Ti2xGr Posted February 17, 2020 Share Posted February 17, 2020 Humble question. Can I apply or modify the working sinks modlet to another modlet? I am using the hn unnecessarybutbeautiful mod and they have "sinks" that we can craft in-game without having to spawn them in. I'd like to make them working sinks using your sinkit mod. Any help or pointers? Link to comment Share on other sites More sharing options...
Guppycur Posted February 17, 2020 Share Posted February 17, 2020 Jax is out for medical reasons. I'd guess he'd say it's okay though. Link to comment Share on other sites More sharing options...
Ti2xGr Posted February 18, 2020 Share Posted February 18, 2020 Thanks for the advice. I got it working kind of. We can now craft working sinks in the modified modlet. I've been trying to reach out to the developer of the Unnecessarybutbeautiful mod to give him our "updated" version of it with working recipes and now working sinks. I want to make sure the original developers get the credit as I'm just mashing code together from both. It definitely helps me appreciate all the hard work that goes into these modlets. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted February 18, 2020 Author Share Posted February 18, 2020 Thanks for the advice. I got it working kind of. We can now craft working sinks in the modified modlet. I've been trying to reach out to the developer of the Unnecessarybutbeautiful mod to give him our "updated" version of it with working recipes and now working sinks. I want to make sure the original developers get the credit as I'm just mashing code together from both. It definitely helps me appreciate all the hard work that goes into these modlets. Yep like Guppy said Im totally cool with anyone using these modlets to create anything they want. If you need any help let me know, Ive been scarce here but I should have some more time now to read up. Also going to make sure all these work with the new experimental sometime this week. Like mr natural said assume that these work on stasble releases o ,ly, keeping up with experimental can be quite hectic Link to comment Share on other sites More sharing options...
Red5 Posted March 14, 2020 Share Posted March 14, 2020 Hey Jax. I am using several of your mods and I am really liking them. So many are nice little improvements that are not over the top crazy...so thank you for sharing them. I installed the LessBiomeClutter mod and it is working great. From it, I had hoped to figure out how to cut down on the number of stones found in the snow biomes (since most would be covered with snow). However, so far I have not been able to make it work. I have some coding experience, but am new to tinkering with XML, so I assume my syntax is wrong. If you are feeling up to it and would not mind, could you make a suggestion? Currently, I set the values to 0 in order to see if the mod would work. However, on a newly generated map, there were plenty of rocks. I am using 18.4. <config> <set xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.01']/decorations/decoration[@type='block' and @blockname='rockResource']/@prob">0</set> <!-- Def: 0.00033 --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.01']/decorations/decoration[@type='block' and @blockname='rockResource02']/@prob">0</set> <!-- Def: 0.00033 --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.01']/decorations/decoration[@type='block' and @blockname='rock05']/@prob">0</set> <!-- Def: 0.001 --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.01']/decorations/decoration[@type='block' and @blockname='rock06']/@prob">0</set> <!-- Def: 0.001 --> <set xpath="/worldgeneration/biomes/biome[@name='snow']/subbiome[@prob='0.01']/decorations/decoration[@type='block' and @blockname='rock07']/@prob">0</set> <!-- Def: 0.001 --> </config> Link to comment Share on other sites More sharing options...
Zagan Posted March 25, 2020 Share Posted March 25, 2020 Can you post these mods on Nexus? I hate github, can never figure out how to download from there. Nexus is much better, It's a pain in the ass piecing together your mods to make them work. WAY easier if you just put them in a .zip file. Then everyone can enjoy them, not just people who know HOW to mod. Link to comment Share on other sites More sharing options...
Guppycur Posted March 25, 2020 Share Posted March 25, 2020 Just click the download as zip button on git. Link to comment Share on other sites More sharing options...
Comp625 Posted April 7, 2020 Share Posted April 7, 2020 I have the Increased Zombie Sight Against Players mod installed. However, grouped zombies that are further away (but still in range for gunshots) still don't hear gunshots nor see survivors. This makes for melodramatic battles against large zombie hordes since only a few of them will approach you at one time. I even modified the JaxTeller718's values and further bumped the enemy's hearing and sight ranges from 10,30 to 100,100. Does anyone have any suggestions that can improve upon this? <JaxTeller718> <set xpath="/entity_classes/entity_class/property[@name=AITarget-4' and @data='class=EntityPlayer,0,0,EntityNPC,0,0]/@data">class=EntityPlayer,100,100,EntityNPC,0,0</set> </JaxTeller718> FWIW, playing on "Survivalist" difficulty with daytime Zombies set to "Insane." Link to comment Share on other sites More sharing options...
Nuko-san Posted April 16, 2020 Share Posted April 16, 2020 Hi Mate, any chance to make the Action skills SMX compatible? Link to comment Share on other sites More sharing options...
FloppyDingo Posted May 26, 2020 Share Posted May 26, 2020 Our server is using the action skills mod but it seems like some weapon skills (specifically guns) don't stay leveled? Is this a visual bug, or an actual issue? Link to comment Share on other sites More sharing options...
Mana Posted May 27, 2020 Share Posted May 27, 2020 I know I'm a muppet. How in the hell do i install the XUI mod that JaWoodle uses for inventory management? Link to comment Share on other sites More sharing options...
Sellsents Posted June 3, 2020 Share Posted June 3, 2020 Does somebody know if the car respawn mod works even if I have loot respawning set to off? Link to comment Share on other sites More sharing options...
Guppycur Posted June 3, 2020 Share Posted June 3, 2020 Based on how I guess he has it set up, yes, it should. Link to comment Share on other sites More sharing options...
Sellsents Posted June 4, 2020 Share Posted June 4, 2020 Thank you Guppy! Have the mod installed since yesterday and I sadly have not found a wrench yet. But when I do I will test it. Also it seems that I have another problem. Besides the car respawn mod I also installed the Increased Wilderness Zombies (x2) mod (stable A18 version) and I am on day 3 and have not seen one single passive animal such as rabits, stags, boars. The Zombies spawns are fine. I definitly get more of it now and also a larger variety of different zombies. But it seems the animals are gone completly. When I delete the mod the animals spawn properly. So it must be the mod. I don´t know if this can be fixed. But maybe you can look into it. I would very much apprechiate it. Link to comment Share on other sites More sharing options...
Guppycur Posted June 4, 2020 Share Posted June 4, 2020 Nothing he is doing in that should affect animal spawns at all. Link to comment Share on other sites More sharing options...
Sellsents Posted June 5, 2020 Share Posted June 5, 2020 I agree Guppy, but somehow it seems to me that it does. I don´t know how the animalspawn works in the game. If they can still spawn if zombies are very close by or if there needs to be a certain distance between them. The mod definitly works fine when it comes to the z´s. There are zombies everywhere, so no complains about that. Link to comment Share on other sites More sharing options...
Guppycur Posted June 5, 2020 Share Posted June 5, 2020 The easy way to test is to teleport to an unexplored area and type le in the console to see if there are animals. Link to comment Share on other sites More sharing options...
Sellsents Posted June 6, 2020 Share Posted June 6, 2020 Ok, will try as soon as I can play again. Work keeps me busy right now. Thank you for your help! Edit: Animals spawn, tested it out with a new save. Just to let you know. Link to comment Share on other sites More sharing options...
Zephlos Posted July 12, 2020 Share Posted July 12, 2020 Is anyone able to update the Steel Knuckle replacer for A19? I only ask because ive tried to update it myself like 10 times and all I've managed to accomplish is breaking my game. Link to comment Share on other sites More sharing options...
kokuojeiku Posted July 22, 2020 Share Posted July 22, 2020 seems to be a dead topic.. Link to comment Share on other sites More sharing options...
Feycat Posted July 22, 2020 Share Posted July 22, 2020 A19 isn't stable yet, that's why. Give it some time. There's no point in updating a modlet for every little tick of experimental when it could break any time. Link to comment Share on other sites More sharing options...
cammel Posted July 22, 2020 Share Posted July 22, 2020 Maybe you should be looking at his a19 thread. Link to comment Share on other sites More sharing options...
Jexon_Freeman Posted October 15, 2020 Share Posted October 15, 2020 Hi JaxTeller718 I have installed some of your mods and I really like them! I am using them on my dedicated server to play with my friends. The only issue I have is a lockpick model modlet... It's seems like bugged or just doesn't work properly. Instead of lockpick model in the game my character holding some kind of peace of leather.... I had a look inside modlet folder, and everything looks alright. It has JaxTeller718_Lockpick.unity3d and I believe it should work (I have checked VehicleMadness modlet to make sure that unity3d file stored in the right location on Resources folder) I am not good at making modlets but if I understand it right the line: property name="Meshfile" value="#@modfolder:Resources/JaxTeller718_Lockpick.unity3d?lockpickPrefab"/> is trying to reffer to lockpickprefab file? If I wrong, please tell me. I have read this thread and noticed that someone else here also had this issue before. I have downloaded new modlet pack you made for A19 but lockpick modlet is not included anymore... It would be great if you give me a hint on how to make it works Thanks in advance! Link to comment Share on other sites More sharing options...
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