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Telrics A19 Modlets (New MOD Added: 07/08/2021)

I am running into an issue with Horses 2.0, with a specific yellow error when I start a world, either loaded or for the first time after RWG. Any idea why it's failing to patch spawning.xml?

2020-12-28T03:56:58 2512.400 WRN XML patch for "spawning.xml" from mod "Telrics Horses 2.0" did not apply: <append xpath="/spawning/biome[@name='pine_forest']"
2020-12-28T03:56:58 2512.400 WRN XML patch for "spawning.xml" from mod "Telrics Horses 2.0" did not apply: <append xpath="/spawning/biome[@name='burnt_forest']"
2020-12-28T03:56:58 2512.400 WRN XML patch for "spawning.xml" from mod "Telrics Horses 2.0" did not apply: <append xpath="/spawning/biome[@name='snow']"
2020-12-28T03:56:58 2512.400 WRN XML patch for "spawning.xml" from mod "Telrics Horses 2.0" did not apply: <append xpath="/spawning/biome[@name='desert']"

 
I am running into an issue with Horses 2.0, with a specific yellow error when I start a world, either loaded or for the first time after RWG. Any idea why it's failing to patch spawning.xml?
Just tried it on my end and i dont get those messages. Try verifying files. Do you have a mod that for some reason changes the names of biomes?

 
Hey all! While working on this RPG project, I created a little assassin. The model is from mixamo. You can find the link and a video (though idk how well itll show the stealth part) in the "Entity Modlets" section.

 
Just put in  a little fix that someone brought up. The horses in horse2.0 mod werent able to be healed with apples. Fixed that now, so redownload the files if you're wanting that to work again. It wont require a restart or anything if you redownload.

 
Hi Telrics, thanks for your mods! Question: how to add Prefabs from TelricsHorses2.0A19 to prefablist_CompoPack_47.txt for creating a map in Nitrogen?

 
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Hi Telrics, thanks for your mods! Question: how to add Prefabs from TelricsHorses2.0A19 to prefablist_CompoPack_47.txt for creating a map in Nitrogen?
Hey thanks for playing! For that, I have no idea. I've never messed with compo pack and nitrogen together. That might be a better question to ask in nitrogen's thread.. How to add prefabs to the gen list.. Sorry I dont have a direct answer :(

 
Hey thanks for playing! For that, I have no idea. I've never messed with compo pack and nitrogen together. That might be a better question to ask in nitrogen's thread.. How to add prefabs to the gen list.. Sorry I dont have a direct answer :(
Thanks for the answer Zombie Hunter  :)

We need a line like this: "army_barracks_01, INDUSTRIAL, 2, -5,51,40,97, alone"
Where:
csv format: prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)
* prefab_filename: We need "MaybellsFarm"
* 7DtD zone: We need "FARM" - farmhouses and fileds, watertower
* NitroGen zone: We need "alone"  - single POI in the countryside, camps, bases, huts

As a result: "MaybellsFarm, FARM, ?, ?, ?, ?, ?, alone"
* Only the coordinates remain "face north, y-offset, x,y,z". Can you identify them?

But, for Nitrogen, we also need a file like this "MaybellsFarm.pille".
As I understand it, ".pille" this is a 3D data storage format.
I'm not sure if it is needed critically, but other prefabs have it.

 
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Thanks for the answer Zombie Hunter  :)

We need a line like this: "army_barracks_01, INDUSTRIAL, 2, -5,51,40,97, alone"
Where:
csv format: prefab_filename, 7DtD zone (ignored), face north, y-offset, x,y,z, NitroGen zone (; as delimiter)
* prefab_filename: We need "MaybellsFarm"
* 7DtD zone: We need "FARM" - farmhouses and fileds, watertower
* NitroGen zone: We need "alone"  - single POI in the countryside, camps, bases, huts

As a result: "MaybellsFarm, FARM, ?, ?, ?, ?, ?, alone"
* Only the coordinates remain "face north, y-offset, x,y,z". Can you identify them?

But, for Nitrogen, we also need a file like this "MaybellsFarm.pille".
As I understand it, ".pille" this is a 3D data storage format.
I'm not sure if it is needed critically, but other prefabs have it.
I think all that can be found in the xml and in the prefab editor.. The facenorth is 0. The y offset is -7. The size is 81,47,78. As for the .pille file, I'd assume that's from pilles prefab editor, which is another thing ive never used lol... Maybe just loading the prefab into that editor and saving it would generate a .pille.... But i'm not sure.

Also note that the xmls are set to have this:
 

<property name="Zoning" value="ResidentialOld, Commercial" />
<property name="AllowedBiomes" value="burnt_forest,snow,plains,pine_forest,forest,desert" />


Not sure if that's needed for nitro or not.

 
I think all that can be found in the xml and in the prefab editor.. The facenorth is 0. The y offset is -7. The size is 81,47,78. As for the .pille file, I'd assume that's from pilles prefab editor, which is another thing ive never used lol... Maybe just loading the prefab into that editor and saving it would generate a .pille.... But i'm not sure.

Also note that the xmls are set to have this:
 

<property name="Zoning" value="ResidentialOld, Commercial" />
<property name="AllowedBiomes" value="burnt_forest,snow,plains,pine_forest,forest,desert" />


Not sure if that's needed for nitro or not.
Zombie Hunter, thanks :)   I was wrong earlier. The correct line looks like this:

MaybellsFarm,COMMERCIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-7,81,47,78,smalltown;alone;farm

It would be nice to add MaybellsFarm(by_Telrics) :)  But for this you probably need to rename all files and links in them to each other?

As for the .pille, it is not needed, this is the format of the Pille prefab editor.

I think many will like it, many are playing on their own maps. Keep it up, please in mod  :)  in Nitrogen.txt maybe?

 
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How to add the Prefab of the farm "TelricsHorses2.0A19" to "CompoPack_47" for generating a map in "Nitrogen"?

1. Copy all FILES from the "CompoPack_47" "Prefabs"-folder into your Gamefolder "...\Data\Prefabs\".
IMPORTANT: Please copy just the files from the folder, DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!!

2. Copy all FILES from the "TelricsHorses2.0A19" "Prefabs"-folder into your Gamefolder "...\Data\Prefabs\".
If the mod was installed from "7DModLuncher" the folder in the game will be located here: "...7DTD\Alpha19\zombira\zombira_-_stable\Data\Prefabs".
IMPORTANT: Please copy just the files from the folder, DO NOT COPY AND PASTE THE WHOLE PREFAB-FOLDER ITSELF (else it will not work) !!!

3. Open the file "prefablist_CompoPack_47.txt" from the "CompoPack_47" "NitrogenFiles"-folder and insert the line into the "//FARM POI'S" section:
MaybellsFarm,COMMERCIAL;RESIDENTIALNEW;RESIDENTIALOLD;RESIDENTIAL,0,-7,81,47,78,smalltown;alone;farm
And save it.
I attached my file below for an example.

4. Move all 3 ".txt" files from the "CompoPack_47" "NitrogenFiles"-folder into the "Resource" folder of "Nitrogen".

5. Customise your world with the many options available

6. Generate and copy your map-folder into your Gamefolder "...\Data\Worlds\".
If the mod was installed from "7DModLuncher" the folder in the game will be located here: "...7DTD\Alpha19\zombira\zombira_-_stable\Data\Worlds".

7. Start a new Game and choose the name of your own generated world - then you will have plenty of new buildings everywhere, including "TelricsHorses2.0A19" farm.

I tested - it's works :)  
Thanks for Zombie Hunter

---

PS. The ".pille" file is not needed.

View attachment prefablist_CompoPack_47 + MaybellsFarm from TelricsHorses2.0A19 mod.txt

 
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Hi, Teltric I would like to remove the sounds of the assassin footsteps any idea that I have to edit in xml to make it? excellent mods.

 
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Hi, Teltric I would like to remove the sounds of the assassin footsteps any idea that I have to edit in xml to make it? excellent mods.
You can put a modifier in the entityclass..
 

<property name="SoundFootstepModifier" value="Enemies/Feral_Zombie/zombieferalfootstep"/>



Idk if vanilla has a silent sound or not.

 
Hey all, I just put out a fishing modlet (can be found under the events modlets section). It's a bit of a test modlet to see what people think of this style of fishing. Working on this RPG mod and this is the type of fishing in that mod... Though much much less involved. Test it out and let me know how you like it. There's only 1 recipe for the fish atm.. I hate doing recipes... Be sure to read how the mod works. The white cube is intended... :) Enjoy!

 
Very intuitive and easy to figure out. I ran through and caught 2 fish just to test it and had no issues. The fish aren't worth a lot but don't really cost much in resources or time so that's a good thing otherwise it would be easy to circumvent hunger by just fishing for a while. I could see some not liking the pop ups or arcade style noises if they are going for something more immersive but the trade off being it teaches you as you are going (for instance telling you when to mash the f button) is worth it. I like the style myself, just something I am throwing out there.

I also came here to suggest recipes before I saw you hate making recipes. :D Maybe at least make it so the fish you catch can be used to make cans of tuna or salmon which can then be used in other already existing recipes?

As always thanks for the mods.

P.S. If I had a small gripe it would be the "fishing spot" being so close to shore (and the white block). I think it would be nicer to have it farther out but it's not a deal breaker by any means.

 
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Very intuitive and easy to figure out. I ran through and caught 2 fish just to test it and had no issues. The fish aren't worth a lot but don't really cost much in resources or time so that's a good thing otherwise it would be easy to circumvent hunger by just fishing for a while. I could see some not liking the pop ups or arcade style noises if they are going for something more immersive but the trade off being it teaches you as you are going (for instance telling you when to mash the f button) is worth it. I like the style myself, just something I am throwing out there.

I also came here to suggest recipes before I saw you hate making recipes. :D Maybe at least make it so the fish you catch can be used to make cans of tuna or salmon which can then be used in other already existing recipes?

As always thanks for the mods.

P.S. If I had a small gripe it would be the "fishing spot" being so close to shore (and the white block). I think it would be nicer to have it farther out but it's not a deal breaker by any means.
Thanks for the feedback. Yeah it's mostly just a test to determine how it'd be welcomed in my rpg mod. That's why there's more arcadey type things on it with the icons and what not. Ill definitly add a couple recipes sometime today (just got home..). As for the distance, that can be adjusted easily in unity so ill look into that. In the mod i'm working on, you actually progress your fishing, unlocking new fishing poles that can catch different fish and all. They all have different bite chances, but for this one I just put it at 8% per second... That could be lowered or upped depending on how OP it all feels.

 
Just got around to adding some recipes for the can of tuna and can of salmon for the fishing mod. Each require a can and a fish to craft. Also removed the german translation stuff for now.

 
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