Recent content by mjrice

  1. mjrice

    RWG output analyzer app

    See original post regarding update... Basically, I've made this project three times now, but I have learned some interesting stuff along the way. The latest version is still a c# project but uses WPF instead of UWP.. basically it looks nicer and I was able to add some new features including the...
  2. mjrice

    RWG output analyzer app

    I wrote a little app in c# to help me analyze various effects to the world generation resulting from things I was trying in my mods. I thought this might be helpful to others so I've posted it to github: https://github.com/mjrice/PrefabAnalyzer To use it, you will need to open it in Visual...
  3. mjrice

    Is there any way to trigger the old "recipe unlocked" msg in A17? (ttRecipeUnlocked)

    It used to be that when a recipe was unlocked, the game would pop up a message above the hud that said "Recipe Unlocked: {recipe}", and that tooltip key is still in Localization.txt, but I can't figure out how to make it do anything. I thought the way to do it would be to add the parameter...
  4. mjrice

    Is there any way to give player XP when they use a consumable item?

    I thought this would be easy but I can not figure it out. I have tried maybe 10 different ways to simply give the player XP when a consumable item is used. I can give xp when a block is destroyed, and I can give xp when a recipe is crafted no problem. But not when an item is used? Here is an...
  5. mjrice

    Zombie Cream

    I am trying to create an item for my mod which acts like an ointment that makes the player virtually invisible to zombies for a short while, making it possible to stealth through an area filled with sleepers. I call it Zombie Cream. Modding in the item and the recipe are easy enough, but I...
  6. mjrice

    JSS (Just Survive, Somehow)

    JSS (Just Survive, Somehow) This mod's purpose is to tailor the game toward scavenging and exploration with more emphasis on learning skills by discovering them rather than by using the perk system in A17. The perk system is still centrally used to level up your base attributes. When a skill...
  7. mjrice

    Need help creating custom trader quests

    I'm trying to do something relatively simple to play around with the trader quest system. The idea was just to make a basic "go fetch" quest. In the example below the objective is supposed to be go to get 200 plant fibers and return them to the trader. But when I load this mod and access the...
  8. mjrice

    Is it possible to change description keys from xpath?

    In a nutshell, I can easily change what recipes are unlocked at different levels of a given perk like the example below, where I make leather armor available under Hammer & Forge level 1 instead of level 2: <set...
  9. mjrice

    why are all my Azalea trees hovering above the terrain? (A17)

    I am playing with the biome generation and I can't seem to decorate with treeAzalea without the resulting bushes hovering about one block above the terrain. This is the specific code: <decoration type="block" blockname="treeAzalea" prob="0.01" rotatemax="3"/> Does anyone know if this is...
  10. mjrice

    Typo in A17 rwgmixer.xml?

    I think this is a typo in rwgmixer (a17, b240) and should say "prob" not "prop" but I am wondering what effect that would have? <prefab rule="detailFillerGroup" prop="0.05"/> I'm guessing the default probability is 1 so this probably (haha) makes detailfillergroup more common than intended.
  11. mjrice

    The Wild Land, random world generation mod for A17

    I've created a mod for A17 using the new xpath scheme which alters the random world generation. The mod is located in my modlet collection repository: https://github.com/mjrice/7DaysModlets The original goal of the mod was to revamp the Biome generation for Random World Generation (RWG) game...
  12. mjrice

    Conditionally mod A17 files from UI selections?

    Hello, I have created a mod to the RWG system using xpath, and am trying to figure out if it is possible to make some mod variables (specifically biome distribution) based on a combobox value from the UI. I can add the selection I want by mod'ing windows.xml using the snippet below: <append...
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