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BFT2020

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Everything posted by BFT2020

  1. Pretty late to the party really. They (developers) don't have any intent at this point to bring back empty jars, it is now consistent with every other liquid in the game which is what they want. It is the same as bottles of acid or gas cans. They don't want to deal with empty containers in their game.
  2. I am sorry that my quirk offends you so much. I didn't ask you to change your mod or anything about it.
  3. Not @%$#ing at all, just my personal understanding that I have quirks that I can now address. Yes, I understand that it is only 1 slot out of 96, but quirks are not rational or logical. They are simply quirks. So if you have a quirk of not wanting any empty jars popping up in your inventory, it doesn't matter if you have 10 inventory slots or 1,000. Small patch being that while you did all the hard work to create the system and code it in, I just have to reverse engineer one small part of what you did overall and tweak it for my quirkiness. That is all.
  4. Not really for those that don't want the inventory clutter 😉 But we can always make a small patch to remove them again with your mod.
  5. That hasn't been true for awhile now. At least from A19 and on, coal has not been found in the desert to mine. Not sure if A16-A18 if it was available back then.
  6. I think that is a UI display bug, not actual damage numbers. As @Armoredsaint mentioned, it happened in vanilla also
  7. Are they on your computer? Certain mods require they be loaded on both the server and clients, and more containers is such a mod
  8. I wish people would simply just point things like this out and ask the developers to fix them, rather than attacking their work.
  9. Nope not downloading it. Before I can download the file, it won't proceed until I download and install an extension.
  10. The last playthrough where I actually went to the desert I couldn't find any oil shale underground....but I think I know why <remove xpath="/worldgeneration/biomes/biome[@name='desert']/subbiome[@prob='0.402']"/> 😏
  11. FYI, one thing you can do is to manually add in spawn points. It should be in the folder for the world you created. It's something I have done in the past (I would just pick some points from the preview map when I generated the world).
  12. I think you are over exaggerating what we all know 😁 I have no clue what you are talking about - respawning vehicle seats?
  13. Give it a try and see if it is still possible Example below <item name="noteFirearmChallenges"> <property name="Extends" value="questMaster"/> <property class="Action0"> <property name="QuestGiven" value="quest_FirearmChallenges"/> </property> </item>
  14. Unless the game is modded, you will never find AP or HP ammo as loot. You will only get it via crafting, trader award, or buying it directly from the trader. For some reason, it does not exist as a lootable item in the game. I was going to say at first what level you could find it, then realized that the reason I was finding it in my game was I specifically added those types of ammo to the loot tables. So when I been playing, I do find AP and HP ammo that I save up and use in-game.
  15. All the mod creators got together in a secret meeting and hashed out some rules. I heard Rule #1 was Do not make Matt115 happy. 🤔
  16. I do want to point out that all weapons do get a boost from Penetrator perk, as it adds additional armor penetration for any range weapon (and spears). So a point in Penetrator gives you a 10% increase in armor penetration for all guns (20% for spears). So AP ammo starts with a 50% armor penetration that you can increase with the Penetrator perk. Max would be 70%. Maxed out at Perk Level 3. Spears, if you were to max out Penetrator perk, would give you a 100% armor penetration. Maxed out at Perk Level 4
  17. When I saw the title, I was expecting @Rotor to be confessing to something he did illegal and/or unethical involving chickens. 😁
  18. So everyone knows <set xpath="/items/item[@name='meleeToolRepairT3Nailgun']/property/property[@name='Allowed_upgrade_items']/@value">resourceWood,resourceClayLump,resourceSnowBall,resourceScrapIron,resourceForgedIron,resourceForgedSteel,resourceConcreteMix,resourceCobblestones,ironDoorBlockVariantHelper,ironDoorDoubleBlockVariantHelper,vaultDoor01,vaultDoor01Double,ironHatchBlockVariantHelper,vaultHatch01,cellarDoorDoubleIron,cellarDoorDoubleSteel,shuttersIronBlockVariantHelper,shuttersSteelBlockVariantHelper,resourceYuccaFibers,resourceCloth,resourceScrapPolymers,resourceNail,resourceForgedMeteoriteGreen,resourceForgedMeteoriteRed,resourceForgedMeteoriteBlue</set> Original code was items/item/property[@name], needed to be items/item/property/property[@name]
  19. Probably because you were in Forest downtown and others haven't seen them spawn in yet Wolves can spawn in the downtown areas, even in the Forest
  20. Do ores show up in the preview map? I didn't think they would. If your issue is with the oil shale rocks on the surface, that is handled by the biomes xml file and that would be the deco_shale_vein prefab. If anything you loaded up changes that prefab, that would cause issues on your map <!-- *** Desert: Ore Sub Biome: oilDeposit --> <subbiome prob="0.402"> <layers> <layer depth="4" blockname="terrDesertGround"/> <layer depth="1" blockname="terrSandStone"> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="*" blockname="terrSandStone"> <resource blockname="terrOreOilDeposit" prob="0.6500" rwgGenerationType="all"/> <resource blockname="terrGravel" prob="0.7830" rwgGenerationType="all"/> </layer> <layer depth="1" blockname="terrSandStone"/><layer depth="3" blockname="terrBedrock"/> </layers> <decorations> <decoration type="prefab" name="deco_shale_vein" checkresource="-7" onslopes="true" prob=".00657" rotatemax="3"/> <decoration type="block" blockname="rockResource" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="rockResource02" prob=".00033" rotatemax="3"/> <decoration type="block" blockname="treeCactus01" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus02" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus03" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus04" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="treeCactus05" prob="0.004" rotatemax="3"/> <decoration type="block" blockname="rock01" prob=".001" rotatemax="3"/> <decoration type="block" blockname="rock02" prob=".001" rotatemax="3"/> <decoration type="block" blockname="rock05" prob=".001" rotatemax="3"/> <decoration type="block" blockname="cntDesertRandomLootHelper" prob="0.00025"/> <decoration type="block" blockname="treeDeadPineLeaf" prob="0.020" rotatemax="7"/> <decoration type="block" blockname="plantedYucca3Harvest" prob="0.002" rotatemax="3"/> <decoration type="block" blockname="plantedAloe3Harvest" rotatemax="3" prob="0.003"/> <decoration type="block" blockname="treeDesertShrub" prob="0.05" rotatemax="7"/> <decoration type="block" blockname="driftwood" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="driftwood2" prob="0.002" rotatemax="7"/> <decoration type="block" blockname="driftwood3" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="cntBirdnest" prob="0.001"/> <decoration type="block" blockname="decoCowSkull" prob="0.00025" rotatemax="3"/> <decoration type="block" blockname="treeCactus06" prob="0.0009" rotatemax="3"/> <decoration type="block" blockname="treeBrownGrassDiagonal" prob=".00025"/> <decoration type="block" blockname="plantShrubDead" prob="0.001" rotatemax="7"/> <decoration type="block" blockname="treeOakMed01" prob="0.0003" rotatemax="7"/> <decoration type="block" blockname="treeOakSml01" prob="0.002" rotatemax="7"/> </decorations> </subbiome>
  21. Can you link your code as it got it so far and I can take a look at it?
  22. Did you go to the post that SylenThunder linked in her reply to you and follow the directions, like getting the logs and posting them?
  23. And here we go, How to say you don't farm, but claim to be an expert on what needs to be improved about it. LoTL maxed out gives you a minimum of 6 crops back per harvest, with a 50/50 chance of a 7th bonus crop. Seeds only take 5 crops to craft, and you have a 50/50 chance to get a seed back when you harvest.
  24. I never used SMX so I wouldn't be able to provide you with any assistance. Also haven't dwelled much into the XUI files either.
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