Ok, a totally new format for entity groups. Any documentation on how to modify it now? I have looked at a couple of mods, and they just "brute force" add the entries. In my current mod, I actually search for a similar entity and append my entity after it. MUCH shorter code to maintain and...
tried a few different ways, still can't get this to work. Borrowed code form another of my mods that does work, but this one doesn't.... I am perplexed. I just want to add these 3 items to the RepairKit
<insertAfter xpath="/recipes/recipe[@name='resourceRepairKit' and @count='1']">...
Is it possible to use probability when harvesting an animal to get or not get an item from it? or is there a way to specify a range say from 0 to 5 to get an item from harvesting an animal? or a combination of both? been struggling with this and I am either being an idiot because I have not...
Variety is the spice of life. I updated my baby animals mod to now include more, thus the name change. A20 ready. This adds Baby and Teen animals to the game. EVERY animal in the game has a Baby and Teen version. Adds variety and some complexity. Baby animals can actually "hide" under the...
For loot.xml, i am trying to use the following command that worked in a19 (had to change the group name.
<remove xpath="/lootcontainers/lootgroup[@name='groupCarWeaponsTools']/property[@name='resourceRepairKit']"/>
not sure why. any help appreciated. I don't see anything, but I am...
I am working on learning about infections and how to make them work. I wrote a simple modlet creating a food that (i hoped) would automatically infect you. Just a test to learn with. But it doesn't work. When I go into the command console, and I try to give myself "buff buffinfectioncatch" ...
Is anyone interested in a localization.txt editing tool? I have thought about making one. Is there one already? What features would you like to see?
Features I have come up with are:
- a drop down or search to just select an item that is already in the game you want to modify
- being able...
Is there a way to swap a block to the empty version based on if it is empty or not? For example. I empty out a shopping basket and when I close out that, it swaps it to the empty version?
I have been looking, but have not seen a way to do it yet.
I know there is a mod doing it with birds...
Just Curious if there is a list somewhere or where to find the "itemtypeicons" that are available in the game already. Have done a little digging, But have not found them yet. Just a list of names would be great, or just the location to find them.
Thanks
Struggling with this one.. I would like to be able to get the "mass" of an animal or zombie, and then be able to multiply that by a number that has a decimal (say .75). But I don't want the output to have a decimal, just be a whole number. I am really struggling with this for some reason...
Is there a tool or website that I can use to input the .xml file I am wanting to modify (say entitygroups.xml) and also input my mods I would like to do to that file, and have it generate an output .xml file of what those changes do?
I have found where I can do single expressions, but not do a...