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Thread: Guppycur's Modlets

  1. #481
    Guppycurian Forum Whore Guppycur's Avatar
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    I can't recall if I made recipes for the modlet version, but literally, so far the ONLY thing that requires sdx is the spawner, so in theory one could convert the sdx mod over to modlet version except the spawner.

    Ragsy did a conversion, but I'm not sure how far he took it.

    Yeh aesthetically it needs to be bigger but I didn't want it taking up too much space.

  2. #482
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    Quote Originally Posted by Guppycur View Post
    I can't recall if I made recipes for the modlet version, but literally, so far the ONLY thing that requires sdx is the spawner, so in theory one could convert the sdx mod over to modlet version except the spawner.

    Ragsy did a conversion, but I'm not sure how far he took it.

    Yeh aesthetically it needs to be bigger but I didn't want it taking up too much space.
    Ok thats good news, I will try to make it work then, if no one else have done it and like to give me the files?

  3. #483
    Guppycurian Forum Whore Guppycur's Avatar
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    Misc Block Mod:

    Added recipes.xml that Chiko made
    Added chiko-blocks.xml that Chiko made (if you want to use it, delete mine and use hers).

    Thanks Chiko!

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    Thank you Guppy, I was going to up the amount of forged iron you need to make the drawbridge and forgot. At the moment, you need less to make it than you get from wrenching it. Other than that, everything should be good.

  5. #485
    Tracker Ragsy 2145's Avatar
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    Quote Originally Posted by Guppycur View Post
    I can't recall if I made recipes for the modlet version, but literally, so far the ONLY thing that requires sdx is the spawner, so in theory one could convert the sdx mod over to modlet version except the spawner.

    Ragsy did a conversion, but I'm not sure how far he took it.
    The Modlet conversion that I updated has everything in it apart from the 'SDX Mortspawner' for car spawning , the modlet version uses the original entity spawner which is less than perfect.

    So if Guppy adds new vehicles /blocks or recipes and icons and so forth I will endeavour to keep it up to date , if people really like the vehicle madness modlet then at some point hopefully this modlet will encourage more people to make the transition to the SDX version.

    Ragsy !
    Last edited by Ragsy 2145; 04-16-2019 at 04:04 PM.

  6. #486
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    Quote Originally Posted by Ragsy 2145 View Post
    The Modlet conversion that I updated has everything in it apart from the 'SDX Mortspawner' for car spawning , the modlet version uses the original entity spawner which is less than perfect.

    So if Guppy adds new vehicles /blocks or recipes and icons and so forth I will endeavour to keep it up to date , if people really like the vehicle madness modlet then at some point hopefully this modlet will encourage more people to make the transition to the SDX version.

    Ragsy !
    Thanks for the explanation. You say the car entity spawner in modlet is worse that the SDX spawner. Will you care to elaborate a little for a noob like me?

  7. #487
    Tracker Ragsy 2145's Avatar
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    Quote Originally Posted by xxx73 View Post
    Thanks for the explanation. You say the car entity spawner in modlet is worse that the SDX spawner. Will you care to elaborate a little for a noob like me?


    Using vanilla spawning in the modlet version can produce strange results, thats the whole reason Guppy moved fully to the SDX version to make a more sophisticated and reliable spawning system More Info on Modlet Spawning issues here Hope this helps clarify why the whole project moved to SDX for Vehicles.

    Quote Originally Posted by Guppycur View Post
    Yeh there's just no way I'm going to keep updating the modlet version as vanilla just doesn't support what I need, thankfully someone else is doing that; I plan on setting up another dedicated server soon, I'll record how I "compile" with SDX, maybe that'll help you.
    Last edited by Ragsy 2145; 04-16-2019 at 07:01 PM.

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    Guppycurian Forum Whore Guppycur's Avatar
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    The short of it is, infinite spawns. Cars flying into the air as the space beneath then becomes another car.

    Hysterical to watch, not so much to play.

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    Quote Originally Posted by Ragsy 2145 View Post
    Using vanilla spawning in the modlet version can produce strange results, thats the whole reason Guppy moved fully to the SDX version to make a more sophisticated and reliable spawning system More Info on Modlet Spawning issues here Hope this helps clarify why the whole project moved to SDX for Vehicles.
    Ok thanks


    Quote Originally Posted by Guppycur View Post
    The short of it is, infinite spawns. Cars flying into the air as the space beneath then becomes another car.

    Hysterical to watch, not so much to play.
    Ok, good to know. I will not use that to spawn anything then

  10. #490
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh you could just make every car have a recipe, like vanilla does, and just use my .unity3d files, vehicles.xml and entityclasses.xml to have access to the cars, but the original goal of the mod was to find working cars in the world, which required the spawns.

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    Quote Originally Posted by Guppycur View Post
    Yeh you could just make every car have a recipe, like vanilla does, and just use my .unity3d files, vehicles.xml and entityclasses.xml to have access to the cars, but the original goal of the mod was to find working cars in the world, which required the spawns.
    I did that Yesterday, cause i wanted the vecihles to be pickupable and shown on the Map.
    sady two times we lost the vehicles we found when game crashes or disconnectet from server while driving.
    But we only craft that ones we found and got home, like we got the recipe from them.
    I also made the recipes for them very expensiv to craft.
    That way we didnt hurt your goal.

  12. #492
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    Quote Originally Posted by Telric View Post
    I'd like to drive that tree in the background.
    Quote Originally Posted by Guppycur View Post
    You can! =)
    (I could do that, you know...)
    I challenge you to make a mod that lets players to ride piggyback on zombies!

  13. #493
    Guppycurian Forum Whore Guppycur's Avatar
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    Telric beat me to it, if you count pokemans.

  14. #494
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    Quote Originally Posted by Guppycur View Post
    Telric beat me to it, if you count pokemans.
    Nope, I meant really riding on the back of zombies lol but that can wait, I'm more interested in your vehicles mod, because I was looking for a mod that would do exactly what you wanted - to be able to find a working car randomly in the world! Does it work in Navezgane?

  15. #495
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh it works fine in nav since it's just adding a spawn block to road debris. Only issue in nav is that a lot of the vehicles in there are "placed" not random, so you'll see a much higher percentage of vanilla block vehicles than you would in Rwg.

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