Page 3 of 39 FirstFirst 1234513 ... LastLast
Results 31 to 45 of 573

Thread: Guppycur's Modlets

  1. #31
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Thanks. I kind of want to add a broken arm buff.

  2. #32
    Tracker
    Join Date
    Oct 2015
    Posts
    154
    Rep Power
    0
    Love the grenade. Some requests -
    Would you be interested in making a modlet to:
    add a burning damage buff when walkedon to burning barrels
    a healing buffwhenwalkedon to a bed
    a modlet to change mines to canpickup yes ???

  3. #33
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Not me, but you should post the request in the mod section... someone would do it. I'm in the middle of another project at the moment.

  4. #34
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Guppy's Light System

    This modlet will add placeable lights.

    THIS MOD WILL NOT REPLACE THE LIGHTS THAT ALREADY EXIST IN THE POI's. I will continue to test with these before I do that; but the rotations would be all jacked up and ruin the dungeon crawl prefabs, so I need to get those straight first before straight up replacing the blocks with mine.

    This also does not add these items to loot (yet), but DOES allow for the vanilla blocks to drop my blocks when broken.

    Construction Light - Model made by Xyth, this can be picked up and placed. As of yet, no power is required, but that'll come eventually.

    Flashlight - Place it, throw it, use it. =)

    Oil Lantern - Place it, throw it as a molotov, use it.

    Last edited by Guppycur; 12-20-2018 at 03:46 PM.

  5. #35
    Refugee slimlong103's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    29
    Rep Power
    0
    Good Job Guppycur

  6. #36
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Nice! =)

  7. #37
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Updated Torch System to actually go ahead and replace the starting item and recipes.

    - - - Updated - - -

    ...might not play well with other mods that use torches in their recipes...

  8. #38
    Refugee
    Join Date
    Feb 2016
    Posts
    24
    Rep Power
    0
    I see in your nade video that you have all the icons,
    i have the modlet and can craft these and they work ( very f'n cool)
    but I dont have an icon, just a blank space in the inv with a 1

    this is the second modlet im working on with this issue tonight..
    cant put my clicker on what im missing

  9. #39
    Colony Founder Scyris's Avatar
    Join Date
    Jan 2015
    Posts
    1,943
    Rep Power
    1
    Quote Originally Posted by Guppycur View Post
    Updated Torch System to actually go ahead and replace the starting item and recipes.

    - - - Updated - - -

    ...might not play well with other mods that use torches in their recipes...
    Think you can make a new cheaper torch recipie we can use? to kinda uses these as disposable light sources we can throw, kinda like flares? How long do the thrown ones burn for anyway?

  10. #40
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Icons should be in the zips.

    How cheap? Right now it's a stick and some cloth for about 1 minute of burn, add oil for a 5 min or so burn.

  11. #41
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    All my stuff seemed to load fine on 221.

  12. #42
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Updated the Light System mod.

    Last edited by Guppycur; 12-17-2018 at 03:28 AM.

  13. #43
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    ...as a temporary method I'm going to edit the existing vanilla blocks to destroy to MY blocks.

    Thanks to Wolfgang for the idea.

    ...but that'll be a tomorrow update. I is sleepy.

  14. #44
    Tracker Khelldon's Avatar
    Join Date
    Nov 2018
    Location
    Canada
    Posts
    166
    Rep Power
    1
    That is so cool Guppy! Just a thought here, but in addition to the vanilla ones breaking down into your blocks, what about turning the vanilla ones into a random loot generator by adding your lights and theirs to the blockpaceholders under the vanilla names of the lights? I think that way it technically should spawn yours in the world as well as theirs, or even just yours. That way you might not have to worry about having the vanilla ones break down into your blocks. You could try this

    Code:
    <Khelldon>
    <!--
    Khelldon - For Guppycur's light mod, we'll add this bit of code to ensure his lights spawn into the world.
    -->
    <append xpath="/blockplaceholders">
    <placeholder name="flashlightDecor">
    		<block name="PlaceableFlashLight" prob="0.5"/>
    		<block name="flashlightDecor" prob="0.5"/>
    </placeholder>
    <placeholder name="workLightPOI">
    		<block name="ConstructionLight" prob="0.5"/>
    		<block name="workLightPOI" prob="0.5"/>
    </placeholder>
    <placeholder name="lanternDecorLight">
    		<block name="LanternBlock" prob="0.5"/>
    		<block name="lanternDecorLight" prob="0.5"/>
    </placeholder>
    </append>
    </Khelldon>
    Not 100% sure that'll work. I can't test right now. But it should.. lol
    Last edited by Khelldon; 12-17-2018 at 10:17 AM.

  15. #45
    Guppycurian Forum Whore Guppycur's Avatar
    Join Date
    Apr 2014
    Location
    Enemy for life
    Posts
    22,046
    Rep Power
    1
    Ideally, I'd replace the vanilla ones entirely, but I need to make sure my rotations match vanilla entirely, else I'll have a lot of dungeon crawls leading people in the wrong direction.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •