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I haven't heard back from Snufkin, but this is a necessary update more than just a cosmetic update and it has been integrated into the main link version.the Dragunov railgun looks awesome and the front ironsite sticking out the top is perfect as it looks in place

There is a setting called StaminaLoss in items.xml which may also be linked to food burn. There is no other specific property that directly describes hunger/food usage that jumps out.I was wondering if there is a setting for Thors Hammer that can be adjusted to stop the food burn. After using it for a few minutes it starts to burn food at 1% every 8 sec until it hits zero and it then takes double food to get it back up.
The original silencer is potentially a decoration added to the Hyperblaster within the items.xmlHello,
I want to preface knowing that the Silencer attachment is turned off for the Hyper Blaster. I want to use it anyways. Figuring this out might help me fix the scopes as well which is the next thing I want to try to pursue.
I don't know if the team is working on this or not, but I am trying to fix some attachments on the Hyper Blaster. It appears that all the attachments are pretty off. If you all are working on this, then great! But my question is that I think I am pretty close to having some sort of fix, but I can't figure out why there are 2 silencers now.
This is the gun with 2 silencers on it now: https://prnt.sc/26gry5a --(one in the middle of the barrel and one at the end)
I added the silencer at the end through this code:
<item_property_overrides name="HyperBlaster">
<property name="BarrelOffset" value="-.001,-.0197,.3197"/>
<property name="BarrelScale" value="1,1,1"/>
</item_property_overrides>
<effect_group tiered="false">
<triggered_effect trigger="onSelfHoldingItemCreated" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Barrels/sniperrifle_silencer.fbx" parent_transform="Attachments/Barrel">
<requirement name="HoldingItemHasTags" tags="hBarrel"/>
</triggered_effect>
</effect_group>
Obviously, this is adding a silencer in the location relative to where it would be based on the AK47 which is what I got my settings from. But I don't know where the original silencer is coming from.
The original silencer is potentially a decoration added to the Hyperblaster within the items.xml
There sure is a lot of action going on in there to decorate it and Snufkin did enjoy this part of building the weapons.
<effect_group name="Deco">
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="GunMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" transform_path="ClipMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Items/Misc/sack.fbx" parent_transform="Handle"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStart" action="SetTransformActive" active="false" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sackMesh"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD1"/>
<triggered_effect trigger="onSelfEquipStop" action="SetTransformActive" active="true" parent_transform="Handle" transform_path="sack_LOD2"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main1" local_offset="0,.06,-.22" local_rotation="-110,0,180"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main2" local_offset="0,.1425,-.1" local_rotation="-110,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main3" local_offset=".045,.164,-.13" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main4" local_offset="-.045,.204,-.13" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main5" local_offset="-.045,.2325,-.175" local_rotation="70,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflexPrefab.prefab" parent_transform="main6" local_offset=".045,.2725,-.175" local_rotation="70,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main1" local_offset="-0.003,.05,-.04" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main2" local_offset="0.003,.09,-.04" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main3" local_offset="-0.003,.13,.06" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main4" local_offset="0.003,.17,.06" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main5" local_offset="-0.003,.21,.16" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main6" local_offset="0.003,.25,.16" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main7" local_offset="-0.003,.29,.26" local_rotation="0,0,90"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Mods/Scopes/scope_laser_reflex.fbx" parent_transform="main8" local_offset="0.003,.33,.26" local_rotation="0,0,-90"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideB" prefab="#Other/Items?Mods/Sides/pistol_flashlightPrefab.prefab" parentTransform="main1" localPos="0,.05,-.375" localRot="90,180,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main1" localPos="0,.0825,.01" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Tools/flashlight02Prefab.prefab" parentTransform="main2" localPos="0,.1225,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AddPart" part="SideC" prefab="#Other/Items?Mods/Scopes/ak_mounting_bracketPrefab.prefab" parentTransform="main1" localPos="0,.015,.2" localRot="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Ranged/Pistol/PistolPrefab.prefab" parent_transform="Handle" local_offset="0,-.03,-.15" local_rotation="0,0,0"/>
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToHeldItem" prefab="#Other/Items?Weapons/Melee/TaserBaton/TaserBatonPrefab.prefab" parent_transform="Handle" local_offset="0,.005,-.2" local_rotation="90,0,0"/>
</effect_group>
Systematically removing/commenting out these entries may bring the aesthetic result you are looking for.
As for the scope(s), there will be something specific connected to the Hyper Blaster in the item_modifiers.xml which governs placement settings.Just kidding. I commented everything out and it's still there lol. I'll see if I can find the reasoning for this.
Here is the weapon without any deco: https://prnt.sc/26h5xlt
This is not intended. The settings are the same as for A19 except for the model update to match the new Chainsaw.Just used the Brainsaw in Alpha 20 and I noticed that any time I hit any block other than an enemy I get a 20 second bleed on myself, essentially making it suicide to use, is this intended? If so I would highly highly recommend adding that to the tooltip of the weapon.





A small update has been added to the download that removes the Perk Deep Cuts from the Brainsaw.I get a 20 second bleed on myself
Yes, it is unfortunate. I hoped this was fixed for A20 since the machete could also cause this issue in A19. It now seems to have got worse and is something we shall monitor for future updates.Thats really sad as I put points into deep cuts specifically for this weaponglad to hear there's a fix though! Thank you for the help!
Let me check what we have here.Thanks to "arramus" I created a LootBox. Tickets cannot be obtained or obtained in a regular game. I also played around with the chance of weapons falling out, weapons 1 often appear, and level 6 weapons are very rare (about 1 per 20 boxes). The mod created aramus, and I think it's his full credit. I do not claim any information about my intervention in the mod.
https://drive.google.com/file/d/1SGUDfDM7Q74KRxX57xrU1Nps-DpuoI_K/view?usp=sharing
If there is a desire). I am very busy and it is difficult for me to write in English through a translator. I will be grateful if you do it.Позвольте мне проверить, что у нас здесь есть.
Игрокам нужно будет перейти в Творческое меню, чтобы получить эти предметы, так как они не найдены ни в каких местах добычи.
И я понимаю ваш комментарий о том, что оружие 6-го уровня является редкими предметами. Спасибо Снусмумрику за дополнение "Ящик с добычей" и спасибо, что предоставили нам эту опцию.
Похоже, что администратор сервера мог бы добавить их в торговый автомат игрока и продать их или раздать в качестве "Призов". Это может быть интересной функцией для многих серверов.
Может быть, вы можете переименовать свой файл в 'A20-LootBox-CreativeMenu-egik152', и мы сможем сослаться на него в первом посте?
You are very busy. I won't do anything because maybe there will be questions about it later and it will make you busier. Players will find your link if they use a word search.If there is a desire). I am very busy and it is difficult for me to write in English through a translator. I will be grateful if you do it.