JaxTeller718 Posted January 5, 2019 Author Share Posted January 5, 2019 More bones will seriously be appreciated... we are finding bones, glue and duct tape in short supply. Same here. If you can think of any other QoL adjustments Id be happy to help out Link to comment Share on other sites More sharing options...
Royal Deluxe Posted January 5, 2019 Share Posted January 5, 2019 be carefull, bones aka glue is the only thing preventing you from making millions arround day 49 My ingame sollution was to visit all "Doggo" pois once per week.Arround 10 Bones per Poi roof Link to comment Share on other sites More sharing options...
archimp Posted January 5, 2019 Share Posted January 5, 2019 how i add these to my server? Link to comment Share on other sites More sharing options...
junrall Posted January 6, 2019 Share Posted January 6, 2019 Zombie Reach Adjustment question: Does this also effect the player reach as well? I can't see where this will differentiate between players and zombies. I admit, I am looking at the xml file with inexperienced eyes. Link to comment Share on other sites More sharing options...
Dragontear Posted January 6, 2019 Share Posted January 6, 2019 @Junrall In the 'items.xml' file, zombiehand-items are different from player-hand and the tools we can use, should be good. Link to comment Share on other sites More sharing options...
junrall Posted January 6, 2019 Share Posted January 6, 2019 @Junrall In the 'items.xml' file, zombiehand-items are different from player-hand and the tools we can use, should be good. Thanks very much! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted January 6, 2019 Author Share Posted January 6, 2019 @Junrall In the 'items.xml' file, zombiehand-items are different from player-hand and the tools we can use, should be good. yep, it only changes the zombie hands, player is the same as vanilla Link to comment Share on other sites More sharing options...
Blurt Posted January 7, 2019 Share Posted January 7, 2019 Love your work! There is a typo in the vehicles.xml for the JaxTeller718_FasterVehicles Modlet <set xpath="/vehicles/vehicle[@name=vehicle4x4Truck]/property[@name=velocityMax]/@value">8.5.5,16.5</set> Changed it from 8.5.5 to 8.5 and all is well. Heh I had a 2.7gb server log on my dedicated server from just one little decimal Link to comment Share on other sites More sharing options...
Puschpa Posted January 7, 2019 Share Posted January 7, 2019 Using the Animal Hide modlet throws the following error on dedi: 2019-01-07T09:58:04 11.917 ERR XML loader: Loading and parsing 'recipes.xml' failed 2019-01-07T09:58:04 11.918 EXC No item/block/material with name 'resourceAnimalHide' existing Exception: No item/block/material with name 'resourceAnimalHide' existing Link to comment Share on other sites More sharing options...
FringeRecall Posted January 7, 2019 Share Posted January 7, 2019 @Jax, These are GREAT mods. I'm always striving to improve the 'reality factor' with mods. Most of these ideas are awesome. Thank you. Link to comment Share on other sites More sharing options...
scwanobi Posted January 7, 2019 Share Posted January 7, 2019 Using the Animal Hide modlet throws the following error on dedi: 2019-01-07T09:58:04 11.917 ERR XML loader: Loading and parsing 'recipes.xml' failed 2019-01-07T09:58:04 11.918 EXC No item/block/material with name 'resourceAnimalHide' existing Exception: No item/block/material with name 'resourceAnimalHide' existing Looks like he named it Animal Hide in the item.xml Likely to avoid needing localization but used the standard naming convention in the recipe.xml. Open up the mods recipe.xml and change <recipe name="resourceLeather" count="1"> <ingredient name="resourceAnimalHide" count="1"/> </recipe> To <recipe name="resourceLeather" count="1"> <ingredient name="Animal Hide" count="1"/> </recipe> Link to comment Share on other sites More sharing options...
wolverine576 Posted January 7, 2019 Share Posted January 7, 2019 I noticed you have a few missing descriptions modlets on your OP. Working Microwave, DestroyableBirdsNest, EggsInFridges, Link to comment Share on other sites More sharing options...
Puschpa Posted January 7, 2019 Share Posted January 7, 2019 Looks like he named it Animal Hide in the item.xml Likely to avoid needing localization but used the standard naming convention in the recipe.xml. Open up the mods recipe.xml and change <recipe name="resourceLeather" count="1"> <ingredient name="resourceAnimalHide" count="1"/> </recipe> To <recipe name="resourceLeather" count="1"> <ingredient name="Animal Hide" count="1"/> </recipe> Yep, that worked, thousand thanks! Seems that 18 month of absence from 7DTD and modding made me blind an dumb Link to comment Share on other sites More sharing options...
belfegor Posted January 10, 2019 Share Posted January 10, 2019 Would it be possible for you to make resourceLeather to leatherStrips like there was in RavenHearst Link to comment Share on other sites More sharing options...
Greymantle Posted January 10, 2019 Share Posted January 10, 2019 Jax are you going to support your modelts here with a 17.1 update? Link to comment Share on other sites More sharing options...
drewsando222 Posted January 12, 2019 Share Posted January 12, 2019 am actually going to be testing on my test server(17.1) for my dedi server already 17.1 today will keep you updated what i can use that is working ) - - - Updated - - - The more Lights modlet is working 10/10 as is. Link to comment Share on other sites More sharing options...
drewsando222 Posted January 12, 2019 Share Posted January 12, 2019 am actually going to be testing on my test server(17.1) for my dedi server already 17.1 today will keep you updated what i can use that is working ) - - - Updated - - - The more Lights modlet is working 10/10 as is. Backpack Timer MoreStorageOptions NicerVultures ZombieHandAdjustmen ToolsandWeaponsBreak Reduced Zombie Block Damage All CONFIRMED 17.1 Working compatible not fully playtested no Errors on Dedi. Can Confirm the FasterVehicles created problem with finding the entity file for 4x4 truck. not working yet : THX ALL your WORK JAX =) Link to comment Share on other sites More sharing options...
Greymantle Posted January 12, 2019 Share Posted January 12, 2019 R.I.P. Jax, you will be remembered. A17 was too much for Jax and he has been put down on day 35 never to be seen again. Link to comment Share on other sites More sharing options...
junrall Posted January 13, 2019 Share Posted January 13, 2019 Hey Jax, Thanks for your modlets. My friends and I have been enjoying some of them! Have you considered creating a skill based modlet for picking up land mines? How I envision this skill: - use a knife to pickup the land mine. - each progression lowers the random chance of the mine exploding when removed. I'd be happy to risk my face and arms in testing this skill! Link to comment Share on other sites More sharing options...
Jude Posted January 13, 2019 Share Posted January 13, 2019 Hey Jax, did you have a mod that brings back the sliding jail doors? Link to comment Share on other sites More sharing options...
Gareee Posted January 23, 2019 Share Posted January 23, 2019 Hey Jax, did you have a mod that brings back the sliding jail doors? If I recall, TFP disabled it because it breaks zombie ai, and they said they would bring it back in once that was fixed. Jax, is there a way to change the destructible birds nests to not make the explode sound? Its waking the "neighbors". Link to comment Share on other sites More sharing options...
Chaos337 Posted February 19, 2019 Share Posted February 19, 2019 Hey Jax, any chance you can create a modlet to destroy birdsnest after looting it and add it to this list of mods? Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 19, 2019 Share Posted February 19, 2019 Jax, is there a way to change the destructible birds nests to not make the explode sound? Its waking the "neighbors". I have not seen that modlet on the list ....one for reducing feathers is there . <!-- Destructable birds nest--> <remove xpath="/lootcontainers/lootcontainer[@id='25']"></remove> <insertAfter xpath="/lootcontainers/lootcontainer[@id='24']" > <lootcontainer id="25" count="1,3" size="4,3" sound_open="UseActions/open_garbage" sound_close="UseActions/close_garbage" loot_quality_template="baseTemplate" destroy_on_close="true"> <item name="foodEgg" count="1" prob="0.25"/> <item name="resourceFeather" count="4,8" prob="0.75"/> </lootcontainer> </insertAfter> I use this modlet for destructable ones, it sounds more like broken wood when the nest is looted, if you also want less feathers change the count. i think another modder made a destructable birds nest but the code I use works fine. Link to comment Share on other sites More sharing options...
Royal Deluxe Posted February 19, 2019 Share Posted February 19, 2019 Hey Jax, any chance you can create a modlet to destroy birdsnest after looting it and add it to this list of mods? one of the two is the birdnest (i mean 25) <config> <setattribute xpath="/lootcontainers/lootcontainer[@id='25']" name="destroy_on_close">true</setattribute> <setattribute xpath="/lootcontainers/lootcontainer[@id='10']" name="destroy_on_close">true</setattribute> </config> Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 19, 2019 Share Posted February 19, 2019 one of the two is the birdnest (i mean 25) <config> <setattribute xpath="/lootcontainers/lootcontainer[@id='25']" name="destroy_on_close">true</setattribute> <setattribute xpath="/lootcontainers/lootcontainer[@id='10']" name="destroy_on_close">true</setattribute> </config> Nice a better way of doing it, learn something everyday in this community Link to comment Share on other sites More sharing options...
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