Tell me, version A21. I typed the necessary ingredients, made them, hung them in the pants armor slot. But he didn't show up. Does it conflict with other mods? What should I do? I am grateful in advance for the answer.
So I might get some flak for this, but I'm looking to try and change the dog model to an invisible model like an air block or something. Can someone help me figure out what I can change the code to? I believe I found the line I need to edit, I just don't know what I can edit it to.
specifically the line: prefab="Entities/Animals/Wolf/animalStandardWolf"
Maybe I'm wrong but I'd like to change this so I can have the HUD effect but without a static entity attached to my hips
Edit: I'm either adequately intelligent or an idiot, but I realized that rather than changing the model, I could just remove the attach effect instead by deleting these lines:
In the config folder, right click -> edit the recipes.xml, find <ingredient name="foodCanDogfood" count="50"/>, wherein 50 is the amount required. You can adjust that to any amount you want
What value can I set the loot_prob_template to for the lowest chance of finding a puppy? I currently have it set to "verylow" and I'm still finding about 10 puppies an hour. Whereas, I basically want a .5 - 1% chance of finding one.
Hmmm, possibly I've missed something. Installed during holidays on Dec 5th, playing Multi-Player with Friends so I thought it would be a nice surprise. 6 weeks later, and at least a dozen game sessions (probably about 50 hours of play ) and no one has yet reported finding a pup in the trash cans (We have also been looking in the dumpsters carefully )?
After I posted here, I played with the MOD order in My Load list. Result this weekend has been good. 2 of My 4 players have now located a 'starving puppy' now the hunt is on to find 50 cans of dog food each to get them matured.
I found the starving puppy and canned dog food, but how do you feed it? Are my other mods conflicting and I'm missing something obvious or should I just wait until I have 50(/whatever I set it to) in my inventory and it will work without a feeding option
21 comments
In item_modifiers there is the line:
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/Animals/Wolf/animalStandardWolf" parent_transform="Hips" local_offset=".96,.5,-0.3" local_rotation="0,0,90">
specifically the line: prefab="Entities/Animals/Wolf/animalStandardWolf"
Maybe I'm wrong but I'd like to change this so I can have the HUD effect but without a static entity attached to my hips
Edit: I'm either adequately intelligent or an idiot, but I realized that rather than changing the model, I could just remove the attach effect instead by deleting these lines:
<triggered_effect trigger="onSelfEquipStart" action="AttachPrefabToEntity" prefab="Entities/Animals/Wolf/animalStandardWolf" parent_transform="Hips" local_offset=".96,.5,-0.3" local_rotation="0,0,90">
<requirement name="!IsFPV"/>
<requirement name="!IsAttachedToEntity" />
</triggered_effect>
<triggered_effect trigger="onSelfEquipStart" action="RemovePrefabFromEntity" prefab="Entities/Animals/Wolf/animalStandardWolf">
<requirement name="IsFPV"/>
</triggered_effect>
<triggered_effect trigger="onSelfEquipStop" action="RemovePrefabFromEntity" prefab="Entities/Animals/Wolf/animalStandardWolf"/>
I currently have it set to "verylow" and I'm still finding about 10 puppies an hour. Whereas, I basically want a .5 - 1% chance of finding one.
Advice or tips would be much appreciated.
edit Nevermind. He's literally attached to my leg lol. I saw him when i got on my bike