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Stallionsden Mods & Modlets

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Oh i think i understand now lol sorry late night for me.

Practically using the growingrate to respawn a container would have been more beneficial however due to the container requiring light for it to work i had to improvise with the upgrade rate thanks to Telric and i created several open blocks for the process to go thru before respawning loot. AS the tick rate max is 63 (approx 1 game hr) that was to quick for my liking so thus the several variations of the same block the tickrate was 63 each x 6 or 7 so loot respawned in approx 6 to 7 game hrs instead of 1.

the container should not go back to loot stage by one repairing it so to speak so I am unsure I will def look into it tho and work it out.

 
could you please list the containers that this is occuring please is it the new blocks you can build yourself or the containers you find in the pois etc as the containers found in the pois are not repairable.

By removing the new container blocks i created that the player can craft that should stop you being able to loop the container if you can def say that they are the ones causing the issue

 
Hey I had a question about the excavator mod I changed the crafting recipe a bit (edited amounts requires but kept the same items) but it still says the default recipe in-game. Any idea what I did wrong or how to make the edited recipe show up in-game?

 
Hey I had a question about the excavator mod I changed the crafting recipe a bit (edited amounts requires but kept the same items) but it still says the default recipe in-game. Any idea what I did wrong or how to make the edited recipe show up in-game?
If you could upload the modlet I can take a look for you.

 
Your recipes.xml misses the lines
Code:
	<remove xpath="/recipes/recipe[@name='wineBarrel']" />
<remove xpath="/recipes/recipe[@name='wineBarrelPlain']" />
<remove xpath="/recipes/recipe[@name='wineBarrelSet']" />
on top of the append part, so the vanilla recipes are called up.
Hmmmm did they add recipes in vanilla for the wine barrels. hmmm seems like they did lol. thank you Will fix that up now

 
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Getting an error with wandering traders. Here is my log. https://drive.google.com/open?id=1PaFfZ3y2VTu3EaIbJf_BtMqAKPYCB2Vu
Wandering traders has been fixed. Just need to simply remove the old spawning.xml in the modlet and it will work fine (sorry for this)

When i update a mod i do it in my personal seperate game test etc when i copy it to github folder it overwrites the xmls that have changed but leaves old xmls in if they have been removed.

 
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STALLIONSDENS WHISPERERS

What This Modlet Does -

- The Whisperers modlet lets you craft a unique set of clothing (created from Hazmat outfit set)

- Once you put the set on you will now be one with the zombies. YES thats right you can WALK with the Zombies/Sleepers. (make sure you only walk)

- Whisperer Set is craftable via the workbench and requires certain ingredients found

* ResourceCLOTH

* RottenFLESH

* Each item of the vanilla HAZMAT SET

* New item - ZOMBIE SKIN (found on zombies, or in labequipment) (If you have my LOOTABLE OBJECTS MODLET - uncomment in loot.xml the lines pushing to that) then you will also find Zombie Skin in the dead Body Bags, human corpse blocks and human bone blocks.

- HOWEVER if you want to remain in zen with the zs ** WARNING **

* Do not RUN

* Do not JUMP

* Do not equip a WEAPON

* Do not equip a TOOL

* Do not fire a WEAPON

* Do not hit anything with your FISTS

* Do not hit anything with a TOOL

* PRETTY MUCH JUST WALK LOL. YOU CAN LOOT STILL

Anything other then walking will result in the zombies knowing your not one of them.

You will see a grey Skull on the left side of your screen for when you wont be seen by zs and if you do anything other then walk a red cO2 in red icon will show. once it dissappears tho the protection from zs will reoccur. There is a duration between after you do an action other then walk of 60 seconds before the protection occurs again.

** FOR USE WITH OTHER MODLETS **

I have added many modlets that this modlet affects. SIMPLY go thru the bottom of the list and uncomment any of the modlets you use in your game. (Salvaged Bats are added via the vanilla section so no one really needs that one.) In items.xml

 

If you want your modlet that uses TOOLS &/OR WEAPONS etc feel free to let me know and I will add them to it.

SPECIAL THANKS TO

- HAIDRGNA

- SPHEREII

- MAYIC (JAYIC)

- TELRIC

- TIN

- Anyone Else whom I forgot to mention

STALLIONSDENS WHISPERERS WITH LIGHT & REDUCED STAMINA MODLET

Same as above but with the mining helmet light attached to the hazmat mask and the set with reduced stamina.

 
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Updated Lootable Objects

added humancorpseBlocks and HumanboneBlocks

Can work with Whisperers if you uncomment code in loot.xml in whisperers Modlet

 
Update WANDERING TRADERS

For some reason when updating this mod it replaced the files but left the spawning.xml in which i had removed.

Sorry for the inconvenience caused issue has been rectified.

 
UPDATE STALLIONSDENS WHISPERERS

Small update -

Added ability to use with other modlets.

Simply uncomment the section between <!-- Modlet Name start --> & <!-- Modlet Name end --> in items.xml down the bottom section

So far I have added the ones I use -

* ACP Fishing-A17

* TacticalAction

* SovietWeaponPack

* Salvaged Bats (NOT required to uncomment vanilla section adds this)

* Pilles Super Brush

* Mayics Custom Firearms

* KHLockpicks

* Khelldon-GetNailed

* HDHQItems

* HDHQGuns

* GuppysTorchSystem

* GuppysLightSystem

* FarmLifeMod

* Farming-master (By MAYIC)

If you have a modlet or want a modlet added let me know and I will happily add it.

See this post for all the information

 
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Github link for the Whisperers Modlet on the first page is missing a z in front of stallionsdensWhisperes, ends up in a 404 error ;)

 
Github link for the Whisperers Modlet on the first page is missing a z in front of stallionsdensWhisperes, ends up in a 404 error ;)
And a capital s lol Fixed and ty. Has to go bottom of order to work on other modlets lol updated github forgot to update link lol

 
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