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BFT2020

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Posts posted by BFT2020

  1. 5 minutes ago, Riamus said:

    I don't think they meant they needed to craft it. 

     

    Quote

    CRAFTING by one small thing is terrible. Why? because "track" option cause too much missclick in situation when there is no time for that ( like bleeding)

     

    To me, this reads that they were trying to craft in a crappy situation - aka bleeding and getting frustrated that it is not a smooth operation.

    3 hours ago, Matt115 said:

    1.  It could be put in diffrent place like item describtion not just in this same place like crafting. It would be solve that problem. 

    2. Actualy - pretty early stage + lack of free space. My friend was thinking that dogs can only make bleeding like during previous alphas

     

    I personally like it at the top.  Yeah I know you can mis-click it if you are trying to craft a bandage while you are bleeding, but I like that because it punishes you for not being prepared.  If you are prone to panicking, then craft them ahead of time so you don't have to worry.

  2. In vanilla, I found that I was constantly crafting items throughout my gameplays, but I don't fast track progression and don't go to higher biomes to boost my lootstage.  I also dropped the rewards on the floor since I didn't like them advancing me too fast in progression.

     

    I removed the ability to repair items in my modded game.  That seemed to balanced out finding items and crafting items since you will be having to constantly replace your items as they break.  - also removed trader rewards completely.

  3. 2 hours ago, Matt115 said:

     

    CRAFTING by one small thing is terrible. Why? because "track" option cause too much missclick in situation when there is no time for that ( like bleeding)

     

    Couple of things

     

    1) pinning recipes has been asked for so long now, so it isn’t going away

     

    2) Don’t wait until you need first aid to craft first aid.  Always have it on you, even a lowly bandage is going to be beneficial….not if you have to craft it first.

  4. 4 minutes ago, MisterAs said:

    I was looking for a place where I can suggest, or complain. I was told that this is meta here. developers read this forum. That's why I wrote here because... playing without modifications, there is a moment with an unbalanced NPC (Google translate)

     

    Pimp dreams or General Discussion is where you want to do that.  General Support is for players who have issues running the game and need answers to get it running properly.  Balanced issues is something that is not part of General Support and probably wouldn't be seen by developers.
     

    FYI, this concern (Traders) has been brought up before so they are aware of players' concerns on them.

  5. 11 hours ago, Roland said:

     In addition, I have heard that there has been a lot of cleaning up of unused code as well as part of their efforts to optimize and release on consoles.

     

    Not part of this original thread, but I have been cleaning up the unused code myself when I mod items in the game.  My OCD just can't stand the old code commented out when I copy an item to make a slightly less powerful repaired version.  BFT2020 approves  👍

  6. 3 hours ago, pApA^LeGBa said:

    Well there we have it, it´s not about water. Or the need for a new crafting skill system. It´s about using POI´s and the trader. Wich they could do all day long with the old system aswell. It´s not about their personal preference but forcing a playstyle onto everyone imo.  Still need to search for that jar thing though.

     

    I feel like if someone needs to mod in tin foil hats for you.

     

    Also look up confirmation bias and see if that applies in this situation.

  7. This

     

    <set xpath="/items/item/effect_group/passive_effect[contains(@name, 'ModSlots')][@value='1,1,2,2,3,4']/@value">2,3,4,5,6,7</set>

     

    should be

     

    <set xpath="//passive_effect[@name='ModSlots' and @value='1,1,2,2,3,4']/@value">2,3,4,5,6,7</set>

     

    This would direct your code only to change the lines that have both ModSlots as a passive effect and ones where the value is 1,1,2,2,3,4.  The And is the operation you need to do that

     

     

     

  8. 1 hour ago, dragonslayer770 said:

     no it's not faster no one is answering.

     

    You need to understand that modders have lives so they can't answer you right away.  You asked in the thread for the mod (which is the correct way of asking for assistance) yesterday and someone was able to answer your question today.  That is a good turnaround.  Also, you might want to tag properly as I noticed you linked the mod author's profile but didn't really tag them

     

    @dragonslayer770 is how you tag someone and they will get a notification that someone mentioned them.

  9. 3 hours ago, Rotor said:

    That is fine, hide the bucket in however many gates DevVille wants.  Atleast at some point you can have a choice go loot PoI or go to the lake and smell the roses while you get a bucket of water.

     

    I mean they already did that with the cooking grill.

     

    No doubt, there is always a balancing issue with or without mods.

     

    But the current discussion with glass jars is not that the mechanism itself is broken, but that it doesn't support playstyles that are not supported by the TFP development team.  There are easy ways around it, but it seems like the push is that TFP should support every playstyle instead of the player realizing that they might need to do some thing (like mods) to make it work the way they want to.

     

    There are mods out there that bring back glass jars, along with the mod for the water buckets for crafting.  There are mods out there that change the dew collectors (to increase stack sizes).  There are mods out there that remove the magazine crafting system and goes back to the perk based system.  We even got mods out there that brought back LBD.

     

    Personally, I support if a player wants to stay within 30 feet of their initial spawn point, not have any POIs or traders around.  However, that doesn't mean the game in its vanilla state would support it unless the player makes the effort to modify the vanilla game to their playstyle.

  10. 1 hour ago, wolverine576 said:

    This works great now!

     

    For future reference, the console will give you messages if there are issues with your code.  In this case, it would have stated that it didn't apply the code you wrote which typically means that it didn't find it in the game code when it was applying that line of the code in your mod.  I found that useful to help troubleshooting when I do a copy/paste in my loot files and forget to change something from name to group or vice versa.

     

    Some of my mods get lengthy in regards to edits so I will start a new game and then quit if I see a lot of error messages after the character is generated in game.  That way I can then open the logfile for that session and go through each error message to see what mistake I made.

  11. 28 minutes ago, Thing209 said:

    When will console finally be updated fun pimps said they were working on it and it's been so long with no updates seems like a lie sadly

     

    The version from TellTale Games won't be updated unfortunately; that is what happens when a game producer goes bankrupt.

     

    And this is what they have said when it will be released

     

     

    About the same time as A22 comes out for PC.

  12. 1 hour ago, MrSamuelAdams said:

    So I tried adding this mod for the "POI's" to DF. I always get these errors when loading in, is it an issue or way to fix it?

     

    https://imgur.com/a/OXZITKG

     

    DF is an overhaul mod so a lot of vanilla code has been changed.

     

    The messages saying did not apply means that when you added this mod to DF, it can't find those paths - which means that the DF code for the biomes changed from vanilla.

     

    The warning message at the bottom lets you know that the code also was changed in the spawning file.

     

    It is recommended not to install two or more overhaul mods at the same time unless the mod creators worked together to make them work together.  Since the theme of this mod contrasts heavily with the theme of DF, I doubt they were designed to work together.

  13. 19 hours ago, theFlu said:

    Introducing that choice, "can I afford to craft => no", came at the expense of another choice, "can I build a base, or do I need to start questing now?". In my book the loss in choices is far greater than the gain.

     

    I play no repairs allowed for items and haven't had an issue to adjust to the new system.  It hasn't removed my choice to do that plus build a base.  I even removed the quest rewards from the traders so not sure what issues you are having to craft items or a base in the game.

  14. Solar cells are T3 electrical so you need to be at 55 for trader stage for them to be in the trader inventory.

     

    If you got Daring Adventure maxed out, that is 40 trader points right there.  Player level 15 would get you there regardless of your trader level.

     

    Solar cells are in the Electrical trader grouping which consists of 21 unique items.  Solar cells are 0.2 probability while everything else in that group has a probability between 0.5 and 1 (so solar cells are the least likely to drop RWG).

     

    All traders except for Bob can have between 5 to 10 unique electrical items.  Bob can have between 10 and 20 unique electrical items.  Bob has the highest chance of having them in his inventory since he has more unique choices than the other traders.

     

    One thing you can do is mod in the ability to craft them.  I added them to my Q6 crafting mod as a high level electrical unlock (including solar banks).  I think I set the electrical crafting magazines to 110 to 135

  15. 9 hours ago, FramFramson said:

     

    No, I was saying here's all this argument over jars again and I went and made a mod specifically to compromise between the old system and new... maybe some players could try it?

     

    I chuckled when pApA linked your mod in reply to you.  Probably didn't see that you were the mod creator at first  😀

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