This happened to me for my first time a few days ago. I have played a lot since 17.1, fortunately it wasn't till 17.3. I do a lot of modding too though so haven't stuck with the same map longer than an average of probably day 30.
Summary: quest objective zombieKills counter resets when value over 284
Version: 17.3
Platform: PC
OS/Version: Windows 10
single player
Did you wipe old saves? yes
Did you start a new game? yes
Did you validate your files? yes
Are you using any mods? yes
EAC off
Status: not sure if...
It appears that the objective type="ZombieKill" is unable to go above around 280 (possibly a hard 284?) before it resets to a 0 count. Is there a specific reason in the code that this happening?
This is the line in question which seems to be impossible to attain because of the reset count...
Xyth is right it is definitely the OutPerStack value, its what I have been using in my Powerseries 1 mod..
I have been trying to make this work and kind of can but run into a snag....
with this code=
<set...
I am trying to make one of my generators in my power series into a multiblock.
In unity I have made sure that the multiblock in question has the T_mesh_b tag and is fully covered by the mesh.
For the most part the model works as intended in the game world. Except that with the wire tool I can...
Trying to cater to 'most people' is a poor decision if that is the intent, it will never work unless you have an infinite budget or better yet a time machine.
Where does this number come from? And does it at all take into account the changing landscape of gaming? Gaming is not like it was even...
v-sync seems to be a terror on many games, but for some reason it just hits this game very hard compared to any other I played. Everyone that I have talked with who turned it off got some increase in fps, some just minor and some of us major!
I do find adding in mods that have their own models...
Testing out my mod that adds in the small battery to be a power source in my mini battery bank, I had changed this property
<property name="RepairTools" value="resourceRepairKit"/>
to
<property name="RepairTools" value="resourceScrapLead"/>
but found that when clicking on the dead...
DRCONFUSED POWER SERIES 1 - SOURCES OF POWER version 1 is now available for download! I always wanted a 1 block solar panel and a small battery power source, so I got it in game! Upgrades to the generator, battery bank, and solar bank!
I am attempting to make a mini battery bank for my power series mods which essentially is a model of a battery charger with 4 AA batteries in it. I can successfully get the model into game but have failed in all my attempts to align the wire origin with the model. Is there some secret on how to...
I would be interested in this information as well.
Between playing around with xml and testing in game I have tried looking up more about this topic but have not uncovered anything yet that is within my capacity to understand haha.
I have been trying to make some attachments for items but want to be able to override a property in a property class that exists in both action0 and action1 but have been unsuccessful so far. Is there some way to be able to do this?
<item_property_overrides name="*">
doesnt seem to...
Working on my power series of mods and noticed that changing the SlotItem attribute in the blocks.xml ends up just like chaning the AmmoItem in the turrets makes it so you can equip anything into that slot and the item works as though you equipped the original.
Is there something I am missing...
Drconfused Power Series!
Power Series 1- Sources of Power
adds extra power sources
0.04
March 19th
Nexus
Github
Power Series 2-
The Tools of Power
Auger - Chainsaw - Nailgun - Impact Wrench - Drill
adds auger and chainsaw specific item mods. Nailgun, Impact Wrench and...
I am playing around in the xml and hoping to uncover any and all the aoe type of events that can happen.
What I know so far is that heat and explosion are essentially an aoe and that there are some buffs that have an aoe and obviously the shared xp function acts like aoe.
My hope is to know...