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Stallionsden Mods & Modlets

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For the lockpicking versions of your mods if I wanted to reduce the amount of locked containers would that be the code:

<block name="cntNightstandOpen" prob=".40"/>

<block name="cntNightstandLocked" prob=".20"/>

<block name="cntNightstandClosed" prob=".40"/>

I assume the values when totaled need to add up to 1 or at least they should?

 
For the lockpicking versions of your mods if I wanted to reduce the amount of locked containers would that be the code:
<block name="cntNightstandOpen" prob=".40"/>

<block name="cntNightstandLocked" prob=".20"/>

<block name="cntNightstandClosed" prob=".40"/>

I assume the values when totaled need to add up to 1 or at least they should?
Yes that is the code you need. I have never tested it equalling over 1 lol

 
Stallionsden, I'm trying to make the dumpters never locked ie only open or lootable however whatever I do they always spawn in locked, I tried changing the probabilities and even commenting out what I thought was the locked version in blockplaceholders.xml, in every case they are all always locked.

Granted I'm not a coder but I can usually fumble my way through, this time though I admit I lost the battle, lol.

Update: I figured out how to keep them vanilla by commenting out any reference to dumpster and loot id 66 but not how to keep them as your open and untouched variants only without the locked version.

 
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Stallionsden, I'm trying to make the dumpters never locked ie only open or lootable however whatever I do they always spawn in locked, I tried changing the probabilities and even commenting out what I thought was the locked version in blockplaceholders.xml, in every case they are all always locked.
Granted I'm not a coder but I can usually fumble my way through, this time though I admit I lost the battle, lol.

Update: I figured out how to keep them vanilla by commenting out any reference to dumpster and loot id 66 but not how to keep them as your open and untouched variants only without the locked version.
Do you want the dumpsters to be vanilla then simply remove all mentions of dumpster in all xmls. If your in a game already you would have to go to a new area or start a new game.

 
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Do you want the dumpstersnto be vanilla then simply remove all mentions of dumpsterin all xmls. If your in a game already you would have to go to a new area or start a new game.
I got that far as you can see in the update I mentioned, my goal was to get the opened and unopened versions, just not locked so the 2 of the 3 states you offer.

I can live with what we have now, the vanilla version.

 
I got that far as you can see in the update I mentioned, my goal was to get the opened and unopened versions, just not locked so the 2 of the 3 states you offer.I can live with what we have now, the vanilla version.
in blocks.xml look for the locked version so this -

<block name="cntDumpster">

<property name="Extends" value="cntDumpsterRandomLootHelper"/>

<property name="Class" value="SecureLoot"/>

<property name="CreativeMode" value="Player"/>

<property name="Model" value="#Entities/LootContainers?dumpsterPrefab.prefab"/> <property name="Place" value="TowardsPlacer"/>

<property name="DisplayType" value="blockMulti"/>

<property name="MultiBlockDim" value="3,2,2"/>

<property name="LockPickItem" value="resourceLockPick"/>


<property name="LockPickTime" value="15"/>



<property name="LockPickBreakChance" value="0.10"/>


<property name="DowngradeBlock" value="cntDumpsterInsecure" />

<property name="LootList" value="66"/>

</block>

Remove from it what is in red.

leave everything as is in blockplaceholders

that should do it pretty much

 
I tried that, started a new world, they all say jammed, lol, never seen that before.http://prntscr.com/q421wx
can you still open it lol or need to lockpick it

ooops change the SecureLoot to just loot in class - so

<block name="cntDumpster">

<property name="Extends" value="cntDumpsterRandomLootHelper"/>

<property name="Class" value="SecureLoot"/>

<property name="CreativeMode" value="Player"/>

<property name="Model" value="#Entities/LootContainers?dumpsterPrefab.prefab"/> <property name="Place" value="TowardsPlacer"/>

<property name="DisplayType" value="blockMulti"/>

<property name="MultiBlockDim" value="3,2,2"/>

<property name="DowngradeBlock" value="cntDumpsterInsecure" />

<property name="LootList" value="66"/>

</block>

replace the red line with this - <property name="Class" value="Loot"/>

and change this line in cntDumpster - <property name="DowngradeBlock" value="cntDumpsterInsecure" />

to this - <property name="DowngradeBlock" value="cntDumpsterEmpty"/>

Also remove this from blocks and blockplacerholders -

<block name="cntDumpsterInsecure">

<property name="Extends" value="cntDumpsterRandomLootHelper"/>

<property name="CreativeMode" value="Player"/>

<property name="Class" value="Loot"/>

<property name="CustomIcon" value="cntDumpster"/>

<property name="CustomIconTint" value="ff8080"/>

<property name="Model" value="#Entities/LootContainers?dumpsterPrefab.prefab"/> <property name="Place" value="TowardsPlacer"/>

<property name="DisplayType" value="blockMulti"/>

<property name="MultiBlockDim" value="3,2,2"/>

<property name="LootList" value="66"/>

<property name="DowngradeBlock" value="cntDumpsterEmpty"/>

</block>

so your blockplaceholder should look like this -

<placeholder name="cntDumpsterRandomLootHelper">

<block name="cntDumpster" prob=".33"/>

<block name="cntDumpsterEmpty" prob=".66"/>

</placeholder>

 
Hi matey If you could when you have a mo look over this Mod
https://github.com/stallionsden/StallionModlets/tree/master/Stallionsdens%20zombie%20modifications

It seems there not trying to break through doors, & on events they stand still unless directly in front of them just wondered if its something that can be fixed :)

I noticed myself that they dont seem to break through stuff when using the modlet itself or when added to my own files... Thanks
Yes cause I have removed all block damage from zs lol. For me they do the attempting to break block but they dont do any damage.

That is how the mod is set up lol like the walking dead where zs are 'stupid' lol.

Here is the 1 khelldon did up with stompynz new zs that do block damage -

https://7daystodie.com/forums/showthread.php?99776-Khelldon-s-Modlets/page2&highlight=Khelldon

 
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Haha that explain that then lol thanks..

All I can find is ALpha 16 which is no good, Is there not an updated version of this or is reversing that part of what you did possible on this version...

Can I just pop this into Templatemale

<property name="AITask-1" value="BreakDoor"/>

<property name="AITask-2" value="BreakBlock"/>

<property name="AITask-3" value="Territorial"/>

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer"/>

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC"/>

<property name="AITask-6" value="ApproachSpot"/>

<property name="AITask-7" value="Wander"/>

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityNPC"/>

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer"/>

<property name="AITarget-3" value="BlockingTargetTask"/>

<property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer"/>

<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityNPC"/>

<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityPlayer"/>

They still do 1hp to doors & Blocks, were abouts is this bit of code ?

Added this to Handmaster

<property name="DamageBlock" value="16"/>

Is that all that needs to be changed cos I did notice they attach the door but if you go quiet they stop instead of continuing till the door is gone...

 
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stallionsden:

We have your "Open Door Syndrome With Respawn & Lock Picking Additions" mod. Users on our server are reporting that bookshelves are not re-filling even after weeks have gone by, the other storage types are re-stocking.

 
stallionsden:
We have your "Open Door Syndrome With Respawn & Lock Picking Additions" mod. Users on our server are reporting that bookshelves are not re-filling even after weeks have gone by, the other storage types are re-stocking.
Hi Reytag.

Thank you for letting me know I shall take a look and get a fix out.

 
stallionsden: Can I ask you to clarify something.

In order to decrease overall loot respawn time does one increase or decrease the value here (or somewhere else) "<property name="UpgradeRated.Rate" value="63"/>".

I would have thought decrease but testing seems to be so inconsistent.

If the game is set to respawn loot every 3 days then is that added to the 7 days it takes your containers to cycle through their 7 stages and become "ready for loot again" or are those immediately filled after the 7th cycle regardless of the server config respawn interval?

Do we know for sure at what min distance a player must remain from a container to prevent it's timer from resetting (vanilla mechanic) and does your mod container upgrade cycles also follow this or ignore player presence?

 
stallionsden: Can I ask you to clarify something.
In order to decrease overall loot respawn time does one increase or decrease the value here (or somewhere else) "<property name="UpgradeRated.Rate" value="63"/>".

I would have thought decrease but testing seems to be so inconsistent.

If the game is set to respawn loot every 3 days then is that added to the 7 days it takes your containers to cycle through their 7 stages and become "ready for loot again" or are those immediately filled after the 7th cycle regardless of the server config respawn interval?

Do we know for sure at what min distance a player must remain from a container to prevent it's timer from resetting (vanilla mechanic) and does your mod container upgrade cycles also follow this or ignore player presence?
63 is the highest (longest you can go for tickrate) if you lower that value the process quickens.

Already answered the if loot resets do the containers lol but If the container is on a empty process it shouldn't reset as far as I am aware due to it being in an empty state. Not 100% certain tho

As to the rest of your questions lol that's easy I got no idea never tested that stuff lol

 
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Upgrade Happens even if your stood directly in front as its spawning a new block each time... Tested this when I had the Idea of doing Under ground seeds but stopped once I hit a brick wall of not being able to name the last stage...

Loot Containers as far as im aware you must not be within its Chunk file....

 
Upgrade Happens even if your stood directly in front as its spawning a new block each time... Tested this when I had the Idea of doing Under ground seeds but stopped once I hit a brick wall of not being able to name the last stage...
Loot Containers as far as im aware you must not be within its Chunk file....
i knew bout the upgrade if your standing in front of it lol was unsure if it carried on when you were away tho

 
63 is the highest (longestnyou can go for tickrate) if you lower that value the process quickens.
Already answered the if loot resets do the containers lol but If the container is on a empty process it shouldn't reset as far as I am aware due to it being in an empty state. Not 100% certain tho

As to the rest of your questions lol that's easy I got no idea never tested that stuff lol

Upgrade Happens even if your stood directly in front as its spawning a new block each time... Tested this when I had the Idea of doing Under ground seeds but stopped once I hit a brick wall of not being able to name the last stage...
Loot Containers as far as im aware you must not be within its Chunk file....
Thanks, I appreciate the quick feedback!

 
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