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Guppycur's Modlets

Do you use my mods?


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Yeh we are going to do a book ii but will likely wait for 18 before doing so. The coding changes that get done are far too complicated to carry over from alpha to alpha, especially when it's so close.

On my side of it, I've got the new assets purchased and even imported, but will need to do so again should tfp again change unity versions.

The plot is planned and I believe there are even a few custom terrains made, so hopefully it'll all work out. :)

Thanks for inquiring, it was a very fun mod to make.

 
Yeh we are going to do a book ii but will likely wait for 18 before doing so. The coding changes that get done are far too complicated to carry over from alpha to alpha, especially when it's so close.
On my side of it, I've got the new assets purchased and even imported, but will need to do so again should tfp again change unity versions.

The plot is planned and I believe there are even a few custom terrains made, so hopefully it'll all work out. :)

Thanks for inquiring, it was a very fun mod to make.
I'm glad you had so much fun torturing me...

 
Guppy's Light System
This modlet will add placeable lights.

THIS MOD WILL NOT REPLACE THE LIGHTS THAT ALREADY EXIST IN THE POI's. I will continue to test with these before I do that; but the rotations would be all jacked up and ruin the dungeon crawl prefabs, so I need to get those straight first before straight up replacing the blocks with mine.

This also does not add these items to loot (yet), but DOES allow for the vanilla blocks to drop my blocks when broken.

Construction Light - Model made by Xyth, this can be picked up and placed. As of yet, no power is required, but that'll come eventually.

Flashlight - Place it, throw it, use it. =)

Oil Lantern - Place it, throw it as a molotov, use it.

[video=youtube_share;HEAn7HfocBI]

Guppy, I installed this mod. The description in Mod Launcher says "What? You can't pick up those flashlights and lanterns? Why the hell not!?? Oh wait, now you can." but you can't really do that, can you? I thought I ran into some conflict between different mods I have installed, because I was unable to actually pick the lights. Turns out you can craft them, but still not pick them up. Do you think you could make them pickable one day? I would love that!

 
The vanilla lights you find in prefabs use the "Light" class. For some reason, TFP decided that Canpickup="true" does not work with blocks using the "Light" class, so I had to go a different route, I had to make it so that you get the item when you destroy it.

What that does then, is put MY light into your inventory, that doesn't have the limitation, so going forward you can pick them up.

I considered replacing the offending vanilla lights with mine, but since they're used in dungeon crawl poi's to "point the way", and I couldn't control the rotation without having edited every single prefab, I went the easy way out.

I'm hoping that TFP fixes the vanilla lights so that you can use canpickup on blocks with the light class, but I don't think that's on their radar now.

 
The vanilla lights you find in prefabs use the "Light" class. For some reason, TFP decided that Canpickup="true" does not work with blocks using the "Light" class, so I had to go a different route, I had to make it so that you get the item when you destroy it.
What that does then, is put MY light into your inventory, that doesn't have the limitation, so going forward you can pick them up.

I considered replacing the offending vanilla lights with mine, but since they're used in dungeon crawl poi's to "point the way", and I couldn't control the rotation without having edited every single prefab, I went the easy way out.

I'm hoping that TFP fixes the vanilla lights so that you can use canpickup on blocks with the light class, but I don't think that's on their radar now.
Oh, so we can still "take them" if we destroy them? Ok, I didn't try that. It's not as intuitive as it would have been if we could just pick them up with "E" key, but hey I appreciate that you did what you could to get as close as possible, thanks! :)

 
Guppy, is it possible that the BloodMoonMod doesn't work in 17.3 or am I doing something wrong? I had hordenight yesterday and the amount of zombies was actually pretty nice and came from different directions. At 1am the horde was over. Was this just the vanilla version? I'm playing on 90 minute days if that matters.

 
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I honestly have no idea. Haven't touched the game in a few updates, but I can't think of a reason for it not to work.

 
Still need logs.

Need to see if you're loading a mod that may conflict, need to see if the mod is loading at all, etc...

 
I have tried this mod on two different builds, and failed both time for the first horde. There is no 4th wave in the gamestage.xml for horde nights that I'm aware of.

Both builds are running the JSS mod.

 
z0lZdao.png
 
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