Guppycur Posted March 18, 2020 Author Share Posted March 18, 2020 For the doors, looking at it, I could swear I fixed those already... I'll fix them when I get better (sick). 1 Link to comment Share on other sites More sharing options...
Gamida Posted March 18, 2020 Share Posted March 18, 2020 You were just on a cruise...and now you are sick. Could you please stand back 2 meters. Edit: Sorry, that is about 6 1/2 feet for you guys down south... 2 Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 18, 2020 Share Posted March 18, 2020 For the bridge, remove the line with creative in it. Hallo again sir... Well, i deleted that line thru WordPad, and now it is not under devblocks, that looks to work... But i still CAN NOT CRAFT IT :( i dont see it in the craft menu...it is only for admins this mod ? if yes then ok... Link to comment Share on other sites More sharing options...
Guppycur Posted March 18, 2020 Author Share Posted March 18, 2020 It should have a recipe file, I don't know. I'm waaaay too sick to look. Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 18, 2020 Share Posted March 18, 2020 It should have a recipe file, I don't know. I'm waaaay too sick to look. Ok, i hope youre soon fit man ! You need next year to get vakcine im on it already 10 years and no sick :) PS : im pretty sure, the recipe is not there...so now we know why we can not craft it ok, i can live with that... I go try to play with that numbers in doors as you wrote...lets see what i can done Yes, one thing i have to tell to doors - the rotating and glass we can not craft anymore fck TFP !!! Because there is no more Commercial Glass Pane BLOCK !!! :( the TFP are so MUCH STUPID i think...they everytime change something so they destroy everything good added to the game by modders... :( but maybe in the recipe file i can change the glass block to another ? Let´s try and see what happens offline offcourse !!! Thanks anyway sir ! And get well soon !!! Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 18, 2020 Share Posted March 18, 2020 So, first thing is "fixed" :) I changed the resources for Glass and Spinning doors, and now i can craft it in workbench from Iron + Mechanical Parts... Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 18, 2020 Share Posted March 18, 2020 Sir i fixed the issue with the gap on the "DoorSectorPortcullis" :) there was a line 2,2,1 and i changed it simply to 1,2,1 now the door need only 1 block place, the door are in the middle without that gap !!! So i can use it THANK YOU FOR THIS DOOR, I LOVE IIIIIIIIIIIT !!!!!!!! PS : It´s a really BIG shame for the FunPimps that they dont do after almost 6 years of developing something like those yours mods !!!! If we met one day personally, i buy you a beer :) Link to comment Share on other sites More sharing options...
Guppycur Posted March 21, 2020 Author Share Posted March 21, 2020 Hopefully I will live that long. :-) I'm still in isolation at the hospital. Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 22, 2020 Share Posted March 22, 2020 Hopefully I will live that long. :-) I'm still in isolation at the hospital. Ouch...are you infected man ? ((((( uff... Link to comment Share on other sites More sharing options...
Guppycur Posted March 23, 2020 Author Share Posted March 23, 2020 Won't know until the test results come back in. I doubt it though. I did test positive for flu type a and I have pneumonia, so I'm sure that's what's going on with me. Link to comment Share on other sites More sharing options...
Ehvis Posted March 23, 2020 Share Posted March 23, 2020 Sir i fixed the issue with the gap on the "DoorSectorPortcullis" :) there was a line 2,2,1 and i changed it simply to 1,2,1 You can leave the dimension alone and fix it with the ModelOffset property as well. That way you won't be able to place blocks inside your door. Good thing to know is that the default model offset (when the property is not there) is "0,0.5,0". You need to add 0.5 for the first or last offset if the dimension is 2 (or maybe even all even dimensions). So for this particular door it's "0.5,0.5,0". For the spinning door it was "0.5,0.5,0.5". 1 Link to comment Share on other sites More sharing options...
Guppycur Posted March 23, 2020 Author Share Posted March 23, 2020 Offset is definitely the correct fix because that's what 18.3 broke. Link to comment Share on other sites More sharing options...
insG_Drifter Posted March 24, 2020 Share Posted March 24, 2020 Won't know until the test results come back in. I doubt it though. I did test positive for flu type a and I have pneumonia, so I'm sure that's what's going on with me. Hang in there Guppy. Wishing you the best and a get well soon. 1 Link to comment Share on other sites More sharing options...
PeNa1979 Posted March 27, 2020 Share Posted March 27, 2020 Love the personal elevator !!! Have it in every my base installed Only bad it is not going higher...so 3-5 floor would be great for me :) Link to comment Share on other sites More sharing options...
Guppycur Posted March 29, 2020 Author Share Posted March 29, 2020 (edited) NPC Soldier Mod Adds NPC Soldiers - does not add into spawn groups! 9 new soldiers, slightly different MoCap packages, includes machine gunners, a rocket launcher guy and a flame thrower guy. Be warned, the default AI PACKAGES ARE VERY LIMITED, so they shoot like storm troopers. Until TFP fixes the NRE that occurs when a bandit class enters a trader protected area, we are pretty limited on what we can include. Edited March 29, 2020 by Guppycur (see edit history) 1 Link to comment Share on other sites More sharing options...
mr.devolver Posted March 29, 2020 Share Posted March 29, 2020 NPC Soldier Mod Adds NPC Soldiers - does not add into spawn groups! 9 new soldiers, slightly different MoCap packages, includes machine gunners, a rocket launcher guy and a flame thrower guy. Be warned, the default AI PACKAGES ARE VERY LIMITED, so they shoot like storm troopers. Until TFP fixes the NRE that occurs when a bandit class enters a trader protected area, we are pretty limited on what we can include. Thank you very much, I hope Xyth will include these in the next update soon, although it has not been updated for some time. 1 Link to comment Share on other sites More sharing options...
Darkstardragon Posted March 29, 2020 Share Posted March 29, 2020 (edited) i have a few days off coming up, ill look at these and get em sorted with xmls for npc mod and xyth will add em, i really want to use em myself they may need a controller change, ill look into that as well Edited March 29, 2020 by Darkstardragon (see edit history) 2 Link to comment Share on other sites More sharing options...
Guppycur Posted March 30, 2020 Author Share Posted March 30, 2020 Cool lemme know how they stack against yours. Link to comment Share on other sites More sharing options...
Guppycur Posted March 30, 2020 Author Share Posted March 30, 2020 Thank you very much, I hope Xyth will include these in the next update soon, although it has not been updated for some time. Well there's only a small handful of us doing these, unfortunately. 1 Link to comment Share on other sites More sharing options...
scm1893 Posted April 3, 2020 Share Posted April 3, 2020 Guppycur, thanks for all the mods. FYI the flamethrower zip file on 7daystodiemods.com shows 0kb when downloaded. Link to comment Share on other sites More sharing options...
Guppycur Posted April 3, 2020 Author Share Posted April 3, 2020 (edited) Unfortunately I don't know anything about that mod website. Try my git repository directly. Edited April 3, 2020 by Guppycur (see edit history) Link to comment Share on other sites More sharing options...
doughphunghus Posted April 3, 2020 Share Posted April 3, 2020 DarkstarDragon: ill look at these and get em sorted with xmls for npc mod and xyth will add em,... Yay! Guppycur: 9 new soldiers...These look awesome. Thanks for putting in all this work (and for all your other mod[lets] as well). Guppycur: Won't know until the test results come back in. I doubt it though. I did test positive for flu type a and I have pneumonia... Holy crap The post is a week old so I hope you're doing a *lot* better by now (and out of hospital) Link to comment Share on other sites More sharing options...
Guppycur Posted April 4, 2020 Author Share Posted April 4, 2020 I'm alive. Covid test was negative so just dealing with type a flu and pneumonia. 1 Link to comment Share on other sites More sharing options...
Snufkin Posted April 5, 2020 Share Posted April 5, 2020 Flu and pneumonia are already bad, hope you get well soon. I want to ask you about your "Robot Dog Companion Mod". I was using the same system for a pet companion and I though yours would work on multiplayer. Sadly, it gives me an InvalidCastException, the same as my mod. Do you know any solution? Link to comment Share on other sites More sharing options...
Guppycur Posted April 5, 2020 Author Share Posted April 5, 2020 I wasn't even aware. Damn. Weird though, there's nothing special going on. When/if I get well I'll look into it. Btw, join my damn discord. Link to comment Share on other sites More sharing options...
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