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Type: Posts; User: jrbarrio

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  1. Replies
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    Export Configs ISSUE

    It seems that exportcurrentconfigs no longer displays the changes made by mods.
    Well, not entirely true, it shows the changes but there is no longer an uncommented line pointing you to where the...
  2. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
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    10,506

    [MODLET] Ok, I will look into it, however I may not make a...

    Ok, I will look into it, however I may not make a change to it until the next stable release (unless it causes major issues). Thank you for the update!

    As of release version 17.3 this has been...
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    I am preparing to do this to all my mods as well...

    I am preparing to do this to all my mods as well but could you tell me if the Mod.xml is required, or just the folder structure?
  4. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
    Views
    10,506

    [MODLET] Traditional Zombies-Headshots and dismemberments...

    Traditional Zombies-Headshots and dismemberments updated for functionality with Firearms 2 Soviet pack Original mod also broken down between Melee and Projectiles.

    Traditional Zombies-Plain...
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    Info Geez, some people... That sucks you have to go...

    Geez, some people...
    That sucks you have to go through the hassle involved with it all, I hope it doesn't deter you from continuing with your work! And good luck getting it all sorted!

    Oh and...
  6. Thread: remove zombie

    by jrbarrio
    Replies
    4
    Views
    253

    Request That is not necessary, the main node for the mod...

    That is not necessary, the main node for the mod can be anything as long as it does not start with numbers. Perhaps the user has not set up the mod folder correctly ie: setting up ModInfo.xml etc....
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    Request entityclasses.xml You won't find anything...

    entityclasses.xml
    You won't find anything specific to what you are asking, only a broad approach can be taken to mitigate zombies attacking blocks.
    Ex:
    <property name="AITask-1"...
  8. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
    Views
    10,506

    [MODLET] Sure, here is my GitHub...

    Sure, here is my GitHub (new to all of this)
  9. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
    Views
    10,506

    [MODLET] Thank you to the both of you! Thank you!...

    Thank you to the both of you!



    Thank you! That is a good idea, I will likely implement that once I get my Traditional Zombies semi-Overhaul out the door. I am waiting until Beta, but it may...
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    I just went with feathers (keratin) and the dirty...

    I just went with feathers (keratin) and the dirty water.


    <append xpath="/recipes">

    <recipe name="resourceGlue" count="1" craft_area="chemistryStation">
    <ingredient...
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    Request Just replace them with a desired zombie or...

    Just replace them with a desired zombie or animal:

    <NoCrawlers>

    <set xpath="/entitygroups/entitygroup[contains(@name, 'Zombie')]/entity[contains(@name, 'Crawler')]/@name">DESIREDZOMBIE</set>...
  12. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
    Views
    10,506

    [MODLET] Fixed the link, thanks for the heads up!

    Fixed the link, thanks for the heads up!
  13. Thread: Barrio's Mods

    by jrbarrio
    Replies
    18
    Views
    10,506

    [MODLET] Barrio's Mods

    Some more xpath mods.
    GitHub

    ------======Nexus Mods======------

    Traditional Zombies-Minimal Block Damage A17 Reduces the damage zombies do to blocks to 1 damage point per hit. (Lowest it...
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