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Drazil

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  1. Much better explanation @BFT2020 , thank you. It finally all makes a decent amount of sense. I was tired of having to rely on simple luck to have those rare quality 6 military stealth boots, and on top of that I would now actually care of storing scrap parts for crafting. Till now I had only been selling them, waiting instead to get quality 6 stuff by random chance.
  2. My dude, I think it's done! Finally found a way around it, without any of the bugs, like tier 7, or going back to level one once pass the required magazine level. Here is an example from the edited progression file: Vanilla <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,100" value="1,2,3,4,4" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/> <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/> <passive_effect name="CraftingTier" operation="base_add" level="35,43,51,59,100" value="1,2,3,4,4" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/> <passive_effect name="CraftingTier" operation="base_add" level="70,80,90,100" value="1,2,3,4" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/> Edited <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,13,100" value="1,2,3,4,5,5" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/> <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,30,100" value="1,2,3,4,5,5" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/> <passive_effect name="CraftingTier" operation="base_add" level="35,43,51,59,67,100" value="1,2,3,4,5,5" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/> <passive_effect name="CraftingTier" operation="base_add" level="60,70,80,90,100" value="1,2,3,4,5" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/> I basically added a double "level 5" so that when it reached max level, it's still tier 6, and also added an extra trigger level to each tool type. In some cases the last level of one tool overlap with the first, or first couple, or the next tool, but I don't see that much of a problem. If it bothers though, it can still be fixed by adjusting how many magazines are needed between each trigger, so that they all fit neatly in the limit amount, which is from 50 to 100, depending on the category. I hope any of this is clear, as it kinda confused myself as well. I'd use the excuse "English is not my first language", but truth is, I wouldn't be any better in my main language either, explaining this kind of stuff XD .
  3. Neither am I to be honest. It feels @%$#y, but it also feel like there is a way around it that we are missing. We'll see.
  4. I see, damn... TFP sure made a mess of the quality system.. wouldn't be surprised if it was made like this on purpose, in order to bother even modders. Well, thank you regardless for all the time you put into this, much appreciated .
  5. Thank you again for the quick update. Unfortunately the adjustment I suggested worsened things. The same happened when I implemented in my game by editing the progression file. To explain more in details, I tested the spear progression, and up to level 13, it did unlock quality 6 of the spear, but on passing to level 14, it locks it back to quality 1, and progressed instead with the iron spear quality, and so forth. I hope it's not a dead end from the game code itself, dammit.
  6. @pahbi So, I actually tried making the changes I suggested to my game, but my exm editing knowledge is pretty limited (I am not sure how to edit two values on the same string), and I haven't been able to make it work even by editing the game files themselves. There is definitively something else to consider regarding tier 6. I did notice though, how there may be another value to edit, like the level in the "passive_effect" 1 and 2, as it also refers to the max level (75), but once again, editing it made things worse, so I am not sure. Another thing to consider, is the message that says how "X item - quality X has been unlocked" that would need to be added, and triggered, for tier 6 when reading the right amount of magazines. I hope this is of any help, because as it is, it looks like a headache to figure out instead, lol.
  7. Oh, I read about water being overhauled, but found no reference of this specific issue with grass on the forum and bug report file, so I thought this issue had more to do with world generation. I wouldn't have made this post otherwise. Thanks for the reply though.
  8. Summary: Grass spawning in place of water blocks Game Version: A20 Platform: PC OS/Version: Windows Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? Yes EAC on or off? Off Status: NEW Bug Description: When the map is generated, grass and flowers spawn on the bottom of lakes, replacing (or not allowing the generation of) the water blocks. The lake surface is left all botched. Detailed steps to reproduce the bug: 1) Simply generate a map and check any lake.
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