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alexander_q

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About alexander_q

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  1. They will need to address this somehow eventually, or our cities will forever be completely flat
  2. YEEEEEAAAAAAAHHH. Good work Magoli. Been refreshing this thread several times a day for weeks :-). We're very excited to explore the updated world.
  3. alexander_q

    A16 Valmod Pack

    It's good to have a one-stop-shop for all things Valmar. I've gotten a lot of ideas from your frequent posts and your code in the short time I've been here. Thank you for that. Your mods are very much along the same lines as my approach. I'd use them wholesale, but I prefer slow and careful integration so that I can maintain my understanding of everything that's going on in the code.
  4. What is it that makes it run like ass? Does the assness only last while the city is being generated, or is there something inherently costly about prefabs? Will pregenerating make any difference?
  5. I believe LT and another user has made some progress in changing the way cities spawn, inc. their layout and size, and frequency. Look him up.
  6. Ha ha that's okay. I figured it out pretty quickly on my own, but wasn't confident enough to post a correction - my understanding of loot.xml is still very poor
  7. I'd noticed this... Does that mean I could take something like ranger_station1.tts, copy it and rename is to alexanderq_ranger_station1.tts, mod it using the editor, add it to the rwgmixer and remove the original ranger_station1.tts and have essentially succeeded in modding a vanilla prefab and not hurting EAC's feelings?
  8. I've read through your Survivor Notes thread again to reacquaint myself. I like the idea, but prefer a simpler implementation: a secondary way to get recipes for things there's unlikely to be books for at Barnes and Noble, e.g, you still loot bookshelves for "setInConcrete" but can only learn "flamingArrowSchematic" from a survivor note you obtain from the body of a zombie at a very small percentage chance. I agree that professions should be a starting boost but shouldn't indefinitely limit what a player can accomplish. Well put. I like the professions because, and I've said this before, it gives you value that can't be picked from your corpse. A player who encounters you will have to think "I could kill this guy, but then again, maybe I can convince him to build me a sniper rifle".
  9. Yeah I figured that out on my own last night. Fortunately the error log is impressively specific. Yeah I was going for random at first but the players wanted to choose, so I've now made a profession selector which I'll explain below. Wow. I really should have just waited until today and come back here. You've answered all of the questions I painstakingly worked through myself last night. Valmar is right, this doesn't work quite the same anymore. This was my first approach to a profession selector after the recipe one. In the case you've given, the player would be able to obtain every bag from scrapping the one Select Profession item. Anyway, the profession selector I arrived at is just the recipes I gave in a previous post with differentiating grid references, like so: recipes.xml <recipe name="Survivalist's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1" grid="0, 0"/> </recipe> <recipe name="Doctor's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1" grid="-1, -1"/> </recipe> <recipe name="Gunsmith's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1" grid="1, -1"/> </recipe> <recipe name="Builder's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1" grid="-1, 1"/> </recipe> <recipe name="Botanist's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1" grid="1, 1"/> </recipe> And then a bag for each profession, with a "(Break Me)" version and a lootable version to get around the player-placed-blocks-don't-get-loot problem: blocks.xml <block id="1500" name="Survivalist's Pack (Break Me)"> <property name="CustomIcon" value="backpack01" /> <property name="Material" value="paper" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="LootContainers/backpack01" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="DowngradeBlock" value="Survivalist's Pack" /> <property name="Place" value="TowardsPlacer" /> <drop event="Destroy" count="0" /> </block> <block id="1501" name="Survivalist's Pack"> <property name="Class" value="Loot" /> <property name="CustomIcon" value="backpack01" /> <property name="Material" value="metal" /> <property name="Shape" value="Ext3dModel" /> <property name="Mesh" value="models" /> <property name="Model" value="LootContainers/backpack01" param1="main_mesh" /> <property name="IsTerrainDecoration" value="true" /> <property name="LootList" value="180" /> <drop event="Destroy" count="0" /> </block> And then different lootcontainers for each profession pointing to their appropriate lootgroup: loot.xml <lootcontainer id="180" count="1" size="8,4" destroy_on_close="true" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1.5" loot_quality_template="baseTemplate"> <item group="Survivalist List" /> </lootcontainer> <lootgroup name="Survivalist List" count="all"> <item name="Survivalist's Guide" /> <item name="clubWood" /> <item name="campfire" /> <item name="bedRoll01_1" /> <item group="cannedfood" count="2"/> <item name="bottledWater" count="2"/> <item name="flashlight02"/> <item group="startingShoes" count="1"/> <item group="startingPants" count="1"/> <item group="startingTops" count="1"/> <item group="startingHats" count="1"/> </lootgroup> The lootgroup includes a custom Book appropriate to the profession. For the survivalist it looks like this: items.xml <item id="851" name="Survivalist's Guide"> <property name="Meshfile" value="Items/Misc/Book" /> <property name="CustomIcon" value="book" /> <property name="Material" value="paper" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="LearnRecipe" /> <property name="Title" value="Survivalist's Guide" /> <property name="Description" value="Survive in the wilderness" /> <property name="Recipes_to_learn" value="Cordage,stoneAxe,campfire,woodenBow,arrow,splint" /> <property name="Delay" value="0" /> <property name="Sound_start" value="Misc/recipe_unlocked" /> </property> <property name="FuelValue" value="20" /> <property name="Weight" value="20" /> <property name="Group" value="Special Items" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> As well as some starting clothes lootgroups very similar to yours Valmar. My next project will be to create recipe books for all of the individual recipes I've gated via the profession guides. They'll go into a loot table so a Builder player might find the recipe for "stoneaxe", but the "Survivalist's Guide" won't go into the loot table. So it's possible to obtain all of the recipes of any profession, it's just a massive headstart to be a given profession.
  10. I'm trying to make an elegant profession selector, but my chosen method has hit a road block. It seems like it's not possible to have several items that all share the same recipe. I tried: <recipe name="Survivalist's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1"/> </recipe> <recipe name="Doctor's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1"/> </recipe> <recipe name="Gunsmith's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1"/> </recipe> <recipe name="Builder's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1"/> </recipe> <recipe name="Botanist's Pack (Break Me)" count="1" scrapable="False" craft_time="1" learn_exp_gain="0" craft_exp_gain="0" > <ingredient name="Select Profession (Craft Me)" count="1"/> </recipe> The idea was that the player would select his profession from the crafting menu, but no matter what is chosen it always produces the bottom-most recipe, in this case "Botanist".
  11. Ah excellent, builder and miner didn't even occur to me. This is my list so far: <lootgroup name="Survival Backpack" count="1"> <item group="Survivalist List"/> <item group="Gunsmith List"/> <item group="Doctor List"/> <item group="Botanist List"/> </lootgroup> <lootgroup name="Survivalist List" count="all"> <item name="Survivalist's Guide" /> <item name="clubWood" /> <item name="campfire" /> <item name="bedRoll01_1" /> <item group="cannedfood" count="1"/> <item name="bottledWater" count="1"/> <item name="flashlight02"/> </lootgroup> <lootgroup name="Gunsmith List" count="all"> <item name="Gun Maintenance" /> <item group="pistol+ammo"/> <item name="repairKit"/> <item group="cannedfood" count="1"/> <item name="bottledWater" count="1"/> <item name="flashlight02"/> </lootgroup> <lootgroup name="Doctor List" count="all"> <item name="Grey's Anatomy" /> <item name="firstAidKit" /> <item name="antibiotics" /> <item name="painkillers" /> <item name="firstAidBandage" /> <item name="vitamins" /> <item group="cannedfood" count="1"/> <item name="bottledWater" count="1"/> <item name="flashlight02"/> </lootgroup> <lootgroup name="Botanist List" count="all"> <item name="Plants for Dummies" /> <item name="goldenRodTea" /> <item name="herbalAntibiotics" /> <item name="blueberrySeed" /> <item name="cornSeed" /> <item name="cottonSeed" /> <item name="potatoSeed" /> <item group="cannedfood" count="1"/> <item name="bottledWater" count="1"/> <item name="flashlight02"/> </lootgroup> And books: <item id="851" name="Survivalist's Guide"> <property name="Meshfile" value="Items/Misc/Book" /> <property name="CustomIcon" value="book" /> <property name="Material" value="paper" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="LearnRecipe" /> <property name="Title" value="Survivalist's Guide" /> <property name="Description" value="Survive in the wilderness" /> <property name="Recipes_to_learn" value="Cordage,stoneAxe,campfire,woodenBow,arrow,splint" /> <property name="Delay" value="0" /> <property name="Sound_start" value="Misc/recipe_unlocked" /> </property> <property name="FuelValue" value="20" /> <property name="Weight" value="20" /> <property name="Group" value="Special Items" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> <item id="852" name="Grey's Anatomy"> <property name="Meshfile" value="Items/Misc/Book" /> <property name="CustomIcon" value="book" /> <property name="Material" value="paper" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="LearnRecipe" /> <property name="Title" value="Grey's Anatomy" /> <property name="Description" value="First, do no harm..." /> <property name="Recipes_to_learn" value="bandage,firstAidBandage,firstAidKit" /> <property name="Delay" value="0" /> <property name="Sound_start" value="Misc/recipe_unlocked" /> </property> <property name="FuelValue" value="20" /> <property name="Weight" value="20" /> <property name="Group" value="Special Items" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> <item id="853" name="Gun Maintenance"> <property name="Meshfile" value="Items/Misc/Book" /> <property name="CustomIcon" value="book" /> <property name="Material" value="paper" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="LearnRecipe" /> <property name="Title" value="Gun Maintenance" /> <property name="Description" value="Clean gun, clean shooting" /> <property name="Recipes_to_learn" value="repairKit" /> <property name="Delay" value="0" /> <property name="Sound_start" value="Misc/recipe_unlocked" /> </property> <property name="FuelValue" value="20" /> <property name="Weight" value="20" /> <property name="Group" value="Special Items" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> <item id="854" name="Plants for Dummies"> <property name="Meshfile" value="Items/Misc/Book" /> <property name="CustomIcon" value="book" /> <property name="Material" value="paper" /> <property name="HoldType" value="21" /> <property name="Stacknumber" value="50" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="LearnRecipe" /> <property name="Title" value="Plants for Dummies" /> <property name="Description" value="For all your herbal remedies..." /> <property name="Recipes_to_learn" value="goldenRodTea,herbalAntibiotics" /> <property name="Delay" value="0" /> <property name="Sound_start" value="Misc/recipe_unlocked" /> </property> <property name="FuelValue" value="20" /> <property name="Weight" value="20" /> <property name="Group" value="Special Items" /> <property class="Preview"> <property name="Zoom" value="10" /> <property name="Pos" value="0,-0.2" /> <property name="Rot" value="90,45,0" /> </property> </item> I'm all for gating recipes because - it means there's something a player can give you that you can't take from his corpse. It doesn't force cooperation as the recipes still exist in the world, however when you meet a player you know they are guaranteed to have a profession and there's a 3/4 chance they can make things you can't.
  12. Sorry, my saying "have you given much thought to..." is my less-needy way of saying "please immediately share your thoughts on professions in detail, namely which recipes would belong to which professions and what their starting equipment would be, because I am very excited about this concept". EDIT: So I just implemented your mod. I didn't use the loot tables as I want to mess around with some of the profession ideas (so far have made it contain a "Survival Guide" which unlocks campfires, stone axes, wooden bows, arrows and a custom item called "cordage"). Because the "locked" version of the backpack has no hover text it won't be immediately obvious to unfamiliar users that they're supposed to break it. I might change the name to "Survivor Pack (Break Me)"
  13. I noticed you have count="0" for a few items on the list. Does that actually mean you'll get none, or is that a quirk of loot tables?
  14. Have you given much thought to the professions? I'm tempted to gate a lot more things behind schematics and give those schematics for free to the appropriate profession. E.g, "Survivalist", starts with recipes "StoneAxe, Campfire, Wooden Bow, Arrows".
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