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Khaine's V1.0 Modlets! (Bigger backpacks, Lockable Slots, Behemoths, Random Wandering Hordes, etc)

Hey there.  I love using the 96 slot backpack and the always open traders mods, but I downloaded the new versions and copied them to the Mods folder and they do not seem to be working for me.  Am I missing any steps?  I did it just the same way on my PC that it was in Alpha 21.

Never mind...I had the directories nested one inside the other.  They work now.  🙂

 
Hello. Is there a way to specify hotkeys for the new tool belt buttons? Previously, they were automatically assigned to Shift 1-5, but in the mod for version 1.0 this is not the case. Thank you.

 
Last edited by a moderator:
Hello. Is there a way to specify hotkeys for the new tool belt buttons? Previously, they were automatically assigned to Shift 1-5, but in the mod for version 1.0 this is not the case. Thank you.
No. The hotkeys were auto-assigned by the game and not changeable.

This was disabled because people kept complaining due to shift being run. This question has also already been answered.

 
Has anyone else gotten the vehicle slot locking mod to work? On our end it seems to enable the UI widget, but the widget doesn't seem to do anything--no matter what number you set it to, sorts and 'take all's ignore it and still modify these/all slots.

 
KhaineGB said:
Zombie Fall Damage - Removes the cap on the amount of damage zombies take when falling from heights, so drop pits from older alphas are now a semi-valid form of defense.


does this one fall under the C#? (both server and client side) I'm sure it does because it is at the bottom of the listing but figured id ask to be sure. Thanks in advance.

 
for some reason i can't edit my OP, but, it happened with Yucca, and other things i'm farming?  but it works at least with other plants in the wild.  

 
Just added a new mod for Screamers.

In vanilla, they have a 25% chance to spawn. Regardless if they do or not, the chunk you're in enters a "cooldown" mode where no heat can be generated for 900 seconds (15 minutes).

When a screamer DOES spawn, it only spawns 5 zombies.

New mod changes screamers back to how they used to be in A16 (100% chance of spawn), lowers the cooldown to 300 seconds (5 minutes, this is not currently user configurable. I am looking into it) and then there's a blocks.xml that allows you to adjust how many zombies are spawned (and yes, it can be more than 5, tested with up to 50)

 
First, I want to say I really appreciate your mods.

Now this may seem like a dumb question... The Screamer mod. Is this similar to Scoutsmod?

 
First, I want to say I really appreciate your mods.

Now this may seem like a dumb question... The Screamer mod. Is this similar to Scoutsmod?
Yep. It's that code from DF because I needed to test it, and DF doesn't currently work properly, so I figured it was best to rip it out, test, and then decided to release.

 
Hey @KhaineGB, just curious cause been getting NRE's these past couple of days.  I have your 60 BBM, 3 slot forge and 15 slot toolbar.  The NRE is:

""EXC Exception item with name "meleeHandAnimalBear" was not found!"

It plays fine in Vanilla but this NRE comes up when I try to shoot something.  I looked over your "Entityclasses.xml" in the 60BBM and its only 2 lines where your's is:

"@name='playerMale'"

So I looked at the games entityclasses.xml and I'm seeing 2 things:

[entity_class name="playerNewMale"] is listed first and then:

[entity_class name="playerMale"] which would match what you have...

Should it be PlayerNewMale or is it fine as it is?  Grasping for straws here lol




 
I checked up on this issue Cadamier, since I have a vested interest as I use the 60BBM and 3 slot forge as part of an overhaul. I don't use the 15 slot toolbelt but it was easy enough to test.

I tested on a new World save in Navezgane with just those 3 mods. I eliminated all sorts of animals and let them attack, with specific attention to types that use the AnimalBear melee. I wasn't able to reproduce this warning. The playerMale is good for the backpack, as it is for the start toolbelt loadout items. You've tried some base level things like verifying your game files?

 
I checked up on this issue Cadamier, since I have a vested interest as I use the 60BBM and 3 slot forge as part of an overhaul. I don't use the 15 slot toolbelt but it was easy enough to test.

I tested on a new World save in Navezgane with just those 3 mods. I eliminated all sorts of animals and let them attack, with specific attention to types that use the AnimalBear melee. I wasn't able to reproduce this warning. The playerMale is good for the backpack, as it is for the start toolbelt loadout items. You've tried some base level things like verifying your game files?
Cool!  Yes verified them multiple times.  Even tried uninstalling and reinstalling.  Started another game and it came back; works fine in vanilla though; weird.  Although this time I was able to close the game by terminating the process.  Logged back in and it seems fine at the moment.  Thank you for your time and effort!

 
I installed 15 slot toolbelt mod and it wont let me scroll to any of the new slots, matter of fact first new slot disappears what ever I put in it.  Any thoughts?  I only have your mods installed.

 
hello,

is there a chance that you make a another toolbelt mod with 12 slots?

Greetings Kai
Nope
 

Hey @KhaineGB, just curious cause been getting NRE's these past couple of days.  I have your 60 BBM, 3 slot forge and 15 slot toolbar.  The NRE is:

""EXC Exception item with name "meleeHandAnimalBear" was not found!"

It plays fine in Vanilla but this NRE comes up when I try to shoot something.  I looked over your "Entityclasses.xml" in the 60BBM and its only 2 lines where your's is:

"@name='playerMale'"

So I looked at the games entityclasses.xml and I'm seeing 2 things:

[entity_class name="playerNewMale"] is listed first and then:

[entity_class name="playerMale"] which would match what you have...

Should it be PlayerNewMale or is it fine as it is?  Grasping for straws here lol
It's fine for me. It sounds like you may have something messing with items.xml somewhere.
 

I installed 15 slot toolbelt mod and it wont let me scroll to any of the new slots, matter of fact first new slot disappears what ever I put in it.  Any thoughts?  I only have your mods installed.
You ran with EAC on. Anything listed in the C# modlets section REQUIRE you to run the game with EAC off, as stated in that section of the post.

 
You ran with EAC on. Anything listed in the C# modlets section REQUIRE you to run the game with EAC off, as stated in that section of the post.
Nope.... I always run with EAC off, but since I read what was stated in that section of the post, I checked before I asked to avoid any unpleasantness.  I get red errors when starting "Failed initializing modapi.....15slottoolbelt dll.

I normally run this mod with no issues hence why I asked for help

 
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