Khelldon
New member
Yeah, that's true. You can always add the ones that aren't tooThats right, but not all are there i think.

Yeah, that's true. You can always add the ones that aren't tooThats right, but not all are there i think.
I have no idea what you consider to be better loot but if you'd like to change what's in the crate it's all in loot.xmlHow can I get better loot in the Starter Crate?
I mean like instead of iron tools get steel, and also better quality. I seem too only get brown (level 1) or orange (level 2) stuff. :crushed:I have no idea what you consider to be better loot but if you'd like to change what's in the crate it's all in loot.xml
I haven't updated yet, but it depends on your loot settings to how much you get unless they changed that this update.Is the "Starter Crate" not working on A17.1 ? It only gives me 1 food item now.
They must have changed it. It only gives 1 food item even though its set too 2, and none of the other items spawn in the box either.I haven't updated yet, but it depends on your loot settings to how much you get unless they changed that this update.
Any console errors.They must have changed it. It only gives 1 food item even though its set too 2, and none of the other items spawn in the box either.
Yup. Something about 111 and another error. Is there anyway too to get the console to print out on a notepad?Any console errors.
Altho patch notes state loot duplicates fixed. So no more having only 1 item in the count and 759 spawning in starter crates hopefully lol
Output.log located appdata - locallow - the fun pimps - 7 days to dieYup. Something about 111 and another error. Is there anyway too to get the console to print out on a notepad?
Only if you run the .exe directly.Output.log located appdata - locallow - the fun pimps - 7 days to die
Oh lol never knew that. I have always run it from the exe.Only if you run the .exe directly.
I am using two other mods with it so maybe that's why. Its alright I'm just using your "entityclasses" file too spawn a few things on my hotbar / toolbelt.I've updated and tested and I'm not getting any errors. Starter gear seems to be working okay. I may need to tweak it a little. No errors though, so maybe it was another modlet or a different problem?
Sorry, I know there are problems with the UMA zombies. You won't be able to use a different controller because the zombies are made with UMA and use UMA animations, you must use the proper controller for the type of entity it is. I'm not too worried about this, there will be some zombies coming that will work with everythingI could deal with the no vehicle physics, which I have spent hours trying to get to work myself to no avail, but the UMA Zombies are not setting off my traps/alarms :/ Sad to say I will be removing this modlet until physics/alarm detection can be figured out.
Seems like "AvatarZombieUMAController" is not being used by anything but the <!-- Missing: zombieStripperRadiated -->
Everything else is using <property name="AvatarController" value="AvatarZombie01Controller"/>
I'm going to keep trying to get this to work. Maybe...
<property name="PhysicsBody" value="zombieUMA"/>
should be:
<property name="PhysicsBody" value="zombieStandard"/>
Since that's what zombieTemplateMale is using?