option) 2. If keeping possibility to buy levels, make sure that buying levels start after what level I have reached. One request for another action skill: Athletics (jumping height, running speed, stamina drain) This was in Deceptive Pastry's mod for A17, as you probably know Keep up the awesome work. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 2, 2019 Author Share Posted December 2, 2019 @ JaxTeller718 I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing One issue: When leveling up, the levels I have leveled can still be bought. If possible either: 1. Disable possibility to buy levels (my preferred option) 2. If keeping possibility to buy levels, make sure that buying levels start after what level I have reached. One request for another action skill: Athletics (jumping height, running speed, stamina drain) This was in Deceptive Pastry's mod for A17, as you probably know Keep up the awesome work. Thank you. I was keeping with the spirit of Deceptive, which i believe allowed both LBD and buying but I agree, when I get some time I will sort that out so it has better logic. And I will also look into adding some more skills like you mentioned as well. Im deep in Ravenhearst testing so once that is out of the way I plan ti make some more modlets including a new overhaul that uses modlets only. Link to comment Share on other sites More sharing options...
Ozzland Posted December 3, 2019 Share Posted December 3, 2019 Hey Jax, Apprecieate all your mods! You mentioned that modlets have changed in 18.2 b5 Exp, but I am not finding any info on how/what that change is so I can start preping mine own mods as well. do you have a link taht describes the changes coming? Thanks agian for all you do! Link to comment Share on other sites More sharing options...
stallionsden Posted December 3, 2019 Share Posted December 3, 2019 Hey Jax, Apprecieate all your mods! You mentioned that modlets have changed in 18.2 b5 Exp, but I am not finding any info on how/what that change is so I can start preping mine own mods as well. do you have a link taht describes the changes coming? Thanks agian for all you do! The localization-quest.txt has been removed for 1 and it all is in localisation.txt now Link to comment Share on other sites More sharing options...
PixelLife Posted December 4, 2019 Share Posted December 4, 2019 Would anyone know how i would install the "Reduced Zombie Hand Reaches" onto a server? Im assuming I cant replace the Items.xml file cuz that would break everything else. Thanks Link to comment Share on other sites More sharing options...
Xaliber Posted December 4, 2019 Share Posted December 4, 2019 Hi Jax, a quick question about modlets. Do modlets work on existing saves? I know some of the modlets explicitly stated that they require new saves, but most of modlets I've seen do not have that information. I see that in C:\Users\[user]\AppData\Roaming\7DaysToDie\Saves\[MapName]\[saveName]\ConfigsDump there are XML files similar to the base game. I wonder if using modlets will replace those files (virtually I mean)? Thanks for the help! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted December 4, 2019 Author Share Posted December 4, 2019 Would anyone know how i would install the "Reduced Zombie Hand Reaches" onto a server? Im assuming I cant replace the Items.xml file cuz that would break everything else. Thanks It shouldnt break anything. That one can be loaded to an existing save - - - Updated - - - Hi Jax, a quick question about modlets. Do modlets work on existing saves? I know some of the modlets explicitly stated that they require new saves, but most of modlets I've seen do not have that information. I see that in C:\Users\[user]\AppData\Roaming\7DaysToDie\Saves\[MapName]\[saveName]\ConfigsDump there are XML files similar to the base game. I wonder if using modlets will replace those files (virtually I mean)? Thanks for the help! The only ones that would break a game save are ones that add to or change progression.xml or quests.xml. Stuff like the zombie increases and loot balances etc should be able to be added to an existing save with no issues Link to comment Share on other sites More sharing options...
Xaliber Posted December 4, 2019 Share Posted December 4, 2019 The only ones that would break a game save are ones that add to or change progression.xml or quests.xml. Stuff like the zombie increases and loot balances etc should be able to be added to an existing save with no issues Does it mean modlets that add new items, weapons, and blocks can also installed and uninstalled at any time? Link to comment Share on other sites More sharing options...
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