Thanks for pointing me in a direction!Roland nice to see this updated to A18,
Check out Red Eagle LXIX's A17 Modlet Collection (UI, Blocks, Quests).... There is a Remove Player Xp bar that I used in A17 should still work or at least give you an idea where to start.
Red-Eagle-LXIX-s-A17-Modlet-Collection
Ragsy
You can remove the XP debt, because I did it.0XP is now compatible with A18 with the following known issues:
The xp bar annoyingly turns red because of the new death penalty of losing xp. Since we never earn xp this red bar will never go away. It doesn't really matter but it is annoying. I tried removing the penalty but it seems to be hardcoded in or at least aspects of it are. Instead, I will be working on removing the xp bar from the HUD. Any help on how to remove the bar would be appreciated.
I've trimmed a lot of fat since A17. I was experimenting with different things but for A18 I wanted to just keep to the core idea of 0xp. So please feel free to try other modlets with this pack if you want additional features.
I do plan on increasing biome spawning soon.
<effect_group>
<requirement name="PlayerLevel" operation="LTE" value="5"/>
<passive_effect name="ExpDeficitPerDeathPercentage" operation="base_set" value="0"/>
<passive_effect name="ExpDeficitMaxPercentage" operation="base_set" value="0"/>
</effect_group>
<effect_group>
<passive_effect name="ExpDeficitPerDeathPercentage" operation="base_set" value="0"/>
<passive_effect name="ExpDeficitMaxPercentage" operation="base_set" value="0"/>
</effect_group>
Dang....that's ironic given my recent posts...lol. You're not trolling me are you?What is the food poisoning percentage supposed to be? So far, I have cooked 12 items (charred meat and eggs and bacon) and found 1 blue berry pie. Out of those 13 cooked food items, got sick 11 times. Seems to be a lot higher chance then 4%.
Link please to modelet, I was going to try and figure out how to get rid of it with xml but a modlet would be a lot faster and easier. thanks in advance.Changed: Removed XP bar from HUD using Red Eagle's modlet made for that very purpose. Thanks to Red Eagle for permission to include his modlet in my pack.
Change: Added Trolland's Moar Zombies which increases both biome spawns and wandering horde counts. Based on JrBarrio's modlet that I used for the A17.4 version. I updated it and changed it slightly so that that not only are there more zombies in general during the day, there are even more at night to simulate that the zombies are more active in general during the lunar influence. You can still move around at night but pay attention because it is crowded....