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BFT2020

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Everything posted by BFT2020

  1. I don't craft it, but if I am running low on ammo, I will buy HP. I typically save AP ammo for horde nights, and 9mm ball ammo for turrets. If I got quite a bit of HP ammo saved up, I will use it for POI / trader mission runs for the above reason.
  2. Most modders won’t touch someone else’s mod unless it has been abandoned and the mod creator has given them permission. It’s a respect thing.
  3. 99% certainty that your issue is that you only have the mod installed on the server. This adds new (old) assets to the game so all computers (server and clients) need to have it installed. Khaine specified that it is not server only mod on the front page.
  4. And nobody here can understand the problem either as you have not stated any information other than you got errors. Error messages? Also, did you install it on your computer also? This mod needs to be installed on all computers (servers and everyone connecting to the server).
  5. You can use this in the meantime
  6. It's a coding reason. The devs don't want to spend processing time to calculate if and where it rains in the world and then have rain catchers fill up.
  7. Kind of like in real life, where not all small trash cans are made out of metal, some are made out of plastics 😉
  8. Is that a bug report or a balance issue?
  9. If I got some time tonight, I may start up a game with no zombies and loot multiple containers - both book cases and crates / chests. I think pulling data from both types (All magazine loot group and specialized loot groups) should point us very clearly how the bonus is working in-game. As long as you don't read the magazines, you don't have to worry about your loot bonus resetting to zero after maxing it out.
  10. I also need to pull the 21.1 config files, I have A21.0 config files on my work computer so I am at least one version behind. That's the million dollar question, how is it applied in game via the source code. It might be weighted a lot more than I expected. With max value of 10, that means you will see a probability variation of 1 to 11 between unperked and perked magazines. Just looking at an example where 6 magazines perked out vs 17 magazines are not, you see a difference of probability of 13% vs 1% (with all magazines having a chance to drop) or a 73% vs 6% chance of drop of 5 magazines with 1 perk maxed out. It might be exactly as you believe it to be, as I am more going on what I believe it should be rather than what the game code might say. It could be balanced more towards pulling from a larger pool of magazines (Crack a Book) vs a smaller subset (Shotgun messiah crate).
  11. Yes the higher tier ones do, I was comparing the T3 clear with the T3 infected.
  12. Not really T3 ammo chance lootgroup name="groupReinforcedChestT3_01"> <item group="groupAmmoLarge"/> </lootgroup> T3 Infested Loot crate <lootgroup name="groupInfestedT3" count="all"> <item group="groupAmmoMunitions" count="3"/> <item group="groupAmmoLarge" count="2"/> </lootgroup> So you are getting more ammo from the infested clear quests Trader wise, they are the same except you get more XP and dukes from the infested quest. Trader rewards in general are already OP so you don't need to boost the infested ones really.
  13. Here is an example, from my trader mod: As you can see, I have a Prefabs folder in my mod. This is because I created new blocks for vending machines so to insure everything loads correctly, I included it inside my mod and not installed in LocalPrefabs.
  14. Not sure where I got my numbers from this afternoon, but they seem even better than what they are. It was noted that the perks increases the chance of finding items slightly. So the LootProb variable won't be similar to the other ones where the percentage is based off of decimal points (which in your example, 0.1 equates to a 10% increase). I highly doubt that 2 equals 200% increase whereas the 10 would mean a 1000% increase in finding those magazines. In my mind, I converted 2,10 to a 20%,100% scale but looking over it, it could easily be a 2%,10% scale which has a much smaller impact on the loot tables so perking into multiple perks shouldn't hamstring the player. From the dev diary Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
  15. Also, * on the num pad cycles enemy AI on and off
  16. BFT2020

    Ammo Boxer

    You got it confused. In vanilla, you can bulk craft ammo and it ends up as ammo bundles. In this mod, you can take the loose ammo and turn it into bulk ammo bundles.
  17. Magazines never drop out of the loot tables. When you find all of the magazines in a series, the bonus boost from Perks is reset to 0. Each magazine has an equal chance of being found in a container that has them unless you perk into one of the perks. At that point, it adds a boost (usually from 20% to 100%) as you level up on the perks. So if you perk once into living off the land, you have a 20% boost of finding seeds magazines. So using a Shamway crate as an example, you have two magazines in there - seeds and cooking. With no perks, you have an equal chance of getting either one of them. If you perk into LoTL at the first level, you have a 1.2/2.2 chance of picking the seeds one while only a 1/2.2 chance of picking the cooking one. Also, I don't think you are getting hit as hard as some people think if you spread your perks around. A lot of the loot groups are setup to be specialized with magazines (so ranged weapons, melee weapons, etc.). For example: 1 Perk in shotguns, cooking, armor, adv engineering, miner69er 3 Perks into knives, handguns, and bows So shotguns, cooking, armor, electrician, traps, workstations, harvest tools, and repair tools are 1.2 Knives, handguns, and bows are 1.6 In a shotgun messiah crate, you would have (assuming one of the choices ends up being the crafting magazine): 27.6% chance of finding a handgun magazine 20.7% chance of finding a shotgun magazine 17.2% chance of finding the other 3 magazines (rifles, machine guns, explosives) In a container that draws all magazines from, you have the following (assuming one of the choices ends up being the crafting magazine): Level 3 perks: 6.1% Level 1 perks: 4.5% No Perks: 3.8% So putting points into the perks moves the chances a little better for that crafting magazine, but you are not getting penalized greatly doing so. If the only reason a person is putting points into those perks is to get magazines faster, than true. However, there are other benefits from those perks to spend points into: LoTL - reduction in crafting costs for farm plots and increase harvest yields Physician - instant cures of sprains, faster crafting in chemistry stations The magazine find is a bonus part of the perks, but should never be considered as the primary reason to perk into them. If that is the only reason you perk into those categories, then it will always seem to be a waste of a perk point.
  18. Correct, though you might be able to combine it if you have the same chance <requirement name="HitLocation" body_parts="arm,leg"/>
  19. Fog by itself, is only present in the forest and snow biomes. Fog as part of a rain or storm weather event, <weather name="rain" prob="8"> <Temperature min="95" max="105" prob="1"/> <CloudThickness min="55" max="75" prob="1"/> <Precipitation min="25" max="55" prob="1"/> <Fog min="1" max="4" prob="1"/> <Wind min="15" max="35" prob="1"/> <spectrum name="Rainy"/> </weather>
  20. Here is what the desert should be <weather name="default" prob="87"> <weather name="rain" prob="8"> <weather name="storm" prob="5"> I think the problem right now is weather changes too often so even low percentage chances end up happening every day.
  21. Callum is correct <effect_group tiered="false"> <requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="15"/> <triggered_effect trigger="onSelfAttackedOther" action="AddBuff" target="other" buff="buffInjuryStunned01"/> </effect_group> Your weapon is causing them to fall down, not the mod.
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