xyth Posted February 22, 2019 Author Share Posted February 22, 2019 Pushed an update to the JunkItems modlet that increases drop rate 10x. I played 3 weeks and only saw 1 drop, so this might be more balanced. Link to comment Share on other sites More sharing options...
kdawg Posted February 26, 2019 Share Posted February 26, 2019 xyth, could you give me some details steps in changing the images on the billboard images? In case I would like to add our logo on the billboards? Link to comment Share on other sites More sharing options...
xyth Posted February 26, 2019 Author Share Posted February 26, 2019 I will need to upload the unity template if you want to change the display. You need to edit a single image file then replace the one I used and export the billboard block. Link to comment Share on other sites More sharing options...
kdawg Posted February 26, 2019 Share Posted February 26, 2019 I will need to upload the unity template if you want to change the display. You need to edit a single image file then replace the one I used and export the billboard block. That will be great, maybe I can figure it out from there. Link to comment Share on other sites More sharing options...
xyth Posted February 27, 2019 Author Share Posted February 27, 2019 (edited) The template Unity project for the billboard can be found here: https://github.com/7D2D/Templates-and-Utilities Also pushed recipes for the Zombie Pinups modlet. Edited February 27, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
xyth Posted March 4, 2019 Author Share Posted March 4, 2019 Added a radios modlet. Has a Jukebox, and old radio and a RA801 military radio. Link to comment Share on other sites More sharing options...
xyth Posted March 12, 2019 Author Share Posted March 12, 2019 Added 2 more modlets. SteelBars that you can loot though, and the HelmetCam modlet. These both had minimal testing, so let me know if you have issues or suggestions for improvements. Link to comment Share on other sites More sharing options...
stasis78 Posted March 12, 2019 Share Posted March 12, 2019 Thank you ! Link to comment Share on other sites More sharing options...
Bluman Posted March 13, 2019 Share Posted March 13, 2019 is there away to make it so the radios can play mp3's instead of mp4 ? please sir Link to comment Share on other sites More sharing options...
xyth Posted March 13, 2019 Author Share Posted March 13, 2019 Not as a vanilla modlet. That would have to be an SDX mod. Link to comment Share on other sites More sharing options...
Bluman Posted March 13, 2019 Share Posted March 13, 2019 I would love that Link to comment Share on other sites More sharing options...
xyth Posted March 14, 2019 Author Share Posted March 14, 2019 Version 1.2 of the HelmetCam. Removed camera debuff on stealthing (left over from bugfix testing), tightened FOV to 10 from 15. Not sure about the best FOV setting. 10 seems to give a good view with no FPS hit, but I'd like feedback on this. Link to comment Share on other sites More sharing options...
CrypticGirl Posted March 14, 2019 Share Posted March 14, 2019 Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional? Link to comment Share on other sites More sharing options...
xyth Posted March 14, 2019 Author Share Posted March 14, 2019 Hey, the HelmetCam is nice. It just stinks that you can't equip that and the helmet light mod at the same time, making the mining helmet the only useful helmet to equip it to. Is that intentional? Never tested it on the mining helm. I will look into it, i think it's an easy xml fix. I set it so you couldn't have 2 cameras in 1 helm but i can see where that might prevent any other helmet modifier working Link to comment Share on other sites More sharing options...
xyth Posted March 14, 2019 Author Share Posted March 14, 2019 (edited) Version 1.21 pushed to repo and Nexus. HelmetCam is now compatible with Helmet Light item modifiers Edited March 14, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
Guppycur Posted March 14, 2019 Share Posted March 14, 2019 Not or Now, and why? Link to comment Share on other sites More sharing options...
xyth Posted March 14, 2019 Author Share Posted March 14, 2019 Typo. It's now compatible. Tag collision with the helmet light item mod Link to comment Share on other sites More sharing options...
Drconfused Posted March 15, 2019 Share Posted March 15, 2019 Added 2 more modlets. SteelBars that you can loot though, and the HelmetCam modlet. These both had minimal testing, so let me know if you have issues or suggestions for improvements. Updating my personal game and going through the mods I want added. looking at your code for the steel bars and you have <block id=.... I am curious as to the choice of 'id' versus 'name' and if there is a reason for this? Link to comment Share on other sites More sharing options...
xyth Posted March 15, 2019 Author Share Posted March 15, 2019 (edited) Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon. V1.01 pushed with that edit. Thanks for catching that. Edited March 15, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
Drconfused Posted March 16, 2019 Share Posted March 16, 2019 Just forgot to edit that on the A16 to A17 conversion. The game handles that gracefully, but I will fix and update soon. V1.01 pushed with that edit. Thanks for catching that. Fantastic! I was wondering if there were the capacity to have a whole line of bars that are in this style that upgrade and some downgrade wood to iron01 iron01 to iron02 iron02 to steel01 steel01 to steel02 (the iron02 and steel02 can downgrade, but the 01 is a destroy event). If this is not something you want to end up making, would I be able to attempt doing so myself? And would this be as easy as making the block name and adding a texture="relevant # to texture" and changing the Msteel value to the relevant one? and of course the upgrade/downgrade attributes? I like the ability to loot at the edges in the gap but would love to see a whole series with this concept. Link to comment Share on other sites More sharing options...
xyth Posted March 16, 2019 Author Share Posted March 16, 2019 You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process. Link to comment Share on other sites More sharing options...
xyth Posted March 16, 2019 Author Share Posted March 16, 2019 Version 1.1 of steel bars, added rocket collision Link to comment Share on other sites More sharing options...
Drconfused Posted March 16, 2019 Share Posted March 16, 2019 You can use these blocks anyway you might like included extending it with other material bars. There are turorials on how to do this. Let me know if you need any help with the process. Thank you very much. Got it working mostly, but using a property name="Texture" doesn't seem to work overriding the texture here is my code on GIT Link to comment Share on other sites More sharing options...
xyth Posted March 16, 2019 Author Share Posted March 16, 2019 You can't retexture a custom asset using the texture property as far as I know. In my comment above, I thought you planned to make new models for the other types. Link to comment Share on other sites More sharing options...
xyth Posted March 16, 2019 Author Share Posted March 16, 2019 (edited) I pushed version 1.21 that adds wroughtiron and wooddowel bars. Same model, but new textures. Let me know if that works for your modlet. Edited March 16, 2019 by xyth (see edit history) Link to comment Share on other sites More sharing options...
Recommended Posts