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CapnCookie

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  1. https://www.nexusmods.com/7daystodie/mods/3112 This mod simply lowers the magazine requirements in the new A21 release while retaining the progression style (either linear or exponential) that the TFP developers intended. The bows crafting tree was adjusted so that you always get a "damage" upgrade per unlock, i.e. you will unlock Q1 Iron Crossbow before unlocking Q3 Wooden Bow. Every other tree was essentially kept to the same progression path. Magazine Skill Trees Reduced from 100 to 50: Harvesting Tools Bows Handguns Shotguns Rifles Machine Guns Explosives Robotics Food Electrician Vehicles Magazine Skill Trees Reduced from 75 to 40: Salvage Tools Knuckles Blades Clubs Sledgehammers Spears Armor Medical Traps Workstations Magazine Skill Tree Reduced from 50 to 30: Repair Tools Magazine Skill Tree Reduced from 20 to 10: Seeds
  2. Most recent log pastebin: https://pastebin.com/4eyKUrZ8 Summary: Not so much a bug as just what looks like an XML entry oversight. Game Version: (A21 b323) OS/Version: (Windows) CPU Model: (Intel i7-10700K) System Memory: (16 GB) GPU Model and VRAM: (nVidia GTX 2070 Super 8 GB) Screen Resolution: (Width and Height such as 1920x1080) Video Settings: (High-Ultra) Game mode: (SP) Did you wipe old saves? (No) Did you start a new game? (Yes) Did you validate your files? (Yes) Are you using any mods? (Somewhat, added in dedicated magazine loot groups to certain crates like Working Stiff) EAC on or off? On I believe Status: NEW Bug Description: Detailed steps to reproduce the bug: 1) Reach lootstage 55 2) Loot any containers that include the lootgroup "groupToolsT1" or "groupToolsTiered" (such as a vehicle) 3) Always receive immediate Q6 T1 tools Actual result: So it looks like there are many loot containers that pull the lootgroup of either "groupToolsTiered" or "groupToolsT1" in some fashion. From what I've seen, and pointed out in a Steam discussion thread, is that it looks like the original formatting for "groupToolsT1" was meant specifically for working stiff crates so that they'd receive a bonus (it's literally written in the file). However, there is no alternate group for T1 tools with the T1 template, so EVERY container with the chance for T1 tools in the game is using the T0 quality template, meaning you are guaranteed a Q6 iron tool as early as loot-stage 55. Expected result: I think there needs to be separate loot groups for the working stiff crate tools, like "groupToolsT1Plus" that uses the QLTemplateT0, and then plant that within a new tiered group titles "groupToolsTieredPlus". This way you could differentiate between the bonus tool loot groups for the WS crates and the normal tool loot groups for any other container that uses it.
  3. Ah, that's unfortunate. Oh well, perhaps they'll see it and float the idea around the team.
  4. Ah, see this is where ya lose me lol. I'm very much not versed in coding. Hell I only began reading into the XML's this last week to look at the funky stuff going on with the loot tables. So this is where you'd be much more knowledgeable than I would be in how to make a certain interaction occur.
  5. 1) Ah, I think I did miss that. Yes, the chance is increased, but the overall probability within the scope of a given loot table is determined by how many other items are within that loot table and their numerical chance values. The two are related within this context, but the differentiation is in added percentage vs. overall probability. 2) The problem I'm seeing is that what you're calling for requires a dynamic table entry determined by what perks you've invested in and what magazines are available within the container. The XML's are static, though. The lines written within them can't change unless they're rewritten manually, even if they're affected by outside sources like the passive effects in the progression xml. So every single loot table containing magazines would need to redirect to dedicated loot group containing the related magazines, and that specific loot group would need to somehow pull the passive effect listed in the progression xml (add 2% percentage bonus per level in your example) without it interfering with the base values of the normal loot groups containing magazines. Again, I'm not sure if that's possible.
  6. I want to reply to the fullness of your comment, so I will reply according to the paragraphs you have. 1) You are correct in that it does not have the potential to replace existing magazines within the loot group found within the xml. All it does is add a percentage modifier to the already existing loot probabilities. If each magazine had a "high" probability (meaning a value of 0.75, indicated at the top of the loot xml), then that means 5 magazines have a 0.75/3.75 chance, or 1/5. Adding a percentage modifier to that doesn't numerically decrease the direct probability of the other magazines, as they're still going to be at a rate of 0.75 each. That number is now just lower compared to the probability of the other magazine that you've invested perk points into for a perc increase. 2) You are also correct in that my math is a little off, just not in the way you think. After examining it, I forgot that the operation used in the progression xml is perc_added, meaning it's adding 200% per level, not changing it TO that percentage per level. So for my example specifically (crates with 5 magazines, all with an equal probability), the chance for bows would have gone from 1/5 at no points, 3/7 for 1 point, 5/9 at 2 points, 7/11 for 3 points, 9/13 for 4 points, and 11/15 for 5 points. The skill isn't dictating how many more more books you'll obtain, it's simply adding a percentage modifier to your chance at finding them within a given loot pool. Just because I have 3 points and an added 600% modifier to that mag on the probability table doesn't necessarily mean I'll find 6x of that book compared to when I was at 0 points. That would mean I would've needed to find 300 books in only 250 crates, but each crate could only produce 1 book in my example. Does that make sense? 3) It certainly adds trouble for loot containers that contain multiple magazines that are connected to skills you're perked into. In my example, if I had 2 points in both archery AND blades (a 400% bonus to each probability), then the chances for rolling either of those is 5/13. Then the others 3 books only have a 1/13 chance. So out of 250 crates I would have gotten roughly 96 bow mags, 96 blade mags, and then only 19-20 each of the other 3 mags. Even though the added probability bonus for the archery and blades is 400%, you'll still only yield less than double of each from if you'd looted them with no points in either associated skill. If they were to implement your solution, then they would need to add a dedicated loot group containing the magazines to every loot container in the game within the loot xml. It would start at 0% for all, and then under the progression of each skill, they would need to add a SEPARATE bonus that somehow only tags that specific loot group. I'm not sure if that would be possible, but then again I really only know how to read the xml and edit what's already there. I can't add to it.
  7. I actually have a comment on a Steam thread that clarifies this specifically, as I wanted to understand some of the lines found in the progression xml and how it works within the game. It can be found here: https://steamcommunity.com/app/251570/discussions/0/3810656323976142561/
  8. It seems like the magazine system was halfway based on the schematic system that's utilized in the Undead Legacy overhaul mod. The biggest difference between the two is that in Vanilla we use perk points to influence RNG, which is still just a game of chance, but in UL there is also a Research Table workstation so that you can use research tech acquired from scrapped schematics to learn other recipes. So I have a question, and if you don't have the answer that's alright. But my question is this: Is the dev team negatively disposed to the idea of a research system that allows players to focus in on specific crafting skill trees? I remember reading a mod post stating that changes happen iteratively for a reason, so I know an additional system like this wouldn't be likely to appear within a week. I'm just curious if that's an idea you might have heard in any of the interactions you might've had with the dev team.
  9. A variety of crates, to include working stiff and crack-a-book, are randomly generated at the end of all POI's whether they're located in small or large towns. Mailboxes are also found distinctly in residential areas. Broken workstations can be found in garages or basements of residential POI's. Traders can also now be located anywhere on the map. Small towns offer slim resources in all areas of loot, not just specifically workstation magazines. That's why finding larger areas towns/cities generally yield better loot. Greater quantities of loot containers = greater chances of finding specific items. And with that, I even said that the list above is incomplete. Don't get me wrong, I have strongly advocated for a research system to coincide the magazine system so that players have some agency instead of relying on pure RNG (even if weighted by skill point allocation). I wouldn't say that any one magazine isn't contained within a proportional amount of containers compared to the others, though. That's false.
  10. Here's a list of some of the places they're in: Quest Reward (obvious) Working Stiff Crate Working Stiff Truck Crack-a-Book Crate Crack-a-Book Shelves Mailboxes/Newspaper stands Broken Workbench Broken Forge Broken Cement Mixer Broken Chem Station Broken Dew Collector T3 Reinforced Chest T4 Hardened Chest T5 Hardened Chest Hidden Stash Construction Crate Air Drop There are others, but I wish to not take up too much time looking through every single sub-group that they're located in just to find which ones are connected to other loot containers. These examples were just the most obvious from looking over the loot tables.
  11. I think I'm the one that broke it somehow. I edited part of the cropsgrowingmaster group in the xml earlier today when I had done some toying around with the growth timer. I thought I changed the values back their originals, but maybe not. Not even sure how that managed to interact with the destroy event under each crop block, but I loaded the backed up xml file I had for it and it seems to be working fine again. I'm getting seeds back now.
  12. I'm not sure if it's changed, but I haven't gotten a single seed back for any of the crops I've planted in A21e. Edit: I just looked at my blocks xml and I definitely have the normal lines that include the drop event for seeds with a 50% probability. Very interesting indeed.
  13. LotL gives an average of about 6.5 crops per player-placed plant (base of 2, then triple harvest plus 50% chance for an additional crop). Seeds cost 5 of whichever crop, so you net an average of 1.5 crops per plant. Not a crazy net yield, but enough for it to be self sustaining.
  14. Just created an account to chime in with this specifically. Skill points in certain perks offer percentage bonuses to your chances of finding certain magazines. This is usually in the form of 200%, 400%, 600%, 800% and 1000% bonus added to the probability of finding the magazine (though a skill like lockpicking, which only has three points, starts with 200%, then 600%, and then maxes at 1000%). It does not change which loot containers offer a chance to produce a magazine related to a certain skill, though.
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