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JaxTeller718 Modlet Collection


JaxTeller718
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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.

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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

Edited by stallionsden (see edit history)
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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.

 

A18.2_2019-11-25_01-37-53.thumb.jpg.9e7e868585d4cdf93a3061e54414d3fc.jpg

 

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.

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[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.

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"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.

Edited by njugul (see edit history)
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@ JaxTeller718

 

I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing :D

 

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.

Edited by xxx73 (see edit history)
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@ JaxTeller718

 

I love your Action Skills (Deceptive Adaptation) modlet, thanks for sharing :D

 

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.

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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!

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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

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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!

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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

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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?

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