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Boidster

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Everything posted by Boidster

  1. I updated the Wiki page with a new graph, and updated the info to align with A20's new Lootstage metric. Also some nuts & bolts of how it works.
  2. Yeah, it would be nice if Wiki authors would tag all of their updates with the alpha release they used. Especially anything so specific as a probability chart. Lost of people just use the Wiki to append their favorite YouTube video explaining something. Not super helpful and turns Wiki into Pinterest.
  3. This is what it looks like now. A thread a few weeks ago discussed a potential problem with at least T2 going to zero, since some books fall into T2 and you might still be hunting for them late in the game. Gazz (I think) acknowledged in that thread that the whole probability template thing needed a workover. What's in there now is a stopgap. Edit: it was Schwanz9000 in the thread from January, and he fixed it for A20.1. What is pictured below is the fixed version. I have a tiny modlet which keeps a very small % for T2 going for all higher lootstages. It's important to note that these values are always used relative to each other, they are not absolute percentages. So for example if you are at lootstage 52-ish, you have a roughly equal chance (50% or so each) to get a T0 or a T1 result. Both items in the loot list may calculate out to 0.28, but that's not equivalent to a 28% chance. Since they are both 0.28, the way the loot engine works they have equal odds of being selected. I'm working on a mod which fully instruments the loot engine and dumps the results and all RNG checks into the log. Still a week or two out from it being usable, but it might be useful for any of us interested in peeking inside the black box.
  4. That image was added in July, 2021 so it is likely out of date. However the loot probability tables are also a bit out of whack and TFP are aware. Edit: this was taken care of in A20.1. Schwanz9000 (TFP dev) replied to a thread in January saying he had new prob curves for A20.1 and the new "ProbT2Cap" curve for items (like books) which don't really have a Tier 3 progression. That's all in there with A20.1 so I think the current curves are what we're going to get. Or at least they make some sense, unlike the ones that A20.0 had. I'll run that graph on the current probability tiers and post back here. Not worth updating the wiki with it, since it'll be fluid until TFP fixes it all up.
  5. Dart traps are among our favorites for any pathway/funnel base. They are absolute murder in groups and don't trigger the demos. Our last base had 12 traps (3 wide x 2 high on both sides of a hallway) and it was a very rare Z that survived the gantlet. Most of the time we'd be at our "shooting window" looking down at the incoming Zs and just hear the occasional FFT...FFT...FFT of the traps behind us takin' care of bidness. Rarely went through more than 100-200 darts in any one machine. Oh, they were backed up by electric fences through the centerlines of the traps, so the Zs had to patiently wait for a moment as they got their acupuncture. We even used them in a standard box base (like Fox's, only not quite as big). After crunching through rows of barbed wire and under fire from elevated turrets, Zs encountered four 3-wide pressure-plate "bridges" across a 1-deep moat close to the base wall. So from any direction, the Zs could choose to cross a bridge to attack the base. Except of course the pressure plates activated 6x dart traps facing out. Many Zs died on those bridges. All the traps were accessible from inside the base for easy repairs/restocking. It worked pretty well, but the base just became too time-consuming to maintain.
  6. I bet there's a mod out there which allows snowballs to be used for any cooking-pot recipes. If there isn't, there should be. It'd be a pretty straightforward mod to write.
  7. Yabbut: And also sensor wouldn't show ammo (although it would be a neat trap for the cameras to also shoot darts): I think you're right about it being a mod.
  8. NO. Where do we hide the woods porn* if you get rid of the storage trees? *Do Kids These Days™ even grok this phrase?
  9. Finally! A chance to use my high-school German. <ahem>... Aaaaand I've forgotten all my high-school German. @%$#. I would be surprised if there was a German audio translation. You can ask again in the Mods forum, but use Google translator.
  10. 9 crops is actually the most-likely result from harvesting two plants at LotL 2. Getting 8 crops or 10 crops are equally likely (but less likely than getting 9). Same for getting 1 seed. It's the most likely result. Getting 0 seeds or 2 seeds are equally likely (but less likely than getting 1). LotL is working normally, but as they said, more plants will help you weather the bad runs of RNG.
  11. Are you running mods? You must be running a mod.
  12. I do, and the answer is no, it uses the same spawn groups. The only places where the snow biome uses different groups is in the wilderness (lumberjacks only), downtown, and enemy animals. You can see this in spawning.xml. I highlighted the differences in the snow biome. Respawn delay is in game days, not real time. If you're running a mod which purports to increase general zombie numbers, it likely changes this. <biome name="snow"> <spawn maxcount="1" respawndelay="2.6" time="Any" entitygroup="SnowZombies" notags="downtown" /> <spawn maxcount="1" respawndelay="1.7" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="4" respawndelay="0.09" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.06" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="4" respawndelay="0.07" time="Day" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="4" respawndelay="0.04" time="Night" entitygroup="ZombiesDowntown" tags="downtown" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="3.1" time="Any" entitygroup="EnemyAnimalsSnow" spawnDeadChance="0" /> </biome> <biome name="pine_forest"> <spawn maxcount="1" respawndelay="2.9" time="Day" entitygroup="ZombiesAll" notags="commercial,industrial,downtown" /> <spawn maxcount="1" respawndelay="3.3" time="Night" entitygroup="ZombiesNight" notags="commercial,industrial,downtown" /> <spawn maxcount="2" respawndelay="0.3" time="Day" entitygroup="ZombiesAll" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.15" time="Night" entitygroup="ZombiesNight" tags="commercial,industrial" notags="downtown" /> <spawn maxcount="3" respawndelay="0.3" time="Day" entitygroup="ZombiesForestDowntown" tags="downtown" /> <spawn maxcount="3" respawndelay="0.1" time="Night" entitygroup="ZombiesForestDowntownNight" tags="downtown" /> <spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" /> <spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" /> </biome>
  13. Biome spawns are not tied to gamestage at all (yet?). Level 1 player will get the same mix as level 100 player. It's a sort of built-in disincentive (or incentive?) for lower-level players to venture into harder biome cities. Gamestage-scaled groups look like this (notice how zombiePartyGirlFeral's probability moves from 0 in the GS1 group to 0.2 in the GS100 group): <entitygroup name="ZombieNightClubGroupGS1"> <entity name="zombiePartyGirl" prob="0.95"/><entity name="zombiePartyGirlFeral" prob="0"/> <entity name="zombieBusinessMan" prob="0.45"/><entity name="zombieBusinessManFeral" prob="0.1"/></entitygroup> <entitygroup name="ZombieNightClubGroupGS50"> <entity name="zombiePartyGirl" prob="0.85"/><entity name="zombiePartyGirlFeral" prob="0.1"/> <entity name="zombieBusinessMan" prob="0.75"/><entity name="zombieBusinessManFeral" prob="0.1"/></entitygroup> <entitygroup name="ZombieNightClubGroupGS100"> <entity name="zombiePartyGirl" prob="0.7"/><entity name="zombiePartyGirlFeral" prob="0.2"/> <entity name="zombieBusinessMan" prob="0.6"/><entity name="zombieBusinessManFeral" prob="0.2"/></entitygroup> As far as I know, downtown refers to a true downtown. City center, tall buildings, etc. I don't think the smaller towns have a "downtown".
  14. Depends on what the mod does. Vanilla downtown snow ferals are 5x more likely to appear than forest downtown forest ferals. <entitygroup name="ZombiesForestDowntown"> <entity name="zombieSpider" prob="1"/> <entity name="zombieSpiderFeral" prob=".1"/> <entitygroup name="ZombiesDowntown"> <-- snow biome uses this group <entity name="zombieSpider" prob="1"/> <entity name="zombieSpiderFeral" prob=".5"/>
  15. Downtown snow zombies are harder than downtown pine forest zombies (more ferals, dire wolves, and so on). That + cold + occasional blizzard + enemy animals I guess.
  16. Take it from a master bater, it's easy to stuff a chest with some loot for him and you can even Pop-Tart him with some free XP. Open the console (F1) and type 'cm' to enable the creative mode and click the lightbulb icon on the inventory screen. Every possible thing is available - find what you want and stuff it into his gift chest. If you want to Pop-Tart levels, you'll have to give him access to the 'giveselfxp' command; I don't think there's a way to give another player XP directly. That requires a change to serveradmin.xml, but that won't break the save. You of course can award yourself XP too if you want to kick-start your levels. None of the setting changes you can make in the normal menus will break the game.
  17. Of course! Sorry I've been doing a lot of messing around with looting for a mod and I am always using F3 so I can walk around and see changes.
  18. Lootstage is dependent on character progression, yes, but also dependent on the looted block (safes and lockboxes have a small bonus of their own), the POI tier, and the Biome. So if you had been looting Tier 2 or 3 biomes and went back to Tier 1, your lootstage dropped (the very top of loot.xml has the modifiers by tier). If you had been looting in snow biome, but the new trader and POI were in the forest, your lootstage would drop also (biomes.xml). You can see your lootstage by pressing F1, typing "dm"<enter>, hit Esc and then F3. Lootstage is listed at the bottom and you can see it change as you walk onto POIs or change biomes (no way to see the container-specific modifiers though; they're in blocks.xml).
  19. I was just thinking it'd be super easy to make a mod which adds recipes for: 10x of [thing] = [schematic of thing] Maybe more than 10, maybe less, but once you've found enough samples, you can figure it out. Maybe require Advanced Engineering 1 or 2 to unlock this ability to reverse engineer things.
  20. I figured it was about removing/moving workstations, sensors, electrical items, and traps. I think they all check the LCB owner.
  21. Kinda depends on your definition of "enough to eat" and the tolerance you have for potentially not getting 10 seeds. With LotL 1 your expected return per plant is 6.5 potatoes' worth. That is 4 guaranteed potatoes + 50% chance of a seed (worth 5 potatoes). 4 + (.5 x 5) = 6.5 With 10 plants, your expected return is 5 seeds + 40 potatoes. Use 25 of those potatoes to craft 5 seeds for replanting and you'll have 15 potatoes for eatin'. But that is expected, long-term results. Any particular harvest might be worse in terms of seeds given. Worst case - 0 seeds - you won't even have enough potatoes to replant. At LotL 1 there is no number of plants which can avoid that outcome. If you get zero seeds you'll have to replant fewer plants. However many plots you plant, I'd store away enough seeds (or potato equivalent) to fully replant all of them, just in case RNG disaster strikes a couple of times in a row.
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