I’ll try to fix it soon (maybe in a few hours). It might be similar to the other problem but the boxes have a defined list of items… so that’s weird.It could be cool too if the items like action figures,etc could be placed like decorations.
Also i found another console error at opening a working stiiff, now you're stiff box or something like that
View attachment 22503
Where are you downloading from? GitHub (like directly) or from another site like 7daystodiemods.com?Just a quick question, when I went to download the "add 5 recipe slots" it told me the zipfile was named "Doughs-UI-Remove-PlayerItemsFromCompass.zip." Is that just a misnamed .zip or has the wrong file been uploaded to that mod's page?
Happy new year to you as well!Any ideas? Suggestions?
Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry. Then just make a spawner block and make that found item that, so you place it and it gives the preview of the spawner block which you can use the mannequin block to create i think so you can see facing and then place the block and the tiny version will spawn into that space.@RBN: I lied, I was able to get to it sooner. I scoured the mod a bit closer this time and found 2 items that were renamed in a20. Hopefully I got them allThe updated version has been uploaded to github just now.
"action figures,etc could be placed like decorations": Welll.. currently they are just the images of the the large (human sized) "mannequin blocks" so if they were placed they would be huge (and they're action figures). To make them placeable I'd have to add 3D models and that would "break" the mod for servers, which I'm trying to not do. Maybe I can come up with something, but no promises on this one![]()
You've got mail is awesome. I love that every other container is full of mostly junk items that will fill your inventory. However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability. And if instead of using a prob number you used something likeI’ve been wondering how those “blended” maps look, I haven’t tried them yet, sounds like they work really well!
I’m hoping to get the “dirt” back as I really miss it, and on my system it “hides” the fact my graphics setting are so low that things don’t render in the distance, so I will be trying to fix it![]()
FYI: I usually update this forum with “status” when I make several or major mod changes, so if I can get it fixed it will be posted here. Currently I’m trying to balance the loot in my “you’ve got mail” mod as it’s really messed up in a20. Everything is supposed to be “rare” and every container I open has like 6 items in it… totally not how it’s supposed to be![]()
interesting. I had not thought of that. I haven't messed with the limits of how small something can get....... I'll see if this works. Even if they're "kinda big" (not literal action figure size) it would still be neat. I know there was a mod that had the "put an immovable zombie down as a trophy" so maybe I can pull from that one.Possibly make them into entities that dont move or interact at all, then you can use the size scale property on their entityclasses entry.
Yeah, the add 5 slots mod was a struggle for me. I don't know how people are making the nice UI's (I would love to know how they're doing it) but I was literally making a change, loading the game, shutting it down, making a change, reloading... ugh... That mod has several things you have to mess with to make it even look remotely "normal". I can't promise anything but I'll see if I can make it (or make a second one) compatible with the larger backpack. What is the larger backpack mod you are using?I've got the UI add 5 recipe slots mod installed and a larger backpack mod.
Thanks!You've got mail is awesome.
Thanks again! I will definitely try this. I really wanted to get this working normally again. I really wish TFP added just a smidge of documentation in the loot.xml to explain what changed and how to convert to their new system, but I didn't examine too closely, just tried to merge it in with some of their named loot probabilities. I have been testing in a game with a lot of other peoples mods and it appears several mods are also "broken" like mine. waaaaaay too much loot (and repetitive loot, same stuff in every similar container) in everything.However i have noticed that a20 shifted to putting items mostly in lootgroups only and lootgroups in lootcontainers. It might be that you just need to make lootgroups for the items and add those lootgroups to the lootcontainers. You can create more modular control over random counts and probabilies that way as well. And if after listing prob=".05" or whatever it is if you add in force_prob="true" that will help make it actually use your listed probability.
Excuse me if I have not read all the pages, but I am not an English speaker.
I've been looking for a mod for a long time to stop showing days in the game.
Your mod is fantastic, but I want to let the hours and mintutes show.
What should I change in your file please?
Thanks in advance.
<configs>
<!--
Remove the day and time from under the compass
Cannot make blank or a space :(
Make it an arrow pointing to the compass....Its ugly, but it works for now.
-->
<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>
<!-- This wipes out the map bottom left hand corner navigation data
AND also seems to trigger it all to work properly!? otherwise you can still see the map kinda
-->
<set xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/sprite[@name='dayTimeIcon']/@color">[transparent]</set>
<setattribute xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/label[@name='dayTimeLabel']" name="color">[transparent]</setattribute>
</configs>
Mod Doughs-UI-Hide-TheDayAndTime
Hello.
Excuse me if I have not read all the pages, but I am not an English speaker.
I've been looking for a mod for a long time to stop showing days in the game.
Your mod is fantastic, but I want to let the hours and mintutes show.
What should I change in your file please?
Thanks in advance.
Code:<configs> <!-- Remove the day and time from under the compass Cannot make blank or a space :( Make it an arrow pointing to the compass....Its ugly, but it works for now. --> <set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set> <!-- This wipes out the map bottom left hand corner navigation data AND also seems to trigger it all to work properly!? otherwise you can still see the map kinda --> <set xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/sprite[@name='dayTimeIcon']/@color">[transparent]</set> <setattribute xpath="/windows/window[@name='mapArea']/panel[@name='content']/panel[@name='mapView']/rect[@name='content']/label[@name='dayTimeLabel']" name="color">[transparent]</setattribute> </configs>
@noname835 I'm going to make a **guess** as I cannot test right now, but I believe you should change this line:
<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">^</set>
to this:
<set xpath="/windows/window[@name='windowCompass']/sprite[@pos='240,-60']/label/@text">{timetitle}: {time}</set>
If this does not work, let me know!
It's fantastic, it works, thank you very much for such a quick response.