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Gouki´s A19/A20/A21/V1.0+ Modlets

Gouki

New member
Hi all

A new alpha starts, just like my modlets for it.

This will be the post where I will publish my new mods for Alpha v1.0+,they are the same as I have shared for A19,A20,A21, but I am updating them.

Any questions or suggestions or feedback is welcome.

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Mods Description

GK return to old Farmland

This mod adds back the old previous alpha cultivation system, added its scheme and recipe.

GK useful tires

It is a small mod based on the work of Ragsy2145, which gives you the possibility to harvest the vehicleWheels by destroying from the floor, they will give you:

They only change the values of vehicleWheels for decoCarTirePile and decoCarTireStack which can give you 1 to 2 wheels.

It gives you the possibility to obtain decoCarTireSmallFlat to make vehicleWheels and adds its recipe (the original recipe remains).

Additional Credits:  Ragsy2145

GK Texture Vulture Radiated

This little mod only adds texture to the irradiated vulture, which didn't have it, because?, I don't know, but now it already does.

Fixed a bug with the vulture texture.

GK 2 Mods

This mod adds two new itemModifiers.

1-modBleeding - Modification of bleeding
2-modFrog - Dive Modification


The first adds 50% chance of bleeding to zombies and animals, only installs on bows and crossbows, ideal for hunting lovers.

The second adds%? resistance underwater, only installs on helmets, ideal for diving lovers.

The scheme of both is only for looteo.

GK Boxes Back

This mod returns the boxes to you by destroying them (secure storage chest and generic box).

GK Storage

This mod increases to 90 slots the storage boxes (secure storage chest and generic box) and greenDrawer.

Becaused TFP reduced the storage size of the secure storage chest,generic box and greenDrawer left them the same at 72 slots.

GK Pickup Grass and More

This mod allows you to collect dry grass and shrubs in biomes by pressing E.

forestFlower and treeAzalea are added.

GK Less Grass

This mod causes less grass to be generated in forest and snow.

If you want much less grass edit. 0.04 in the biomes.xml file to 0.001

GK Walk,Run and Swimming Fast

This mod allows the player to walk,run and swimming fast.

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MODS A19

Link: https://app.mediafire.com/e3qhz03dqtj8q

MODS A20

Link: https://app.mediafire.com/74hh87pzd4zfm

MODS A21

Link: https://app.mediafire.com/0r4bsy85914hi

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MODS V1.0 B336

(They should work with v1.1 B4.)

GKB1 BoxesBack -- The boxes are changed to match the new blocks.

https://www.mediafire.com/file/s0rzwfbn5l8t58r/GKB1_BoxesBack.rar/file

GKB1 CanBoilerWaterReturn -- https://www.mediafire.com/file/9tfgmx4tqymyuc3/GKB1_CanBoiledWaterReturn.rar/file

GKB1 CleanMoneyATM -- https://www.mediafire.com/file/7ixvhkuryt357cy/GKB1_CleanMoneyATM.rar/file

GKB1 DrinkJarReturn -- https://www.mediafire.com/file/q87s1w08n48xrkd/GKB1_DrinkJarReturn.rar/file

GKB1 OldFarmland -- Added new crop Peas,schematic and recipe to make foodPeas.

https://www.mediafire.com/file/ktkwnk2fwhyzzda/GKB1_OldFarmland.rar/file

GKB1 OldSystemUpgrade -- ResourceConcreteMix now it gives 50.

https://www.mediafire.com/file/mhzl5strzoqvjx2/GKB1_OldSystemUpgrade.rar/file

Alternate version GKB1 OldSystemUpgrade -- Adds compatibility for ALo's Titanium mod.

https://www.mediafire.com/file/wytstvr5e6k3v0w/GKB1_OldSystemUpgradeCF.rar/file

GKB1 PickupGrassandMore -- Collecting lanterns and TVs will give you their variant form.

https://www.mediafire.com/file/339e3t7rhjgqh8l/GKB1_PickupGrassandMore.rar/file

GKB1 SnowberryReturnsandHerbalPainkillers -- Added medicalSnowberryExtract and SnowberryJuice.

 https://www.mediafire.com/file/aiymai9m4xhq7mt/GKB1_SnowberryReturnsAndHerbalPainkillers.rar/file

GKB1 StorageSize -- The boxes are changed to match the new blocks.

 https://www.mediafire.com/file/1ajoq57cgrc4q8i/GKB1_StorageSize.rar/file

GKB1 TextureVultureRadiated -- Added irradiated particle, texture doesn't work.

https://www.mediafire.com/file/xp5w399vmvvdeiy/GKB1_TextureVultureRadiated.rar/file

GKB1 LessGrass -- https://www.mediafire.com/file/03sw8ffnggs72bz/GKB1_LessGrass.rar/file

 

GKB1 WalkRunSwimmingFast -- https://www.mediafire.com/file/imse1pneq8dukwm/GKB1_WalkRunSwimmingFast.rar/file

GKB1 Spawn Pets -- https://www.mediafire.com/file/64t33yrbodb4kt2/GKB1_SpawnPets.rar/file

Alternate version GKB1 Spawn Pets -- https://www.mediafire.com/file/lruichwhqs6gzbf/GKB1_SpawnPetsAV.rar/file

Important note: Before installing any mod, make a backup of your saved game, to avoid errors or character reset, you are warned.

Some of my mods need to be installed server-side and locally on each client for them to work properly.

 
Regards

Gouki

 
Last edited by a moderator:
GK useful tires A19
If it may drops forged steel, why not change the wheel recipe accordingly?
 

GK Texture Vulture Radiated A19

ArgumentException: The Object you want to instantiate is null.

 
Last edited by a moderator:
GK useful tires A19
If it may drops forged steel, why not change the wheel recipe accordingly?
 

GK Texture Vulture Radiated A19

ArgumentException: The Object you want to instantiate is null.


Hi CrazyAluminum

It is already fixed, a recipe is added to make vehicleWheels, but the original is kept, you decide how you do it.

 
Last edited by a moderator:
Is there a way to make the mod show in English in the game? I got the mod in but seems all the description and schematic is in Dutch, I think....

 
Is there a way to make the mod show in English in the game? I got the mod in but seems all the description and schematic is in Dutch, I think....


Hi NobleMatrix

Which mod do you mean, GK return to old farmland?

Of course it can be changed, edit this in Localization.txt:

Key, File, Type, UsedInMainMenu, NoTranslate, english, Context / Alternate Text, german, latam, french, italian, japanese, koreana, polish, brazilian, russian, turkish, schinese, tchinese, spanish
meleeToolFarmT1IronHoe, items, item ,,, Iron Hoe
meleeToolFarmT1IronHoeDesc, items, item ,,, Indispensable tool for plowing farmland.
meleeToolFarmT1IronHoeSchematic, items, item ,,, Iron Hoe schematic

Regards

 
Last edited by a moderator:
I've installed Less Grass, and I edited the biomes.xml in the mod folder itself - from 0.04 to 0.01(rather than the recommended 0.001), because I expected there to be an incremental decrease, but I don't see much difference. Is there no in-between? Or should I be editing the main biomes.xml, and not the one in the mod folder?

 
Also, I installed GK Boxes Back, and I noticed you get resource wood during the reclaim process, in addition to the box itself. Is there any way to change that so it's just the box? Seems a bit cheaty.

If not, I'd just go back to building and breaking down when desired. No big deal. Just curious.

 
Also, I installed GK Boxes Back, and I noticed you get resource wood during the reclaim process, in addition to the box itself. Is there any way to change that so it's just the box? Seems a bit cheaty.

If not, I'd just go back to building and breaking down when desired. No big deal. Just curious.




Hi Italexis

For your first Less Grass question, try to set it to 0.001, if it is not what you want set it to 0.0001 and check if it is what you are looking for.
For your second question Boxes Back,edit blocks .xml and remove this code:

<append xpath="/blocks/block[@name='cntStorageChest']">
        <drop event="Destroy" name="cntStorageChest" count="1"/>
 </append>

Then copy and paste this other code:

<remove xpath="/blocks/block[@name='cntStorageChest']/drop[@event='Destroy']"/>
<append xpath="/blocks/block[@name='cntStorageChest']">
        <drop event="Destroy" name="cntStorageChest" count="1"/>
</append>

Finally save the changes, that should work.

I hope that helps you, regards.

 
Last edited by a moderator:
Hi Italexis

For your first Less Grass question, try to set it to 0.001, if it is not what you want set it to 0.0001 and check if it is what you are looking for.
For your second question Boxes Back,edit blocks .xml and remove this code:

<append xpath="/blocks/block[@name='cntStorageChest']">
        <drop event="Destroy" name="cntStorageChest" count="1"/>
 </append>

Then copy and paste this other code:

<remove xpath="/blocks/block[@name='cntStorageChest']/drop[@event='Destroy']"/>
<append xpath="/blocks/block[@name='cntStorageChest']">
        <drop event="Destroy" name="cntStorageChest" count="1"/>
</append>

Finally save the changes, that should work.

I hope that helps you, regards.
Well, per my first question, I'm still unsure as to which biomes.xml I'm supposed to be editing - the one in the mod folder, or the main one. I'm assuming it's the mod copy, so I should say that I have noticed a change after a quit & restart(actually more than one as I've been testing multiple mods, IIRC, and perhaps with some inexplicably necessary time lapse, because I tried that before with no change, but then it did for some reason). The only problem is, the grass is gone altogether. None. Anywhere.

And the second issue still stands. No change in the resource recoup with chest dismantle.

 
Well, per my first question, I'm still unsure as to which biomes.xml I'm supposed to be editing - the one in the mod folder, or the main one. I'm assuming it's the mod copy, so I should say that I have noticed a change after a quit & restart(actually more than one as I've been testing multiple mods, IIRC, and perhaps with some inexplicably necessary time lapse, because I tried that before with no change, but then it did for some reason). The only problem is, the grass is gone altogether. None. Anywhere.

And the second issue still stands. No change in the resource recoup with chest dismantle.


The biomes.xml that you must edit is that of the mod, you can leave it in default like this, to avoid any other errors.
The boxes back mod works with the change I have made (I suppose you made the code change, let me explain), I don't know why it doesn't work for you, but you should always restart and start when you make a change, it is useless if you return to the menu and you start.
Regards

 
GK Texture Vulture Radiated A19

V1.0 - A18.4

This little mod only adds texture to the irradiated vulture, which didn't have it, because?, I don't know, but now it already does.

Does this make all vultures Radiated? I'm kind of confused. Or are there irradiated vultures in the game, that I have not seen yet? So far all the vultures appear normal in my game.

 


Hi Plato314

It is only for the irradiated vulture because it does not have the irradiated texture like the zombies, the other vultures are normal, those are not irradiated.
Regards

 
TheKHoleKing said:
Hello Gouki,

I was wondering if there was a way to put the radiated vulture skin onto the baby radiated vulture from IceBurg_Baby_Animals_1_6.


Hi TheKHoleKing

Thanks for stopping by for my mods.
Of course you can add the texture, if you have my mod installed, just make a copy of the xml code, paste it under the original and rename it to baby vulture, that should work.
If you don't have it, just add this code to babyvulture and it will work for you.

<property name = "ReplaceMaterial0" value = "# Entities / Zombies? Zombies / Materials / feral_radiated.mat" />

Regards

 
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