• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Dead Rising - Relentless Zombies, Weapons Madness, Challenging Survival, and More!

You need to follow one of the mod pack's quest lines ( quest_meleeweapons4 ) to craft items. The station needs an anvil among other items, and is called the Weapon Anvil. Works like a workbench essentially. Build it in your inventory, place and use.
Thanks. Thought that was just going to be for crafting weapons.

 
Is there any use for schematics? I've found several but they don't have a recipe option. I can see within XML files that "Yeah Science" has been removed (no longer needed due to JSS mods was the comment I think) leaving no way to use them. Am I missing something or should I just scrap them?

 
Scrap them :) still trying to find which ones are showing up :)
Thanks.

As for the schematics showing up, logging lists several of ConfigMod and Home_Depot warnings that could not be applied. One of these is for the remove xpath for *Books/*Schematic in your Fox's Expansion Modpack traders.xml. I thought I found most of these schematics (maybe I bought them all) and there's no WRN for the loot.xml.

Code:
019-09-22T19:42:21 62.409 WRN XML patch for "progression.xml" from mod "Home_Depot" did not apply: <append xpath="/progression/perks/perk[@name='perkHammerForge']/effect_group" 
2019-09-22T19:42:21 62.410 WRN XML patch for "progression.xml" from mod "Home_Depot" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group" 
2019-09-22T19:42:21 62.413 WRN XML patch for "progression.xml" from mod "Drconfused_MotorTools_Upgrade" did not apply: <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']/effect_group" 
2019-09-22T19:42:21 62.417 WRN XML patch for "progression.xml" from mod "ConfigMod" did not apply: <append xpath="//perk[@name='perkMiner69er']/effect_group" 
2019-09-22T19:42:21 62.418 WRN XML patch for "progression.xml" from mod "ConfigMod" did not apply: <set xpath="/progression/perks/perk[@name='perkLivingOffTheLand']/level_requirements[@level='5']/requirement/@progression_name" 
2019-09-22T19:42:21 62.846 WRN XML patch for "quests.xml" from mod "ConfigMod" did not apply: <remove xpath="/quests/quest[@id='quest_BasicSurvival6']" 
2019-09-22T19:42:22 62.903 WRN XML patch for "traders.xml" from mod "Home_Depot" did not apply: <remove xpath="//item[contains(@name, 'Placeable')]" 
2019-09-22T19:42:22 62.907 WRN XML patch for "traders.xml" from mod "ConfigMod" did not apply: <remove xpath="//trader_item_group[contains(@name, 'Books')]/item[contains(@name, 'Schematic')]" 
2019-09-22T19:42:22 62.910 WRN XML patch for "traders.xml" from mod "ConfigMod" did not apply: <remove xpath="//item[contains(@name, 'Guide: Hunting Rifles')]"
 
Well, I ran into a bit of a problem. I added SMXhud mods to the pack because I absolutely love his UI changes, but once I did, the trader has been throwing an error and not showing me my inventory or allowing me to interact with anything when in his menu. I removed the hud mods, now the error won't go away. I've been skimming the xml files for the hud mod, but I can't find anything that would conflict with the trader menu. I'm gonna try a fresh install and change make it load the hud mod first (assuming the game loads lower numbers first) and see what happens

 
can you add survivors like how vas the starvation mod? im looking for a mod like how was starvation mod but i cant find nothing

 
Bug with the trader. I think it has to do with the Tabs randomly replicating themselves. Like the secret stash tab will create 4 tabs, all with the same stuff. Workaround is to go into DM mode and restock the trader.

Screenshot-43.png


Also, I absolutely despise that our crops can go bad if left too long. Why? Because even if you plant all your crops at the same time they somehow in this mod, grow at very different times. Which means I have to micro manage my farm and check on it way too frequently. Is there a way to take this out on my end?

Edit: Large Version of bug https://ibb.co/Rbk9tfd

 
Last edited by a moderator:
can you add survivors like how vas the starvation mod? im looking for a mod like how was starvation mod but i cant find nothing
Survivors aren't in the works just yet :) But, if Starvation doesn't update I'll see if I can incorporate some of what they did into this pack, if they allow it :)

Bug with the trader. I think it has to do with the Tabs randomly replicating themselves. Like the secret stash tab will create 4 tabs, all with the same stuff. Workaround is to go into DM mode and restock the trader.

I've encountered that same bug with Trader Jen.


Seems like an odd issue, I'll have a look if any of the DMT dependencies are causing the problem or if somehow there are too many tabs in the XMLs from other modlets :) If you have the output log as a text file it usually gives more details, as it seems all the XML is correctly done. I'll check to see if I can replicate it.

 
Last edited by a moderator:
Also, I absolutely despise that our crops can go bad if left too long. Why? Because even if you plant all your crops at the same time they somehow in this mod, grow at very different times. Which means I have to micro manage my farm and check on it way too frequently. Is there a way to take this out on my end?
The crops "should" grow at similar rates. I'll check to see if JSS didn't alter growth times somehow. You could remove this XML in the Better Biomes modlet in blocks.xml to remove this feature if you do not want it.

Code:
<!-- Set crops so that they die after a time -->
<append xpath="/blocks/block[contains(@name, '3HarvestPlayer') and not(contains(@name, 'Mushroom'))]">
<property name="Class" value="PlantGrowing"/>
<property name="PlantGrowing.Next" value="plantDeadCrop"/>
<property name="PlantGrowing.GrowthRate" value="100.0"/> 
<property name="PlantGrowing.FertileLevel" value="15"/>
<property name="PlantGrowing.IsRandom" value="false"/>
</append>
Alternatively, if you want an easier time but not to completely remove it, you can alter the GrowthRate parameter :) I will see if I can triple this in the next patch, as if it's causing too much micromanagement then that is never good.

 
Last edited by a moderator:
Starvation is discontinued unless Morte returns to modding someday. You are welcome to add my NPCs, bandits and wandering traders to this mod if you wish.

 
Starvation is discontinued unless Morte returns to modding someday. You are welcome to add my NPCs, bandits and wandering traders to this mod if you wish.
Am I free to get this from the Starvation repo and use the modded dlls as well for the NPCs? Or do I only have permission to use your wandering traders, bandits and NPCs modlets (which for all I know might actually be just that) :D Might need to update old Starvation stuff for A17 but may be able to make it work :D

 
Dead Rising 1.1.1 Update Released



Greetings :D Based on some feedback from you guys I have now released v1.1.1 of Dead Rising :D Here's the changes and fixes...

CHANGES

+ NEW: Changed death rate of crops from 100 to 400. This should require less farm micromanagement.

FIXES

+ FIX: The trader issue with null refs appears to be fixed now - it should no longer nullref now, tested with some trader restocks and with Trader Jen which was mentioned specifically. It appears the new tool categories added by the Melee expansion was the problem (maybe)

Hope this helps a bit :D

 
Starvation assets are not mine to donate, you will need to contact Morte for that. I was referring to my 3 mods mentioned above.

 
Survivors aren't in the works just yet :) But, if Starvation doesn't update I'll see if I can incorporate some of what they did into this pack, if they allow it :)

that will be awsome if you could make that :D
 
Dead Rising 1.1.1 Update Released



Greetings :D Based on some feedback from you guys I have now released v1.1.1 of Dead Rising :D Here's the changes and fixes...

CHANGES

+ NEW: Changed death rate of crops from 100 to 400. This should require less farm micromanagement.

FIXES

+ FIX: The trader issue with null refs appears to be fixed now - it should no longer nullref now, tested with some trader restocks and with Trader Jen which was mentioned specifically. It appears the new tool categories added by the Melee expansion was the problem (maybe)

Hope this helps a bit :D
Thank you. Very much appreciated!

 
The crops "should" grow at similar rates. I'll check to see if JSS didn't alter growth times somehow. You could remove this XML in the Better Biomes modlet in blocks.xml to remove this feature if you do not want it.
It might have something to do with chunk loading. Idk but I tested it multiple times, starting with a blank slate and they do indeed grow at wonky times. I'll plant 12 blueberries in a row for example and some seem to stay as sprouts while others grow to full and others are in the middle. Strange.

 
It might have something to do with chunk loading. Idk but I tested it multiple times, starting with a blank slate and they do indeed grow at wonky times. I'll plant 12 blueberries in a row for example and some seem to stay as sprouts while others grow to full and others are in the middle. Strange.
Could be something to do with chunks, I'll have to test as well and see fi I get the same problems. As far as I an see the crops are all set from cropsGrowingMaster and haven't got any different times, maybe JSS added the randomness to them by updating that. *checking*

 
Back
Top