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JaxTeller718 A19 Modlet Collection

The update broke everything. I'll try to get it fixed soon but rh broke too and I'm going to be honest I'm reaching a breaking point with this game.

Might be time to move on until they go gold if they ever do. Redoing mods every 5 days especially something like rh is no longer fun.

I'm fixing more than playing and with rh by the time I fix last patches breaks a new one drops. At this rate I'm not sure when rh will be ready.
Hey Jax I feel your pain. I hope you find strength to update though as your mods are awesome and me and thousands of others really appreciate them and you for all the hard work. Just suggestion but maybe ignore modding stuff during experimental and wait for stable versions like alpha 19 now so don't get so many updates and hassle. Thanks again for all you do for the community

 
Working on getting these re-sorted and updated and confirmed working on stable, along with some new ones to add. Stay tuned guys and sorry for the absence, its been a rough week.

 
Working on getting these re-sorted and updated and confirmed working on stable, along with some new ones to add. Stay tuned guys and sorry for the absence, its been a rough week.
You made my day! Hope there is a trader balance modlet that would rock. Looking forward to what ever you bring.

 
Hi Jax. We've stated using Increased Wandering Horde Size and the Increased Wilderness Zombies x8 and its been really fun. One of our group suggested a mod that destroyed half your inventory randomly upon death. Oh the pain to lose that modded level 6 weapon, or your stack of food, or armor O_O. Not sure how many people would be willing to do that but we would. The early game stress is the part that keeps us coming back to play, and we re-start quite a bit looking for the best way to extend that early game feeling of 'we might be screwed'. We'll continue to check out your other mods. Thanks!

 
So how do you use the working stoves upgrade kit? I have the kit in my inventory (I even tried placing it inside the stove) and a hammer (and a nail gun) but trying to use either of them on a stove by right clicking does nothing? Is it specific stoves in the world?

 
So how do you use the working stoves upgrade kit? I have the kit in my inventory (I even tried placing it inside the stove) and a hammer (and a nail gun) but trying to use either of them on a stove by right clicking does nothing? Is it specific stoves in the world?
You can only upgrade an open oven

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JaxTeller718

I keep getting a minor error message under F1 and hoping you can read it .. you might have to blow it up, but it is as big as I could get it .. Has to with wandering horde playing on A19.0 b180.

View attachment 15005

 
Hi @JaxTeller718,

I appreciate your increased wandering horde mod. I am trying to change it a little to make it only spawn dangerous animals like bears and mountain lions and in greater numbers and I have a couple questions. Should I be using your "Increased Wandering Horde Size" mod or "Increased Wandering Hordes" mod?

1. The line of code ends at gamestage 50. Does that mean the wandering hordes stop increasing after gamestage 50?

2. The below code has a couple numbers that I am trying to understand what they do. For example the '02' does that mean only 02 bears spawn? What does the 03 do?

<set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='50']/spawn[@group='ZombieBearsGroup' and @num='02']/@num">03</set>




Thanks for the help.

 
@JaxTeller718 Is there anyway for you to release a modlet or standalone DMT mod for your Gamma Limiter that you have on Ravenhearst? I host my own server and create/edit mods for my server as well and can't seem to find or make anything like that. I would like to restrict Gamma/Brightness adjustments on my server to make PVP more challenging/realistic. I'd be willing to make a donation/contribution for it.

 
I was just going to post I noticed a bit of the mod not applying but it looks like others have already mentioned it. Not sure why just those two lines seem to be an issue.

2020-11-05T00:00:01 308.451 WRN XML patch for "gamestages.xml" from mod "JaxTeller718_BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='22']/spawn[@group='FwanderingHordeStageGS19'     and @num='08']/@num" 
2020-11-05T00:00:01 308.452 WRN XML patch for "gamestages.xml" from mod "JaxTeller718_BiggerWanderingHordes" did not apply: <set xpath="/gamestages/spawner[@name='WanderingHorde']/gamestage[@stage='39']/spawn[@group='FwanderingHordeStageGS44'     and @num='05']/@num" 

 
I've installed the "Drink Change-" and "Hubcap, Tin, & Filters-" Revert mods. The only thing that's working is the Candy Tin loot. I'm finding it here and there, and all three items from the latter mod are appearing in my crafting menu, but the other two items aren't coming up in car salvaging or other loot locations at all. And none of the dysentery chances are registering anything but 0%(which I assume to be the reversion objective).

Any ideas what's going wrong?

 
I want to adjust one of your wilderness zombie mods to different values and I'm trying to understand what's going on with spawning. I have some questions, some specific to your mod, and some in general.

For the desert biome you have

<spawn maxcount="2" respawndelay="2.7" time="Any" entitygroup="ZombiesAll" />
<spawn maxcount="1" respawndelay="1.7" time="Any" entitygroup="ZombiesAll" />




with the same zombie group and same time. Is this an error, or does each line create a new spawn group so that you have 2 groups with some difference in respawn? If the latter, is this just to create some variability or is there another purpose. Similarly, in other biomes you have lines for time=Any and Day and I would then assume this is also  creating 2 spawn groups.

Then in general there is something I don't understand about zombie spawns. The first days walking in Diersville I have to sneak around because of zombies on every street it seems. Later in the game I'll almost never see one in town unless there is a wandering horde. Why so many at first, and shouldn't zombies spawn again in the town? Similarly, early in the game I can drive around rural areas and encounter more zombies than later. Also, I've read comments that game is less plentiful later in the game as you kill off all the animals. Is there something else involved beyond the biome spawning section of the xml in determining spawning and spawn rates?

 
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