JaxTeller718 Posted October 19, 2019 Author Share Posted October 19, 2019 Birds Nest Modlet fixed and new one added. An old favorite from Ravenhearst Working Microwaves! Tired of food poisoning? Have spare canned food laying around? Now you can destroy microwaves in the world and take home a working microwave. Place your new microwave down and now you can microwave canned foods for a better meal and no food poisoning. You will need a bowl which can ONLY be found in loot in cupboards. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 22, 2019 Author Share Posted October 22, 2019 First post updated with new modlets! Slower Levelling Eggs in Fridges Trader Quest Balances Trader Balances Rebalanced Stash Loot Link to comment Share on other sites More sharing options...
Gareee Posted October 22, 2019 Share Posted October 22, 2019 The bird's nest modlet was working before in a18.. what did you change? I installed the lockpick, but don;t see any visual change.. what should I see different from vanilla? Also any chance you can make the jack o lantern light up?? Thats bugging the heck out of me! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 22, 2019 Author Share Posted October 22, 2019 The bird's nest modlet was working before in a18.. what did you change? I installed the lockpick, but don;t see any visual change.. what should I see different from vanilla? Also any chance you can make the jack o lantern light up?? Thats bugging the heck out of me! Let me double check those for you real quick. Will get right back to you. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 22, 2019 Author Share Posted October 22, 2019 Alright I just chekced all of them and they seem ti work for me on b152 Make sure you updated the mods, might have to redownload them because they changed how birds nests work in b152 and the modlet needed to change. The lockpick is supposed to look like this Also brother, since i enjoy all of your posts, and I agree with a lot of what you say JUST FOR YOU I pulled out my models from Ravenhearst of my lighted pumpkins and made a modlet you can use in vanilla Recipes call for candle, a pumpkin and the color dye associated. Also be aware they DO give off some heat, the exact same a candle would so be careful placing a bunch. Enjoy Link to comment Share on other sites More sharing options...
Necrodemus Posted October 22, 2019 Share Posted October 22, 2019 Thanks for the updates Jax:02.47-tranquillity: Link to comment Share on other sites More sharing options...
Subquake Posted October 22, 2019 Share Posted October 22, 2019 Keep up the great work Jax! Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 23, 2019 Author Share Posted October 23, 2019 Keep up the great work Jax! Thank you An honor coming from you Thanks for the updates Jax:02.47-tranquillity: You're quite welcome. Anything else you wish to see just let me know Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 23, 2019 Author Share Posted October 23, 2019 2 Updates. 1 Major Zombie Hand Modlet Updated. Placement of Range was wrong, corrected it. So the range was not actually applying to zombies. This is now fixed Also Updated the Birds Nest Destroy Modlet so that the sound on nests destroying isnt the loud wood noise but the plant noise. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 23, 2019 Author Share Posted October 23, 2019 Updates Steel Knuckle Model Replacement Modlet and edits made to the Wandering Horde modlet so that the WH arent so massive in size. Ive tested this and while a large WH is fun, large ones daily are NOT lol. This drops sizes down a bit more but still increases them from vanilla. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 24, 2019 Author Share Posted October 24, 2019 All modlets working in b155 Link to comment Share on other sites More sharing options...
Cernwn Posted October 24, 2019 Share Posted October 24, 2019 @JaxTeller718: Thanks for all your work on the updates. Keep em comin brother! When/if you have time, could we get an A18 compatible Tools and Weapons Now Break modlet? If you cannot get it to auto-delete the items when durability hits zero, perhaps it could auto-scrap them instead? i.e. When you break a pickaxe/shovel/gun IRL, you still have a fair bit of scrap materials or parts that can be cannibalized, even if it isn't a usable tool by itself. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 24, 2019 Author Share Posted October 24, 2019 @JaxTeller718: Thanks for all your work on the updates. Keep em comin brother! When/if you have time, could we get an A18 compatible Tools and Weapons Now Break modlet? If you cannot get it to auto-delete the items when durability hits zero, perhaps it could auto-scrap them instead? i.e. When you break a pickaxe/shovel/gun IRL, you still have a fair bit of scrap materials or parts that can be cannibalized, even if it isn't a usable tool by itself. [ATTACH=CONFIG]30073[/ATTACH] Your wish is my command Be careful as mods will break with them. I may expand this a bit in the future but for now its just a blanket all tools and weapons break modlet. Link to comment Share on other sites More sharing options...
Necrodemus Posted October 24, 2019 Share Posted October 24, 2019 All modlets working in b155 Thanks very much Jax:smile-new: Link to comment Share on other sites More sharing options...
Ringkeeper Posted October 25, 2019 Share Posted October 25, 2019 2 Updates. 1 Major Zombie Hand Modlet Updated. Placement of Range was wrong, corrected it. So the range was not actually applying to zombies. This is now fixed Also Updated the Birds Nest Destroy Modlet so that the sound on nests destroying isnt the loud wood noise but the plant noise. Thank you.... already wanted to post about the Zombie reach last week but i thought i was just too dumb to play with the new version. Lets see on weekend if melee got now better again Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 26, 2019 Author Share Posted October 26, 2019 Thank you.... already wanted to post about the Zombie reach last week but i thought i was just too dumb to play with the new version. Lets see on weekend if melee got now better again Its WAY better now and Im an idiot because i was starting to think i just sucked until i double checked and saw it was placing in the wrong spot Its much better and way more fun now ALL modlets tested on both Stable and 18.1b2 Experimental and they ALL work nicely! YAY! Link to comment Share on other sites More sharing options...
Ringkeeper Posted October 26, 2019 Share Posted October 26, 2019 Its WAY better now and Im an idiot because i was starting to think i just sucked until i double checked and saw it was placing in the wrong spot Its much better and way more fun now ooohhh god!!! YES!! I manage 3 zombies again feels sooo much better. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 26, 2019 Author Share Posted October 26, 2019 2 new modlets added! Working Stoves lets you create a stove upgrade kit and repair broken stoves in the world to use as campfires Reduced Station Schematic Probability makes those destroyed station schematics a bit more rare to find Enjoy! Link to comment Share on other sites More sharing options...
lee73 Posted October 27, 2019 Share Posted October 27, 2019 will you be making the menu mods for more land claim blocks and all the rest for alpha 18 stable Link to comment Share on other sites More sharing options...
Grandpa Minion Posted October 30, 2019 Share Posted October 30, 2019 hello, car respawner mod: When car is wrenched and plant appears the plant disappears after around 30 seconds. Is this intended? doesn't seem like cars are respawning. thanks Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 30, 2019 Author Share Posted October 30, 2019 hello, car respawner mod: When car is wrenched and plant appears the plant disappears after around 30 seconds. Is this intended? doesn't seem like cars are respawning. thanks Great Catch. Light needed was enabled for it. Ive fixed it, and the time was set to respawn every 60 minutes, iv changed it to 1200 = 20 in game days Link to comment Share on other sites More sharing options...
squeedrii Posted October 31, 2019 Share Posted October 31, 2019 Great wonderful set of mods~! Though I will say I am having some problems with a few. The increased zombie sight and sound seemed to make the zombies more blind and deaf I was firing off pistols and shotgun with many around that I could see at night and none of them even gave the time the day, the moment I took the mod off they immediately came after I shot something I also tried the increased wandering horde mod but I have made it to day 10 without a single random wandering horde, I don't even get the usual zombie dog horde I get around day 5 I did have increased random wilderness mod and wonder if it conflicted with that at all or the game just thinks there are too many actors so it will not spawn horde. Link to comment Share on other sites More sharing options...
JaxTeller718 Posted October 31, 2019 Author Share Posted October 31, 2019 Great wonderful set of mods~! Though I will say I am having some problems with a few. The increased zombie sight and sound seemed to make the zombies more blind and deaf I was firing off pistols and shotgun with many around that I could see at night and none of them even gave the time the day, the moment I took the mod off they immediately came after I shot something I also tried the increased wandering horde mod but I have made it to day 10 without a single random wandering horde, I don't even get the usual zombie dog horde I get around day 5 I did have increased random wilderness mod and wonder if it conflicted with that at all or the game just thinks there are too many actors so it will not spawn horde. I will have a look at sight and sound for zeds. Its very possible something has changed in how they detect, im using the a17 way which may no longer work. I use the WH mod on my game now and I have seen a pretty large increase in them. Although its possible that with the sound modlet not working they are just wandering away and dying off? Ill run that one again to make sure and double check that its working proper, but for what I am seeing it has been and the WH can be pretty large too, which is why I had to lower it a bit. Link to comment Share on other sites More sharing options...
Guppycur Posted October 31, 2019 Share Posted October 31, 2019 Oh ♥♥♥♥, I forgot you already had the zombie increase modlets... And here I was reinventing the wheel for my server. Link to comment Share on other sites More sharing options...
squeedrii Posted November 1, 2019 Share Posted November 1, 2019 I will have a look at sight and sound for zeds. Its very possible something has changed in how they detect, im using the a17 way which may no longer work. I use the WH mod on my game now and I have seen a pretty large increase in them. Although its possible that with the sound modlet not working they are just wandering away and dying off? Ill run that one again to make sure and double check that its working proper, but for what I am seeing it has been and the WH can be pretty large too, which is why I had to lower it a bit. Appreciate it very much. ^^ I tend to like the more harder aspect of games and love the thought of a simple loot and run turn into a horror movie. Almost done with a house as throngs of zombies beat on the wall as I frantically brainstorm a way to survive it. I tend to have zombies set to run at the very least during day so having a full bag means a death sentence. I hafta make decision to either stay and fight and the best way to do so, or stash some stuff and run risk losing it all as they destroy the building and the loot to get to me. Link to comment Share on other sites More sharing options...
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