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Claymore's Modlets

Hi, I am using the STAINLESS STEEL RETURNS Mod and when I upgrade a normal Steel block it works very well, but when I upgrade a Steel Ramp,Corner,etc it turns into a normal Steel block and not a Ramp,Corner,etc. Thank you very much for your work and effort and Merry Christmas.

 
@zmax32: Thanks for the report. Yes: The Pimps again changed something, so the common method of appending the upgrade to the masterblock, isn't working anymore. Was working fine in 18.2. So the workaround was to append the upgrade to each and every block (48 in total) itself to make it compatible with every version of 18 for now. Enjoy :)

 
@zmax32: Thanks for the report. Yes: The Pimps again changed something, so the common method of appending the upgrade to the masterblock, isn't working anymore. Was working fine in 18.2. So the workaround was to append the upgrade to each and every block (48 in total) itself to make it compatible with every version of 18 for now. Enjoy :)
Now it works very well in all the Blocks. Thank you very much and sorry for the inconvenience.

 
No "Sorry" needed. Reports are needed - even if I play with all my mods by myself. But since I currently had no need to upgrade to polished steel: I'd never could have known, the mod was broken. So really: Thank you very much, and have a nice time :) .

 
HP X 5 EQUALS

Does this modlet mean the harder the zombie the way more XP you get?

Is there anyway to upgrade and repair the jaildoors?

 
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@MrSamuelAdam: The more HP a zed has, the more XP you'll get. Correct :) . And thank you very much for finding this bug. Missed to port the repair material too. Simply download the mod again - the fix is included.

Upgrade isn't possible, since there is no model of an upgraded version. Maybe if I find the time for it, I'll add a version for playing with my polished steel mod.

 
@MrSamuelAdam: The more HP a zed has, the more XP you'll get. Correct :) . And thank you very much for finding this bug. Missed to port the repair material too. Simply download the mod again - the fix is included.Upgrade isn't possible, since there is no model of an upgraded version. Maybe if I find the time for it, I'll add a version for playing with my polished steel mod.
Thank you so much!

Much appreciated! Cheers

 
Hello,

Is it possible to modify your code at will to make your zombies appear at a very specific point, for example at the coordinate 1250,123,845?

I ask this because I want to make your zombies appear only in custom buildings for a challenge for the players

thank you so much

here is an example

</biome>

</append>

<remove xpath="/spawning/biome[@name=desert]"/>

<append xpath="/spawning">

<biome name="desert">

< coordinate 1250,123,845> But this is an example, the line can be other part

<spawn maxcount="8" respawndelay="4" time="Day" entitygroup="Radiated" spawnDeadChance="0.25" />

<spawn maxcount="16" respawndelay="4" time="Night" entitygroup="Radiated" spawnDeadChance="0.1" />

<spawn maxcount="2" respawndelay="7" time="Day" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0.25" />

<spawn maxcount="4" respawndelay="7" time="Night" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0.1" />

<spawn maxcount="2" respawndelay="2" time="Day" entitygroup="FriendlyAnimalsDesert" spawnDeadChance="0.25" />

<spawn maxcount="4" respawndelay="2" time="Night" entitygroup="FriendlyAnimalsDesert" spawnDeadChance="0.1" />

</biome>

 
I might stream it at one point in the near future with the Brutal Spawning Tweak modlet. I'm just testing and tweaking a few things with the other modlets I use. XD

 
Just an FYI - attempting to use several of these modlets as distributed on a Linux dedicated server failed. The reason is that the directory names are cased incorrectly in the .zip files, ex. named as "config" instead of "Config". Windows doesn't care but Linux treats these as two distinct directory names so the mods fail to load.

Manually renaming the directories to their correct names allows them to load as expected. I'd respectfully advise updating any of your provided modlet distributions to include the correct directory name(s) so no one else has to spend time tracking down this error like I did. :)

At minimum, this error impacted: Return of Resources, Craftable Scrap Polymers, Working Jaildoors.

Thanks for all your efforts in creating these modlets in the first place, of course.

 
Jesus Christ. Must have been drunk publishing my 1st mods. Fixed and again thanks for finding it :) . Also a simply redownload is necessary. But you have to get the recipe from creative and read it again, because the unlock was for the schematic before and not for the recipe. I'm really sorry that happened :(

 
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Jesus Christ. Must have been drunk publishing my 1st mods. Fixed and again thanks for finding it :) . Also a simply redownload is necessary. But you have to get the recipe from creative and read it again, because the unlock was for the schematic before and not for the recipe. I'm really sorry that happened :(
No worries!

Thanks again.

 
Jesus Christ. Must have been drunk publishing my 1st mods. Fixed and again thanks for finding it :) . Also a simply redownload is necessary. But you have to get the recipe from creative and read it again, because the unlock was for the schematic before and not for the recipe. I'm really sorry that happened :(
You fixed it!

But one thing, after fixing it they're no more icon for the mod? Just blank, there's text for it, but no picture.

 
18.3 update... They they really removed a jaildoor and renamed another. I gave it a custom icon now. Redownload is once again a thing :)

 
18.3 update... They they really removed a jaildoor and renamed another. I gave it a custom icon now. Redownload is once again a thing :)
You're gonna laugh, that's fixed.

But, the burning and shock gun mods.

Now have no icon.

check yours to make sure. The book works now tho!

 
Ok, this time no fix needed, because those icons work :D

proof0oj8i.png


 
For the selling machines, do the items ever clear out of it? It doesn't seem to do that for me. I'm just wondering what I'll need to do when it maxes out on stuff filling it, since it only takes three stacks of any item, and I believe there's a general max cap as well.

 
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