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Fortressbeast

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About Fortressbeast

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  1. Thanks all. I was confused when i saw the carbattery comment in the xml and thought it was somehow just for the battery it self. Now i see that it is for every item using that perk, it makes a lot more sense and also lead me to my issue which was an improper tag on the item. So it wasnt scaling with the perk level properly. thanks for taking the time to explain.
  2. Ok that makes a bit of sense. So any idea how would you add a similar progression to a customer item? There doesnt seem to be an item identifier in the string other than the comment, so how does they system know that this is for carBattery? If we go on your assumption and then also assume that it is using the comment as an identifier. I should be able to do something like this? <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="0,1,2,3,4" tags="perkYeahScience"/><!--DoubleCellBattery--> Then it would allow a quality level that matches the Yeah!Science player level of the custom item DoubleCellBattery thanks for the info
  3. Hello all, I'm working on a power mod that contains new BatteryBanks, SolarCells, and Batteries and i'm having a bit of an issue figuring out item quality settings. Can anyone point me in the right direction so that i can either scale it like vanilla items or set it so they always produce quality 5/6. Found this in progression.xml, but it doesnt really give you much to go on: <passive_effect name="CraftingTier" operation="base_add" level="1,2,3,4,5" value="1,2,3,4,4" tags="perkYeahScience"/><!--carBattery--> thank you
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