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Type: Posts; User: KhaineGB

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  1. Replies
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    I would absolutely support making it an option on...

    I would absolutely support making it an option on the menu.

    In my case, I didn't want my "weak" zombies raging. I don't want the in-built rage mechanic to control my "normal" zombies... Guppy and...
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    I'm not a fan of the rage mechanic. And I...

    I'm not a fan of the rage mechanic.

    And I disagree with Fataal's statement that it can't be exposed to XML. One of the testers for my mod made a patch that basically turns it off for all zombies,...
  3. [MODLET] 7 Days to Die\Mods

    7 Days to Die\Mods
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    [OVERHAUL] Build 22 went out to testers today. That was...

    Build 22 went out to testers today.

    That was the build that added the last few bits from the A17 version of the mod (better scaling for trader quest rewards + modded vehicles).

    So I'm HOPING...
  5. [MODLET] I think a few of us feel like that, tbh. A18...

    I think a few of us feel like that, tbh.

    A18 is definitely better than A17... but I still firmly believe A16 had the better skill system base.
  6. [MODLET] Crafting, if you want it like A15, currently...

    Crafting, if you want it like A15, currently won't work. We need onSelfItemCrafted for that, and it's listed as "not working" for the moment.
  7. [MODLET] It's not my mod... soooo... I mean, I can look...

    It's not my mod... soooo...

    I mean, I can look into it. :) I have athletics working. Barter doesn't work though because the triggered effects I need to use don't exist.

    I had scavenging working...
  8. [MODLET] Yep, that's right. So if you had like... 3400...

    Yep, that's right.

    So if you had like... 3400 iron, 2000 coal in a container, then 12k of each of those in your backpack, it'd fill up the partial stacks of both AND make new ones. :)
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    It's not in A18 because it's not needed. It IS...

    It's not in A18 because it's not needed.

    It IS in A16 and A17, which you can download via steam and then use it to grab the old icons. ;)
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    Info Because the players base craftingtier is 1 So...

    Because the players base craftingtier is 1

    So you'd want 2,3,4,5,6
  11. Request Requires the use of external 3d models now,...

    Requires the use of external 3d models now, because UMA doesn't work anymore.

    So someone could do it, but it's a lot of work and would require the use of AnimationSDX (so not an easy drop-in...
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    [OVERHAUL] I have one thing to say to that.... this is in my...

    I have one thing to say to that.... this is in my A18 version.


    <effect_group name="Setting up player Wellness">
    <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self"...
  13. [MODLET] Possibly, but that would then make it an SDX mod,...

    Possibly, but that would then make it an SDX mod, since it would need custom C# code.



    You're using a bigger backpack I haven't tested with. So good chance it's using a different window.
  14. [MODLET] It should mostly work as-is. Just needs editing...

    It should mostly work as-is. Just needs editing for new items, changed item names, etc
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    [OVERHAUL] A while. Current version of the mod is...

    A while. Current version of the mod is V2.4-DEV-B18 for A18.1b4 Experimental ;)
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    [OVERHAUL] That's all super useful, so thank you. :) -...

    That's all super useful, so thank you. :)

    - Brass catchers SHOULD work on coilguns in A18. There's also a new trigger so they'll work better on fully auto weapons.
    - Stack sizes will be fixed. :)...
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    [OVERHAUL] So just to keep folks in the loop of what's going...

    So just to keep folks in the loop of what's going on.

    Yes, i'm updating DF for A18. As of yesterday, it was on V2.4-DEV-B13.

    Then A18 went stable and A18.1 went into experimental.

    So today...
  18. [MODLET] Icons don't push from server to client. Client's...

    Icons don't push from server to client. Client's need the icons installed.
  19. [MODLET] And pushed to git for the 60 slot bag. (both...

    And pushed to git for the 60 slot bag. (both types)

    Will look into the 96 slot later.
  20. [MODLET] Haven't forgotten about this, just been balls...

    Haven't forgotten about this, just been balls deep in getting Darkness Falls working.

    Will impliment some of these changes later today and upload it. :) Thanks for the help, folks!
  21. [MODLET] I think it's because they can be a bit OP if...

    I think it's because they can be a bit OP if turned upside down.

    But the demolotion zombie makes short work of them, just like he does with other spikes, so I don't get it. :)
  22. [MODLET] Nope. That's intended because you're supposed to...

    Nope. That's intended because you're supposed to "upgrade" to anything higher.
  23. [MODLET] As far as I know, the one Jax has in RH is custom...

    As far as I know, the one Jax has in RH is custom code made by one of his devs.

    This one is code already included in the game. I just turned it on and gave it custom icons.
  24. [MODLET] Yes but I'm absolutely not even going to try and...

    Yes but I'm absolutely not even going to try and xpath that because it was a pain to do it hard-coded into the XML.

    I would suggest sticking with the 60 slot bag in that case. That's close to...
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    [OVERHAUL] Nope. There's no pre-rendered map image. You...

    Nope. There's no pre-rendered map image.

    You can find the locations of the bunkers in prefabs.xml.
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