Hi @SzynszSzynsz said:Hello stallionsden, i have quick question, how to make fire log steel spike? I try to upgrade them from vanillia steel log spike but i can't
Do you have a empty jar in your hand and clicking your mouse button.Sinks in Working Ovens and Sinks not giving water, can't figure out what's wrong...
Yeah, I've tried multiple sinks/faucets, right and left clicking, aiming at various parts of the block. I even tried uninstalling all my other mods in case there was a conflict.Do you have a empty jar in your hand and clicking your mouse button.
Will take a look.Yeah, I've tried multiple sinks/faucets, right and left clicking, aiming at various parts of the block. I even tried uninstalling all my other mods in case there was a conflict.
I am using version 1.0, maybe there's a newer version?
you have to craft the sinks and ovens -Sinks in Working Ovens and Sinks not giving water, can't figure out what's wrong...
I just loaded it up in a game and it worked for me filled the jar with water.Yeah, I unzipped it. The oven is in there, but the only sinks I can craft are just huge storage. I'm supposed to be able to fill a glass, right? We had a different mod once called Indoor Plumbing and that one doesn't work anymore either.
Hi @CadamierHey Hey!
Ugg... Got a tonne of mods that work fine with virtually all of Valmars. Just tried adding TacticalAction by IvanDX it kills the Valmars Starter Class system and makes it so you can't open the cases after unlocking the suitcase.
<EDIT> I'll put a suitcase down and when I use the key on it it gives: ERR: No loot entry defined for loot list id 400 or which ever case is put down. But all items are in the creative menu. Just can't open them.
You need to change the unlocked version loot id not the locked versions. The locked version is how it is suppose to be. Then it downgrades to the unlocked version which then points to the loot.Okay! I was thinking of 'moving'/'changing' Valmars cause its a 'modlet' and not as massive as TA. Do you know the maximum ID# for loot list?
Wait a minute... It says: "No loot entry defined for loot list ID 456" - after moving all +50. So for some reason it would seem that its not reading that part? It looks fine in Notepadd++ with all the normal coloring. I did loot list, and it gave the same 400 error, then I found it in Blocks and then it changed to the new starting point at 450. Weird. Every "Class suitcase" that is locked does not have a LootList ID in the blocks xml. It doesn't give an error when I put down the locked ones. But it does error when I put down an unlocked one.
It works fine, lol, just figured out my problem. I assumed it filled with a right click like all the rivers, lakes and puddles in the game. It fills with the left click.I just loaded it up in a game and it worked for me filled the jar with water.
Did you add the mod after the game had started or.
argh yeh sorry should a mentioned that lolIt works fine, lol, just figured out my problem. I assumed it filled with a right click like all the rivers, lakes and puddles in the game. It fills with the left click.![]()
It is how valmar set it up. He jad a reason for it tho since transitioning to the new thread all his threads have gone unfort as he explained it. But he did it like this so as to not alter vanilla pretty muchAny reason why?
You need to change the unlocked version loot id not the locked versions. The locked version is how it is suppose to be. Then it downgrades to the unlocked version which then points to the loot.
argh the joys of so many mods lol glad you slowly finding the issue. Sometimes removing all mods then adding one at a time and testing til you get the error to sort out which one is causing the issue can be the easiest way. No problem hope you find the error and fix it@stallionsden Yes! I even moved them to start at 1550. But again the system is erroring: "ERR No loot entry defined for loot list id 1550"
So it's not the ID's being in conflict, for some reason it's not reading that entire loot list.
Interesting: When comparing the two loot lists I'm finding that the 'format' is totally different:
Valmars:
<append xpath="/lootcontainers">
<lootcontainer id="1550" count="1" size="8,9" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1.5" loot_quality_template="qualBaseTemplate" >
<item group="HunterClass" />
Tactical Action: Format is totally different:
<append xpath="/lootcontainers/lootgroup[@name='groupAmmoRegularGunslingerT1']">
<EDIT: UPDATE!> I didn't want to do this but... I've dived in and found that Valmars & Tactical Action work fine together and alone. So it must be one of the 60 something other mods. Sorry about that.