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BFT2020

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Everything posted by BFT2020

  1. Note, turret ammo will start showing up at the beginning of the game. If you want to delay it, you will need to add the following: loot_prob_template="ProbT1Cap" If you add this, turret ammo won't start showing up until loot stage 42 (and will show up all game after that). You will want to add that to lines 27, 31, and 35 and 27 should look like this as an example <item group="groupTurretAmmoSmall" loot_prob_template="ProbT1Cap"/>
  2. This should work https://github.com/BFT2020/A21TurretAmmo.git
  3. Really need to see your entire game log to see what is happening at the beginning when it starts to load things into the game
  4. That should give you a different error message about being outside the range. Null means it doesn't have a value there or the value is corrupted and not recognizable. I will check later as I can't access the log files via my work laptop, but if it is tied to your spawning file, then the game is looking for a value for a variable and finding the correct one (or nothing at all)
  5. Experiences are going to be different. Right now, I am playing mostly vanilla (like 98%) and only doing one mission a day. Later on, I will start playing more with my mod and won't get rewards from the traders, just dukes. So those playthroughs will be different than this one.
  6. To put it nicely, we can tell that you don't use bows 😉 Stone arrows require rock, wood, and feathers Iron arrows require iron heads, wood, and feathers Steel arrows require steel heads and plastic Flaming arrows require steel heads, plastics, gunpowder, cloth, and animal fat Exploding arrows require steel heads, plastics, gunpowder, and duct tape So the water production is for glue to make into duct tape. And the reason they need so much is they are mass producing exploding arrows so they can spam them on horde night. And that is why they (TFP) can't please everyone. So the best they can do is set a goal or objective and make the game towards that objective. If that doesn't work for the others, then mods come into play.
  7. At one point, I modded A20 and changed the recipe for boiling water to include cloth and coal (as an additional step to filter the water while boiling it). Along with removing drinks from loot (including boiled water), I had to work harder to get drinkable water just from looting (traders stock was also adjusted not to refresh as often so you can't just keep buying drinks from them). I might bring it back to A21. It doesn't make water scarce, but it did force me to work harder and plan ahead more.
  8. So I recently started a new playthrough and really haven't seen a scarcity of drinks or water really. SP only, slightly mod just to give more magazines from the specialty brand crates in POIs I did use the free 2 waters from the start on Day 1 and ended up buying a red tea and yucca juice from the trader's vending machine since I hadn't found a cooking pot yet (he did have some for sale, but I could buy two drinks for less than a cooking pot and figured I would find one on Day 2 (did in fact find it). Since then, I got 2 dew collectors up and running (choose two filters as my T1 completion reward rather than the bike). From looting, I have gathered a lot of drinks and murky water so once I have a comfortable supply of drinks at the moment, I been using the murky water I find for either cooking certain recipes or glue production. I have also been crafting most of my gear so I have needed a lot of glue and duct tape (currently on Day 12). I got lucky and found the Mineral water book around Day 3 or 4, so I was able to make mineral water fairly quickly in this playthrough. Nothing I have seen so far is game breaking.
  9. So I got some data from a single play through so far: 60 minutes days, new map, spawn near big city, No loot respawn, no chunk reset, default loot abundance and XP gains 1 trader mission per day max so far just in Pines forest biome Currently on Day 12 Two traders found - Rekt and his twin brother Rekt No crafting magazine bundles chosen as rewards, but did purchase ones from the traders No double looting trader missions, no smash and grabs of POIs. Only looted T1/T2 POIs for days 1-7, then a few T3s days 7+ One Crack a book stored looted (T3) on day 9 Prioritized Working Stiff stores and Auto related POIs after food and water has been setup Agility build - so majority of perks spent there (did the beginning quests also) No perks in Int tree Other perks grabbed - First level of Iron Gut, Cardio, Master Chef, and Living off the Land Everything vanilla except for: For brand specialty crates that have crafting magazines loot groups as a count of 1, change to count of 3 For brand specialty crates that have crafting magazines loot groups as a probability, change to count of 3 Added vehicle crafting magazines to the Working Stiffs crate as a possibility (medHigh I think it was), but only 1 available Did not make any changes to Crack A Book crates (left as is) Expected results - In all crates, primary crafting magazines now have a chance of spawning 1-3 magazines Count of 3 means you can get unique ones or multiple copies of the same one - anywhere between 0 to 3 max total This loot group has crafting magazines set at high probability but also has other items in there as well that can be picked In my run so far, I had between 2-3 crafting magazines when I looted crates What I observed: On Day 2, I had enough to craft the bicycle (no bench though) One of my first missions was a Gas station POI and where I setup my base on Day 2 was another gas station POI Day 4, I got the bench crafted and crafted my bicycle Working on Day 12, but I am currently at the following: 18 crafting magazines for vehicles (so just 2 more for minibike) Can craft cement mixers now Can craft Q4 iron tools and Q4 wrenches Q4/Q5 wooden bow (not sure where exactly), Q4 9mm pistol, Q1 Double barrel Q1 Leather Armor Most of my gear has been crafted I did find a few padded pieces of armor that was higher than my level at the time Did get lucky and find a Q1 toilet pistol, but nothing higher Did see a Q3 double barrel shotgun for sale, but didn't have the dukes since I was using them for crafting magazines and supplies Some thoughts: Okay so far with vehicle progression. Even though I unlocked the bike quickly, the workbench held me up for a couple more days. Will see how it goes past mini-bike. Tools, workbench, and weapons progression might be a bit too fast (might change the count from 3 to 2,3 to get some variation). However, might not do anything at this time to see how those changes work when I incorporate it into my main mod. Loving the fact that crafting has become more of a focus on just these small changes. I could have pushed and spent dukes on that Q3 double barrel shotgun, but I knew I was close to start crafting my own so used those dukes for supplies / magazines until I could craft my own Ironically, not picked a single crafting bundle as a trader reward - it was only offered in the first mission (which I went with pipe bombs in case I needed them for the first horde night) and has never been offered since as a reward Just changes the bonus loot probability chance you will be getting. You will still see mostly crafting magazines (as they are set as high probability) but more of a balanced distribution among the choices you can get
  10. Items file, check for property lines like <property name="SellableToTrader" value="false"/>
  11. This would be a bug report and should be posted in the bug section.
  12. I should be able to post a link for a modlet this evening when I get home from work
  13. What difficultly level are you playing that you think knives are OP and need to be nerfed? One of the main game themes is looting. If you want to reduce the looting aspect of it, you are going to have to mod the game. And since you think 3rd party modders are crappy, you might want to start learning XPATH.
  14. I made changes to the ammo loot in A20 and working on porting it over to A21. Where exactly do you want to find the turret ammo? Crates and end chests? Treasure chests? Ammo piles? vehicles?
  15. Yeah your mods are not loading correctly.. Since they are dll files, these mods have changes to the source code. Since they are not being applied correctly, your game won't work correctly with the mods added. 2023-09-22T00:06:40 2.780 INF [MODS] Found ModAPI in RandomMainmenuBackground.dll, creating instance 2023-09-22T00:06:40 2.782 ERR [MODS] Failed initializing ModAPI instance on mod 'RandomMainmenuBackground' from DLL 'RandomMainmenuBackground.dll' 2023-09-22T00:06:41 3.609 INF [MODS] Initialized code in mod 'The_Wasteland' from DLL 'Wasteland.dll' 2023-09-22T00:06:41 3.609 INF [MODS] Found ModAPI in Wasteland.dll, creating instance 2023-09-22T00:06:41 3.609 ERR [MODS] Failed initializing ModAPI instance on mod 'The_Wasteland' from DLL 'Wasteland.dll'
  16. You are going to have to examine both mods and figure out what changes Khaine has made to his mod. I do know that Khaine has heavily changed the perks and crafting elements of the game which will affect this mod. In this case, it is tied to the shotgun perk that Khaine is using. In vanilla, it is perkBoomstick which if you look at the tags in both the shotgun and ammo, it will have those in them. With Khaine's mod, you would need to add those custom tags he has for shotguns to the items in Izayo's mod.
  17. It's because you are trying to use a vanilla mod as is with a mod like DF that is considered an overhaul mod. You have to change this mod to make it work with DF.
  18. Easiest way to completely remove: <remove xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM')]"/> That would remove all the code for increasing drop chance of crafting magazines To do a universal reduction in chances: <set xpath="//perk/effect_group/passive_effect[contains(@tags,'CSM') and @value='2,10']/@value">1,5</set>
  19. That's fine if this game was simply a survival simulator......but it isn't, it's a hybrid.
  20. You need to go into the POI editor and create a new deco. I created an Uranium one using my new boulder and terrain blocks I made. Will also link a copy of my mod code. The only thing I couldn't get it to do was change the color of the terrain blocks. Not sure how to do that 🤷‍♂️ https://github.com/BFT2020/NewOreVein.git
  21. I am going to start a new playthrough with a small mod file - change the specialty crates to increase the drops of crafting magazines. The magazines are typically in the first grouping (guaranteed) and a possible pick in a lower probability group. I been thinking about increasing the first group from 1 pick to 3 picks to see how that affects progression.
  22. Both. I find that as long as I reach a bicycle, I am fine if it takes me awhile to get motorized transportation. And since bicycle only takes 5 magazines to unlock, it doesn't take a long time for me to gather those magazines, even in my mod where I removed trader rewards.
  23. Make sure the item has the following property <property name="DescriptionKey" value="NewGun1" /> That should cause the game to look in the localization file to find this value and add it to the description. Regarding the second one, it sounds like the mod creator got a bit wordy in their description.
  24. let me create a test modlet and see what I see on my end, will try to do that today / tonight.
  25. Not everyone feels that way, I tend to invest very little in Int (I don't use the elixirs at all) unless I am specifically wanting to play a heavy Int build. I may invest a perk point or two at the beginning but I am usually at Int 1 for most of the early / mid game. I tend to focus more on the tree I am wanting to play that playthrough. If you want a challenge, don't use elixirs and don't spend in strength / int trees if you are going a different build, like Agility.
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