Jump to content

JaxTeller718 Modlet Collection


JaxTeller718

Recommended Posts

Still working on the zombie sight and sound modlet for you.

 

Updates!!!

 

New Modlet: Trader Quest Balances - Questing from traders is a bit easy mode, this modlet reduces all that medical loot, reduces both XP and Dukes earned in every tier.

 

Fixed/Changed

 

Trader Balances: Fixed an issue where it would null on first opening a trader. Min/Max swaps now match

Car Respawner: Fixed an issue where the plant left behind would disappear due to fertile ground level not being set to 0

 

 

Guppy

 

The Wandering Horde modlet and Biome modlet have been severely neutered in the past month to fit more with vanilla tastes. Let me know if you want the crazier ones. I can up them here for you if you choose to use them ;)

Link to comment
Share on other sites

I did a 10x across the board. And added my ragers. And gave them leap. And also 10x'd the game stage. And died 6 times and I haven't even left my spawn point.

 

...it was glorious. :)

 

Leap.. 👀👀👀 Is this a modlet 😮

Guppy. When you play, just curious you advance your GS % but do you stay on Nomad to avoid the bullet sponge effect. Just curious.

Link to comment
Share on other sites

Ugh a couple of modlets no longer work on b5 experimental. im knee deep on making Ravenhearst guys so i may have to stop updating experimentals and just go with stables for these modlets. Sorry guys, but so much changes, and I honestly do not have time to keep checking every 4 days for their updates.

Link to comment
Share on other sites

Ugh a couple of modlets no longer work on b5 experimental. im knee deep on making Ravenhearst guys so i may have to stop updating experimentals and just go with stables for these modlets. Sorry guys, but so much changes, and I honestly do not have time to keep checking every 4 days for their updates.

 

Could you be anymore vague? Which ones are not working?

Link to comment
Share on other sites

Could you be anymore vague? Which ones are not working?

 

Im no longer working on any modlets for experimental. if i went through each and every one i may as well update them. I know people can often rely on them for their gameplay but its become too much and i need to focus on my main objective which is Ravenhearst. Its not as easy as one would think to keep these mod launcher friendly and keep updating with every experimental. New links would need to be created for each experimental, archives kept of older ones and people would get confused as to which ones worked and didnt and which ones to update or not update. My main goal is always Ravenhearst and now that its full on in development all these things in this thread will be in Ravenhearst plus hundreds more.

 

I will still be updating them for every stable, just not experimentals.

 

the one i know for sure doesnt work and gives an error is trader quest balance, the others SHOULD work on b5 but i cant guarantee it. I can guarantee they work on b4 and stable.

Link to comment
Share on other sites

who releases an update at midnight grrrrrrrrrr

 

i bow to you Gup, it sounds amazing!

 

Edit - Ohhh b5 went out 4 hours ago. thats what i get for burying my head in modding lol

 

testing modlets on b5 guys. will update if needed

 

Dude, I didn't realize until after midnight either. =) Yeh I didn't intend to update with experimental but did so accidentally and now I'm stuck with it. :( At least this one has the heatmap fix and the rwgmixer/xpath fix, so that's something...

 

@Sam MP play *has* to be super hard with my group, and bullet sponges *are* boring, which is why I try to come up with creative ways to make them tougher, yet not just bullet sponges.

Link to comment
Share on other sites

Myself I always play current be it exp or stable, but I dont know what the public prefers. I wouldn't mind keeping it current. Because I use some of these myself but the general audience may want them on Stable. So I guess i could make a Stable branch and an Experimental branch of these mods if people want them.

 

See i try to be tough, I try to be hard on people but I love you guys so damn much I just cant say no. Direct links would ave to go away. Theres not enough room in these posts for them lol

Link to comment
Share on other sites

Came out of modlet retirement JUST to make a modlet that reverses the insane and useless decision to remove iron from the game. Restores iron ore and bundles and forge crafting etc.

 

Obviously this will only work on expb6 and above since its a recent change.

 

What why tfp remove iron for that's stupid

Link to comment
Share on other sites

What why tfp remove iron for that's stupid

 

No clue. Now you just get scrap iron when mining. they removed all traces of the iron ore/fragments.

 

Just another decision made in the heat of a moment where SOMEONE probably got mad they didnt have enough time to craft 5000 turret ammo before a horde night :)

Link to comment
Share on other sites

No clue. Now you just get scrap iron when mining. they removed all traces of the iron ore/fragments.

 

Just another decision made in the heat of a moment where SOMEONE probably got mad they didnt have enough time to craft 5000 turret ammo before a horde night :)

 

Luckily you added it back in.

Link to comment
Share on other sites

Question: Does the dye in the jack o lantern mod change the color of the light cast by the Jacks? If so, can that dye be changed after creation? (In other words, does the jack have a dye slot for color change?

 

I'm trying the game without raw iron first to see how it impacts game play before putting it back in.

Link to comment
Share on other sites

Question: Does the dye in the jack o lantern mod change the color of the light cast by the Jacks? If so, can that dye be changed after creation? (In other words, does the jack have a dye slot for color change?

 

I'm trying the game without raw iron first to see how it impacts game play before putting it back in.

 

Right now its just a straight craft with the dye. Not sure if we can have dyes on blocks, i have not dug deep enough yet but i will.

Link to comment
Share on other sites

I found the downside of running the double wandering hordes and double wilderness spawns last night....

 

You get used to never seeing zombies around anywhere and get complacent. I only had one way into the graveyard cathedral I'm using for a base, a big horde must have spawned nearby at night, and they all came pouring in that one doorway. Even with a ton of pistol ammo, I couldn't do enough damage fast enough as was wrecked.

 

THATS what I missed from the older alphas.. having to be careful all the time, not just when doing a quest.

Link to comment
Share on other sites

I found the downside of running the double wandering hordes and double wilderness spawns last night....

 

You get used to never seeing zombies around anywhere and get complacent. I only had one way into the graveyard cathedral I'm using for a base, a big horde must have spawned nearby at night, and they all came pouring in that one doorway. Even with a ton of pistol ammo, I couldn't do enough damage fast enough as was wrecked.

 

THATS what I missed from the older alphas.. having to be careful all the time, not just when doing a quest.

 

That is so awesome to hear. I know maybe it can be frustrating but it does show us how over the past few updates we kind of coast through without much thought into our next move.

 

Even a SMALL increase would be so welcome in vanilla. But until they realize that zombies can be our friends too we have to go with mods i guess :)

 

And for my next update!

 

Deceptive Pastry has allowed me to fix up and post a working version of his Action Skills Modlet, a description of which can be seen here

 

This brings back LBD! Ive added all the new weapons and also added 2 new skill groups for batons and spears.

 

Grab it for 18.1b6 Exp here

Link to comment
Share on other sites

Did you ever do an even bigger wandering hordes, since you had so many working without a significant slowdown? I'm not sure how big they are now, but something in the 30 or so range might be good.

 

Since that worked, maybe a quadruple wilderness spawns would also be doable?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...