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Found 2 results

  1. Credits go to Robert Johnson for the original code and to Thuztor for the textures. Description: FarmingNOI looks 100% the same as the original by Robert Johnson, but with hopefully fewer glitches, the main focus of this Mod. Little differences are farming xp for plowing, and planting tomato requires sticks and plowing removes common grasses and bushes. A recipe for a makeshift sickle offers the ability to create a tool able to remove long grass, flowers and some bushes. A little gardening (high resolution) Requirements: This mod is made for 2.9.9.17 and it will not work in previous versions. Background: Since I choose „my way to die“ to be "old age", farming became a necessity. But certain glitches made this a little annoying. Glitches like invisible plantings, plantings but no way to interact with it by right click, two farming plots on one square, some plantings growing rapidly even thought they should be drowning (radish). I started looking for causes in the farming code and ended up reorganizing it to have a better overview. The mod here is the result of this. Download: Version (0.1.5) FarmingNOI.zip Install: Installing a mod , thanks RoboMat Important: Backup your save game before using this mod! Original plantings will be converted to a new saving and loading system and will not be recognized if the mod is deactivated/removed. If something goes really wrong, your save game could become broken. Backup your save game! Unnoticeable changes: Using rain barrels as prototype code, the saving of plantings has been altered, same goes for the way textures are handled. Lot's of other small things. Known issues: - Mildew/flies cure spray may not work (sometimes) after exiting and returning to a game, if used at leased once before.(untested in > .17 0011)
  2. This all started out as me being a bit unhappy with the carrying system. Namely my issue with how much things weigh and how much a person can carry. I know there's some discussion about whether the number truly implies the weight (or mass since presumably it'd be in kg), or a combination of weight and difficulty to carry. However, I'm going on the assumption that it's purely a weight based system. This, plus the setting of the game is right next to Ft. Knox, so there ought to be a character class 'soldier' with trait buffs for being strong, athletic, etc. I may have gone a bit overboard, but to be fair the traits aren't balanced yet. So why not? I've created a new character class, with traits. I've also created a couple new items: military ruck sack - holds more and has better weight reducing factormilitary rifle - includes new sprite! (I changed this to semiauto once I discovered some existing code for a 'semiauto' item)bullets223calsemiautoclipsemiautomagazine Some questions! Does anyone know why there are clips and magazines listed as items for the pistol? I duplicated this code for the rifle but I wasn't sure why they're both in there. I was under the impression that only the clip is, and then only if you have hardcore reload set. Does anyone know how to limit the number of bullets in the rifle/clip/magazine? Currently the rifle spawns loaded with unlimited ammo and you can shoot ~190 rounds before the durability goes out. Does anyone know how to make it reloadable? I've gone through the reload folder but wasn't sure that I found what I was looking for.
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