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havok6669

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  1. By the way thanks again so much for all the work you do on the mod I know the majority of our posts are pointing out issues but it's at least in my case because I enjoy this mod so much that I have started to take an active role now in trying to make it better Learning what i can about pz modding in order to better help. maybe eventually can figure out how to fix the generator issue I always get my electrical up high enough but every time another player leaves the house then returns unless I hook up the power for them or they have managed to get 3 electrical themselves they have to go without electricity :(. I assume whatever coding they did to fix that issue with the base generator after they created the bug with also have to be done for the solar gen just not sure exactly where I'd find what coding they did that fixed the base generator.
  2. Today I noticed when you use cotton thread it does not return a spindle when you use cotton thread to make a silk rope I'm assuming that's a bug. Need to add the line to the recipe to make thin rope from cotton thread the linen thread to thin rope and silk thread to thin rope have the same issue Weaving.txt
  3. I noticed today there are 2 recipes the same for making branches into tar. Is one supposed to be something else like twigs or something?
  4. They of course hold to the fact it's just their own arbitrary weight units but its certainly usually a lot closer to what it would be in Kg and it's the unit most of the world uses. Even if the game setting is based in the U.S.A.
  5. Thanks for your vigilance jackmods I noticed the red feathers could not be used as well. The weight im pretty sure is closer to kilograms rather than pounds as an 80 pound man would be pretty unhealthy but 80kg sounds reasonable. so 10 kg is a lot more than 10 lbs making the weight of the glue sticks even more unrealistic
  6. Thanks Hydro. I did already know the New Denver map and some others still have corn but have not been using any of the map mods and was hoping it didn't have to be my only option was kinda hoping either the base game would add the corn fields back or that an alternative way of rabbit finding could be developed. Might just command console a couple rabbits into existence and breed them to give to any players that want rabbits a couple breeding pairs in lieu of adding a map extension.
  7. Hydromancer do you know if/when they will be adding corn plants back to the game? currently rabbits are almost impossible to find a pair to breed any chance you can make it possible to catch live ones in traps or add a search for rabbits recipe to compensate? Since the corn on the map has been removed the only places I have found any rabbits are a single lonely male in one medium animal cage.
  8. the solar array building it was trying to pick up the workbench to make it. And to use it to recharge batteries it needed to be picked up. Would those entries be safe to add it to as well? for recharging batteries with the solar array like the charging unit and without having to pick up the workbench to make the array it is usually full of stuff
  9. I am guessing thats how my charcoal ends up like that in front of my kilns and smelter etc. I think the stamp mill recipes should be ok sandstone and stone are not charged items. I also noticed that when trying to use charge items like lighters from a dolly they duplicate when you leave and come back. I did get the change working on my mp server but only changed it for me, other players also had to edit the line to use shuck corn.
  10. So since there was no corn to find rabbits in currently in the stable build i was thinking of making a trap live rabbits recipe copying the other tracking recipes and i configured it to require 3 trapping and have a cage trap small game poop and i might add one of { one of the rabbit foods } as well. The issue is the "OnCreate:getRabbit," line at the end where do i go to create the getRabbit entry? what section would commands like getPig getCow get set?
  11. Now that i think of it the stamp mill could use that line as well . After adding it to the shuck corn recipe in herbalism I went ahead and added the line copied from the macerators setup in stoneworking.txt and added CanBeDoneFromFloor:true, above the result line in all the instances where the stamp mill and its upgrades were being used to make gravel and stone. Stoneworking.txt
  12. I was able to confirm the edits to the shuck corn are local only each player has to do it manually on their end as well. I haven't had a chance to try the irrigation yet it's almost winter on my server. I will have to try to edit the recipe as well but it would be nice if it did so for eveyone on the server XD maybe I can find a way.
  13. Thanks so much for that logiwonk any chance this will cause issues for my multiplayer server? will other players download the updated change from me or will they need to also manually edit their mod? So i changed the file added ;Shuck Corn, and saved the file and the text file is changed but when i boot up the server the herbalism textbook remains unchanged is there an additional step i have to take for a hosted multiplayer server or did i perhaps do it wrong somehow? Books.txt
  14. Awesome thank you I hope the recipe to shuck corn is added to a book or something soon because right now I need oil for pack mules lol and I cannot find cotton seeds to plant .
  15. Any chance you could give a sneak peek as to what the shuck corn recipe does? I am hoping it allows you to turn an ear of corn into corn seeds XD
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