Recent content by JoeSloeMoe

  1. J

    You can ride the minibike through a 1 block high space

    What the title says, a panicked escape from an angry grizzly in the snow biome had me trying to smash my way through a 2 block high fence fence, The fence had the lower block gone so I though I had a chance - sailed right through. Tested again on a concrete wall and on the minibike you can pass...
  2. J

    Hybrid Learn By Use (Action Skills) - XML mod

    Yes, its server side - apologies for not replying, I thought I had set notifications on but apparently not and didn't realise there was a question posted. Thanks to BFT2020 for answering. Version 2.0.2 release - Fixed localization error - Fixed Daring Adventure, now has 5 levels instead of...
  3. J

    Reduce Spitter and FrostClaw Spawns XML Mod

    JoeSloeMoe submitted a new resource: Spitter and FrostClaw Spawns - Reduces Spitter and FrostClaw Spawns, reduces biome kill requirements to balance reduced spawns Read more about this resource...
  4. J

    Reduce Spitter and FrostClaw Spawns XML Mod 1.0.1

    Reduces Plague Spitter to 1/4 of default spawns, reduces rate of spawns as well. Reduces Frost Claw to 1/4 of default spawns, reduces rate of spawns as well. To compensate for reduced spawns: Reduces biome badge 'Kill' requirement for Plague Spitter from 10 to 6; Reduces biome badge 'Kill'...
  5. J

    How to properly credit TFP

    Maybe you could have the first line of the localization.txt output to include the text, something like Key,File,Type,UsedInMainMenu,NoTranslate,english,...... TheFunPimps_Credit,Credit,TFP,,,"Localization and layout from 7 Days to Die by TFP",,,,,, Entry isnt used in code, is there for visual...
  6. J

    Is there some form of an 'Upgrade' Event?

    just an edit, because I've not used the TriggerHasTags requirement, the syntax may be: <requirement name="HoldingItemHasTags" tags="nailgun"/> <requirement name="TriggerHasTags" tags="cobblestone" /> <triggered_effect trigger="onSelfUpgradedBlock" action="CallGameEvent"...
  7. J

    Is there some form of an 'Upgrade' Event?

    You can do something like: <buff name="captureNailgunUpgrade" hidden="true" remove_on_death="false" > <effect_group> <requirement name="HoldingItemHasTags" tags="nailgun"/> <triggered_effect trigger="onSelfUpgradedBlock" action="CallGameEvent"...
  8. J

    Land Claim blocks

    The other half of Khaine's mod tweaked to work with 2.1 (the zombie and animal counts) Inserted into the first tab. (thanks Khaine) with adjusted cell_height values as well. <set...
  9. J

    Land Claim blocks

    Thanks Seven - appreciate it. I have also changed the code in my original post as the 2nd tab is changed in 2.1 and the code I originally posted will generate errors. I am running that code in my game and it works fine. cheers EDIT I should specify that I'm running the code posted above (that I...
  10. J

    Land Claim blocks

    Khaine used to have a mod that adjusted the land claim amount. I cant find it at the moment https://community.thefunpimps.com/resources/khaines-v2-modlets-bigger-backpacks-hp-bars-etc.55/ However, you can add the following line to XUi_Menu/windows.xml <gameoption name="LandClaimCount"...
  11. J

    What does "added Game Event Action for completing challenges." mean

    I was looking at the 2.1 update notes and the last entry under 'Added' is something like: Game Event Action for completing challenges. Does anyone know what this means? There are no events in the challenges.xml file that aren't the reward events i.e. I cant see anything added. What is the...
  12. J

    Can you Salvage for specific items?

    >Oh wait, is it possible to make an item place as a block? Like making it so I can somehow place a piece of armour or weapon on the ground and harvest it instead of salvaging to use the method you mentioned above 🤔? Unfortunately each 'type' is independent of other types. In the xml there is no...
  13. J

    Can you Salvage for specific items?

    If you can change your approach/algorithm/model to use Blocks instead of Items, you can most likely do it with Blocks as they are different than Items: <drop event="Harvest" name="resourceForgedSteel" count="2,4"/> <drop event="Destroy" name="resourceSpring" count="1,5" /> Both Harvest and...
  14. J

    Can you Salvage for specific items?

    Edit: so it seems I cant edit a post once its been made. Just to add that due to the above, and referring to tiered items such as sniper rifle etc. The system determines the amount of scrap according to the tier of the item. (RifleParts in the case of the sniper rifle) cheers
  15. J

    Can you Salvage for specific items?

    Items scrap according to their material. The amount of scrap is dictated by the weight of the item. e.g. <item name="smallEngine"> <property name="Material" value="MmechanicalParts"/> <property name="Weight" value="200"/> </item> e.g.2 You cant scrap the crucible in vanilla but if I add...
Back
Top