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Thread: Darkness Falls: They mostly come out at night...

  1. #1066
    Colony Founder KhaineGB's Avatar
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    Quick hotfix.

    • Snowberries now plantable. (By anyone)
    • Snowberries now used for ink.
    • Tweaked shotgun damage.
    Last edited by KhaineGB; 08-26-2018 at 01:32 AM.

  2. #1067
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    Thanks for the new ink recipe. There is such a moment,merchants are not buying the laser guns. Can I fix it?

  3. #1068
    Colony Founder KhaineGB's Avatar
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    You can, but the traders not buying laser weapons and coilguns is intended.

  4. #1069
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    Server will not running <.<

    Hello,

    i want the Mod for my Dedi-Server, but he will not running <.<
    A) Fresh install Dedi from Steam - then i Download the Master zip, unzip and Copy&Paste in Dedi-folder.
    B) Start Dedi-Server and Start the Game from Mod Launcher...
    After 20-30 min is the Server always still not there :/
    Yes, ist public and "Random Gen"
    (excuse me for my bad english)

    I searched the "Output" file and found this ... What can i do?

    2018-08-28T07:56:45 4.948 ERR Loading and parsing 'blocks.xml' (Class 'BlockPlantGrowingWithWater, Mods' not found!)
    2018-08-28T07:56:45 4.949 ERR Loading of blocks aborted due to errors!
    2018-08-28T07:56:45 4.951 ERR at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0
    2018-08-28T07:56:45 5.139 ERR Loading and parsing items xml file (Unknown block name 'wallTorchPlayer' in use_action!/ at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 )
    2018-08-28T07:56:45 5.142 ERR Loading of items aborted due to errors!
    2018-08-28T07:56:45 5.142 ERR at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    Exception: Block with name 'pouredConcreteMaster' not found in block id 15
    at Block.LateInit () [0x00000] in <filename unknown>:0
    at Block.LateInitAll () [0x00000] in <filename unknown>:0
    at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    at WorldStaticData+QO.MoveNext () [0x00000] in <filename unknown>:0
    at WorldStaticData+RO.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager+CI.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager.Awake () [0x00000] in <filename unknown>:0



    Kind regards
    Turbiii

  5. #1070
    Colony Founder Spectral Force's Avatar
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    Quote Originally Posted by Turbiii View Post
    Hello,

    i want the Mod for my Dedi-Server, but he will not running <.<
    A) Fresh install Dedi from Steam - then i Download the Master zip, unzip and Copy&Paste in Dedi-folder.
    B) Start Dedi-Server and Start the Game from Mod Launcher...
    After 20-30 min is the Server always still not there :/
    Yes, ist public and "Random Gen"
    (excuse me for my bad english)

    I searched the "Output" file and found this ... What can i do?

    2018-08-28T07:56:45 4.948 ERR Loading and parsing 'blocks.xml' (Class 'BlockPlantGrowingWithWater, Mods' not found!)
    2018-08-28T07:56:45 4.949 ERR Loading of blocks aborted due to errors!
    2018-08-28T07:56:45 4.951 ERR at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0
    2018-08-28T07:56:45 5.139 ERR Loading and parsing items xml file (Unknown block name 'wallTorchPlayer' in use_action!/ at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 )
    2018-08-28T07:56:45 5.142 ERR Loading of items aborted due to errors!
    2018-08-28T07:56:45 5.142 ERR at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    Exception: Block with name 'pouredConcreteMaster' not found in block id 15
    at Block.LateInit () [0x00000] in <filename unknown>:0
    at Block.LateInitAll () [0x00000] in <filename unknown>:0
    at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    at WorldStaticData+QO.MoveNext () [0x00000] in <filename unknown>:0
    at WorldStaticData+RO.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager+CI.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager.Awake () [0x00000] in <filename unknown>:0



    Kind regards
    Turbiii


    OK, once you unzip the folder you will have your 7DaystoDie_Server folder, you can copy/paste and merge that with the folder of the same name on the server.

    You can copy and paste the Mods folder as well.

    For the data Folder, copy and paste the Config and UMA textures folders over and merge them.

    However, with the Prefabs folder, you need to copy and paste the files inside the folder to the Prefab folder on the server. So go into the downloaded folder for DF, go into Data, Prefabs, press control +A to highlight all the files, then right click copy. Then Paste them into the Prefab folder on the server.

    Also make sure you setup your serverconfig.xml before starting the server, game name, server name, server description and all the other settings.

    One more thing, if you're server is running Linux, it's a more complicated setup and out of the scope of my knowledge. I setup a windows virtual machine just for my mod servers.

  6. #1071
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by Turbiii View Post
    Hello,

    i want the Mod for my Dedi-Server, but he will not running <.<
    A) Fresh install Dedi from Steam - then i Download the Master zip, unzip and Copy&Paste in Dedi-folder.
    B) Start Dedi-Server and Start the Game from Mod Launcher...
    After 20-30 min is the Server always still not there :/
    Yes, ist public and "Random Gen"
    (excuse me for my bad english)

    I searched the "Output" file and found this ... What can i do?

    2018-08-28T07:56:45 4.948 ERR Loading and parsing 'blocks.xml' (Class 'BlockPlantGrowingWithWater, Mods' not found!)
    2018-08-28T07:56:45 4.949 ERR Loading of blocks aborted due to errors!
    2018-08-28T07:56:45 4.951 ERR at BlocksFromXml.CreateBlocks (.XmlFile _xmlFile, Boolean _fillLookupTable) [0x00000] in <filename unknown>:0
    2018-08-28T07:56:45 5.139 ERR Loading and parsing items xml file (Unknown block name 'wallTorchPlayer' in use_action!/ at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0 )
    2018-08-28T07:56:45 5.142 ERR Loading of items aborted due to errors!
    2018-08-28T07:56:45 5.142 ERR at ItemActionPlaceAsBlock.ReadFrom (.DynamicProperties _props) [0x00000] in <filename unknown>:0
    at ItemClassesFromXml.CreateItems (.XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    Exception: Block with name 'pouredConcreteMaster' not found in block id 15
    at Block.LateInit () [0x00000] in <filename unknown>:0
    at Block.LateInitAll () [0x00000] in <filename unknown>:0
    at WorldStaticData.Init (System.String _name, .XmlFile _xmlFile) [0x00000] in <filename unknown>:0
    at WorldStaticData+QO.MoveNext () [0x00000] in <filename unknown>:0
    at WorldStaticData+RO.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager+CI.MoveNext () [0x00000] in <filename unknown>:0
    at GameManager.Awake () [0x00000] in <filename unknown>:0



    Kind regards
    Turbiii
    You're missing the necessary modded DLL files.

    Upload all three folders to your server and overwrite when promoted. In this instance, you specifically need the 7DaystoDieServer_Data folder. Instructions also apply to Linux servers (as that's what I test on).

  7. #1072
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    I think that i found a little bug. When you complete the trader quest, if you have the frames in you inventory this ones keep there, for example, i complete 5 quest of 100 wood frames and 8 of 100 coblestone frames with just 150 wood frames and 160 coblestones frames. in both case the items was in the last spot of the quickbotoms.

  8. #1073
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    Are you planning to do an A17e version of DF or are you going to wait till it goes to A17 (after getting serious game time in of course)?

  9. #1074
    Colony Founder KhaineGB's Avatar
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    Quote Originally Posted by facudauria View Post
    I think that i found a little bug. When you complete the trader quest, if you have the frames in you inventory this ones keep there, for example, i complete 5 quest of 100 wood frames and 8 of 100 coblestone frames with just 150 wood frames and 160 coblestones frames. in both case the items was in the last spot of the quickbotoms.
    Not fixable unfortunately. Though apparently I'll be able to do it in A17 properly.

    Quote Originally Posted by Erik Louden View Post
    Are you planning to do an A17e version of DF or are you going to wait till it goes to A17 (after getting serious game time in of course)?
    I'll be waiting until A17 properly releases. There's a couple of reasons for that.

    1) I saw a few things in the video that I don't like, so I want to see how they "feel" in play before I start breaking everything.

    2) I may need to wait for SDX integration to be updated. I've also heard I will have to remake all of my assets (which is one of the reasons I "fixed" the guns so I have the files ready)

  10. #1075
    Tracker Baobab's Avatar
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    cant get the hornet mod started in my mod.

    He cant find the "Hornet/HornetPrefab"

    where can i find it ?

  11. #1076
    Colony Founder KhaineGB's Avatar
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    Mods/SDX/Resources.

    You should have a file called Hornet.Unity3D

    EDIT: Wait... did you go into entityclasses.xml and turn on the bit of code that starts like this?

    Code:
    <!-- Hornet Mod 
    
    <entity_class name="hornet">
    Because if so, that doesn't work. That's why it's turned off.
    Last edited by KhaineGB; 08-30-2018 at 03:30 AM.

  12. #1077
    Tracker Baobab's Avatar
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    Quote Originally Posted by KhaineGB View Post
    Mods/SDX/Resources.

    You should have a file called Hornet.Unity3D

    EDIT: Wait... did you go into entityclasses.xml and turn on the bit of code that starts like this?

    Code:
    <!-- Hornet Mod 
    
    <entity_class name="hornet">
    Because if so, that doesn't work. That's why it's turned off.
    item.xml

    <item id="1455" name="stingHornet">
    <property name="IsDeveloper" value="true" />
    <property name="Material" value="organic" />
    <property name="Canhold" value="false" />
    <property name="HoldType" value="28" />
    <property name="Stacknumber" value="1" />
    <property name="Candrop" value="false" />
    <property class="Action0">
    <property name="Class" value="Melee" />
    <property name="Delay" value="2.0" />
    <property name="Range" value="1.2" />
    <property name="Sphere" value="0.4" />
    <property name="Block_range" value="2.5" />
    <property name="DamageEntity" value="15" />
    <property name="Sound_start" value="swoosh" />
    </property>
    </item>


    entityclasses.xml


    <entity_class name="hornet">
    <property name="EntityType" value="Zombie" />
    <property name="Mesh" value="Animals/Hornet/HornetPrefab" />
    <property name="ModelType" value="Standard" />
    <property name="HasRagdoll" value="false" />
    <property name="Prefab" value="NPC" />
    <property name="Class" value="EntityHornet" />
    <property name="Parent" value="Enemies" />
    <property name="AvatarController" value="AvatarHornetController" />
    <property name="PhysicsBody" value="zombie04" />
    <property name="HasDeathAnim" value="true" />
    <!-- AI properties -->
    <property name="AITask-1" value="BreakDoor" />
    <property name="AITask-2" value="BreakBlock" />
    <property name="AITask-3" value="Territorial" param1="10" />
    <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" />
    <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC" />
    <!--property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /-->
    <!--property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /-->
    <property name="AITask-6" value="ApproachSpot" />
    <property name="AITask-7" value="Wander" />
    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer" />
    <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityNPC" />
    <property name="AITarget-3" value="BlockingTargetTask" />
    <property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" />
    <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
    <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityNPC" />
    <!--property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /-->
    <!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->
    <property name="WalkType" value="3" />
    <property name="MaxHealth" value="50" />
    <property name="MaxViewAngle" value="180" />
    <property name="HandItem" value="stingHornet" />
    <property name="Weight" value="20" />
    <property name="PushFactor" value="10" />
    <property name="Immunity" value="sickness;disease;bleeding;wellness" />
    <property name="WanderSpeed" value="0.08" />
    <property name="ApproachSpeed" value="0.2" />
    <property name="NightWanderSpeed" value="0.08" />
    <property name="NightApproachSpeed" value="1.1" />
    <property name="PanicSpeed" value="0.55" />
    <property name="CanClimbLadders" value="true" />
    <property name="IsEnemyEntity" value="true" />
    <property name="SurfaceCategory" value="organic" /> <!-- This decides on the particle effect played on hit -->
    <property name="AttackTimeoutDay" value="2" /> <!-- animations is so long! in s -->
    <property name="AttackTimeoutNight" value="2" />
    <property name="ParticleOnDeath" value="blood_death" />
    <property name="SoundLiving" value="Enemies/Hornets/hornetflylp" /> <!-- this does not work so far !!! -->
    <property name="SoundRandomTime" value="60.0" />
    <property name="SoundRandom" value="Enemies/Hornets/hornetroam" />
    <property name="SoundAlertTime" value="25.0" />
    <property name="SoundAlert" value="Enemies/Hornets/hornetalert" />
    <property name="SoundHurt" value="Enemies/Hornets/hornetpain" />
    <property name="SoundDeath" value="Enemies/Hornets/hornetdeath" />
    <property name="SoundAttack" value="Enemies/Hornets/hornetattack" />
    <property name="SoundSense" value="Enemies/Hornets/hornetsense" />
    <!-- <property name="LootListOnDeath" value="24" /> -->
    <property name="SpawnOnGround" value="false" />
    <property name="ExperienceGain" value="20"/>
    <property name="CorpseBlock" value="GoreBlock1Prefab"/>
    <property name="CorpseBlockChance" value="0"/>
    <property name="TimeStayAfterDeath" value="30" />
    <property name="DeadBodyHitPoints" value="80" /> <!-- For harvesting -->
    <drop event="Harvest" name="foodHoney" tool_category="Butcher" count="5" prob="1" />
    </entity_class>

    sounds.xml


    <!-- Hornets -->

    <SoundDataNode name="hornetalert"> <AudioSource name="Sounds/AudioSource_Pain"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert1"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert2"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert3"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.5" /> </SoundDataNode>

    <SoundDataNode name="hornetattack"> <AudioSource name="Sounds/AudioSource_Creatures"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack1"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack2"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack3"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.5" /> </SoundDataNode>

    <SoundDataNode name="hornetdeath"> <AudioSource name="Sounds/AudioSource_Pain"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath1"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath2"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath3"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

    <SoundDataNode name="hornetflylp"> <AudioSource name="Sounds/AudioSource_Creatures"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetflylp1" Loop="true"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.0001" /> </SoundDataNode>

    <SoundDataNode name="hornetpain"> <AudioSource name="Sounds/AudioSource_Pain"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetpain1"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

    <SoundDataNode name="hornetroam"> <AudioSource name="Sounds/AudioSource_Creatures"/>
    <AudioClip ClipName="Sounds/Enemies/Hornets/hornetroam1"/>
    <LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

  13. #1078
    Colony Founder KhaineGB's Avatar
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    Yep, you turned on the old hornet.

    See all this code?

    <entity_class name="hornet">
    <property name="EntityType" value="Zombie" />
    <property name="Mesh" value="Animals/Hornet/HornetPrefab" />
    <property name="ModelType" value="Standard" />
    <property name="HasRagdoll" value="false" />
    <property name="Prefab" value="NPC" />
    <property name="Class" value="EntityHornet" />
    <property name="Parent" value="Enemies" />
    <property name="AvatarController" value="AvatarHornetController" />
    <property name="PhysicsBody" value="zombie04" />
    <property name="HasDeathAnim" value="true" />
    <!-- AI properties -->
    <property name="AITask-1" value="BreakDoor" />
    <property name="AITask-2" value="BreakBlock" />
    <property name="AITask-3" value="Territorial" param1="10" />
    <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" />
    <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC" />
    <!--property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /-->
    <!--property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /-->
    <property name="AITask-6" value="ApproachSpot" />
    <property name="AITask-7" value="Wander" />
    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer" />
    <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityNPC" />
    <property name="AITarget-3" value="BlockingTargetTask" />
    <property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" />
    <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
    <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityNPC" />
    <!--property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /-->
    <!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->
    <property name="WalkType" value="3" />
    <property name="MaxHealth" value="50" />
    <property name="MaxViewAngle" value="180" />
    <property name="HandItem" value="stingHornet" />
    <property name="Weight" value="20" />
    <property name="PushFactor" value="10" />
    <property name="Immunity" value="sickness;disease;bleeding;wellness" />
    <property name="WanderSpeed" value="0.08" />
    <property name="ApproachSpeed" value="0.2" />
    <property name="NightWanderSpeed" value="0.08" />
    <property name="NightApproachSpeed" value="1.1" />
    <property name="PanicSpeed" value="0.55" />
    <property name="CanClimbLadders" value="true" />
    <property name="IsEnemyEntity" value="true" />
    <property name="SurfaceCategory" value="organic" /> <!-- This decides on the particle effect played on hit -->
    <property name="AttackTimeoutDay" value="2" /> <!-- animations is so long! in s -->
    <property name="AttackTimeoutNight" value="2" />
    <property name="ParticleOnDeath" value="blood_death" />
    <property name="SoundLiving" value="Enemies/Hornets/hornetflylp" /> <!-- this does not work so far !!! -->
    <property name="SoundRandomTime" value="60.0" />
    <property name="SoundRandom" value="Enemies/Hornets/hornetroam" />
    <property name="SoundAlertTime" value="25.0" />
    <property name="SoundAlert" value="Enemies/Hornets/hornetalert" />
    <property name="SoundHurt" value="Enemies/Hornets/hornetpain" />
    <property name="SoundDeath" value="Enemies/Hornets/hornetdeath" />
    <property name="SoundAttack" value="Enemies/Hornets/hornetattack" />
    <property name="SoundSense" value="Enemies/Hornets/hornetsense" />
    <!-- <property name="LootListOnDeath" value="24" /> -->
    <property name="SpawnOnGround" value="false" />
    <property name="ExperienceGain" value="20"/>
    <property name="CorpseBlock" value="GoreBlock1Prefab"/>
    <property name="CorpseBlockChance" value="0"/>
    <property name="TimeStayAfterDeath" value="30" />
    <property name="DeadBodyHitPoints" value="80" /> <!-- For harvesting -->
    <drop event="Harvest" name="foodHoney" tool_category="Butcher" count="5" prob="1" />
    </entity_class>

    Comment it out or delete it. I already put hornets back in the mod with their own model.

  14. #1079
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    First startup game??

    Hi there i was wondering how long it does take for the first startup. It was mentioned that it could take some time but i was at 45 minutes and aborted, second time again now i am at 3 time and will let it run for ??? we will see ^_^ Does it take realy this long or do i have a problem ...

  15. #1080
    Colony Founder KhaineGB's Avatar
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    Just keeping folks updated on how the mod is developing.

    Right now I've been learning to use Mechanim in Unity. This is a good thing as it means I can do more natural transitions between animations for the various custom zombies I've put into the mod. The bad thing about it... is it means I have to re-do ALL the zombies... so the frostbitten worker, lab zombies, behemoths, hornets, etc.

    It should make it look a lot better though.

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