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BFT2020

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Everything posted by BFT2020

  1. Nope, no code for Attributes 11+
  2. You guys are okay with carrying around different types of repair kits to repair all your gear? You will need one stack for your armor (assuming they are all the same), a stack for each melee weapon you may have, and as many stacks for as many tools and ranged weapons you are taking.
  3. Maybe, but I am no expert. And I think you need to go into c# code to do some of this (again not an expert). You could probably create a buff on player entity that compares the item durability being held in hand against its max durability, and the apply a perc_add to entity or block damage (for example -0.1). You would need to know what the CVAR variable names are that you want to compare for the durability though. The check would likely use the GT operation and you would set the value to be 0.5. This would set it up to remove the debuff if durability is greater than 50% The game already does it for armor so that would be a good starting point <effect_group> <requirement name="StatCompareCurrent" stat="Armor" operation="GT" value="0.25"/> <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffStatusArmorLow"/> </effect_group> but this is setup to compare the player stats which I don't believe the item durability is being shown in there. Game also does it for food and water (StatComparePercCurrentToMax). The CVARs should already be in game, that is how it tracks your durability, especially when you save your game and come back later, or repair items back to their max value.
  4. It should be tied to shotgun crafting. Since you installed in an already active world, try taking a shotgun weekly magazine and read it to see if it unlocks it. I don't know if the game has an issue with the new crafting progression system if you install a mod in an already active world and it doesn't count your previous progression in those crafting skills.
  5. The fact that you said this makes me wonder if you even farm in the game. SP: One perk in LoTL, harvest and only plant seeds you find or buy from trader, you can still use it to greatly supplement your food source in the game.
  6. Anything that changes model from Lootable to Empty state
  7. Murky water in jars are all over the place. If you can't find them, you are not looking in the right spots Murky water loot locations: Coffee Makers Soda Fountains Liquor Piles Broken Dew Collectors Backpacks Toilets Water cooler Chem piles Dumpsters Food piles
  8. @theFlu Test what exactly? Hard to follow your debate sometimes as you both are all over the place. 😁
  9. Yeah that is why I think another change in the game has caused this issue. I don’t think their intent was this behavior.
  10. The double barrel shotgun is the only weapon that has this characteristic (one or two shots fired via single trigger or double trigger pull), so I understand why they are not going to introduce an alternative fire mode just for one weapon (and since they haven't done it already, doubt it will be something they do prior to going gold). They need to set it high so players can fire both chambers close to one another to simulate pulling both triggers at once. The thing is, the value for the rounds per minute hasn't changed since A19 (1000 rpm is spec'd in A19 config files). The only thing in terms of that variable that has changed since A19 to A21 is there use to be a random modification of about 5%. I played around with it last night and set it to 500. There was a delay in firing both chambers, so you can control it better; but it felt like the delay was maybe a bit too much. Fine tuning it may lead to either adjusting the value between 500 to 1000 to make it smoother (or maybe they are looking into another approach). Based on what I seen, the code looks the same from A19 to A21, but nobody reported it out during A19 and A20 (not in the bug reports). There might have been changes in A21 code elsewhere that made it more noticeable now, or people could have gotten use to it and never noticed it before. Heck, it could have been caused by faatal's performance improvements and now things that were acceptable before now have issues. This is why they request players to play and test the game in vanilla when they release new builds to find issues like this and report them out (properly in the bug report pool for each Alpha development phase).
  11. I added the code for bundle ammo to the quest rewards modlet https://github.com/BFT2020/A21IzayoShotgunQuestRewards.git Let me know if you have any bugs as I haven't tested it.
  12. An unperked person is going to harvest more iron ore in the same time with an auger vs a steel pick. Not sure how this makes the auger useless if it harvests faster and you don't lose stamina in the process.
  13. It's in the bug report about the double barrel.
  14. It's your pathing. First should be worldgeneration, not biomes. Remove the first biomes in your path and it should work now. Also, if you are setting everything to zero, you can do it by two lines <set xpath="/worldgeneration/biomes/biome/@lootstage_bonus">0</set> <set xpath="/worldgeneration/biomes/biome/@gamestage_bonus">0</set> you can also just remove most of the code and do this: <set xpath="//@lootstage_bonus">0</set> That will change all instances of lootstage_bonus to 0.
  15. I will convert your code into a modlet, or maybe just update the modlet I already created and add your additional code to it.
  16. Yeah I noticed that too. The advantage I have right now is I am looking at the code in the xml files so I see what the perk is suppose to do, regardless of its description in-game.
  17. Physician decreases perk times for crafting items in the chemistry station No perks - Gunpowder stack - 30 minutes Perk 2&3 - 24 minutes Perk 4&5 - 18 minutes Perk 5 with nerdy glasses - 15 minutes Confirmed in game just now
  18. Got it done already, even added a localization file so that it looks seamless. Only issue I had was figuring out where the saved POI files were at. πŸ˜† Thanks all
  19. Rekt, he motivates me to find the next trader. πŸ˜†
  20. Try adding a rally point like they do in the Buried Supplies quests <objective type="RallyPoint"> <property name="start_mode" value="Create"/> <property name="phase" value="2"/> <property name="nav_object" value="rally" /> </objective>
  21. your link links back to this thread
  22. So in game: Baseline - 1800 seconds to craft 1 bundle of gunpowder Nerdy glasses reduces craft time by 10% so once you find those, it now only takes 1620 seconds to craft. Ranks 2 and 3 in Physician reduce crafting times with the chemistry station by 20%. With the nerdy glasses, it now only takes 1260 seconds. Ranks 4 and 5 in Physician reduce crafting times with the chemistry station by 40%. With the nerdy glasses, it only takes 900 seconds. That is how TFP approach this. Anyone can craft the bundle after they unlock the recipe. Those who find and use the nerdy glasses will reduce their crafting time by 10% (which is not hard to do). But if you want to really reduce crafting times in gunpowder stacks, then you need to perk at least into level 2 of Physician (for an additional 20%) or level 4 of Physician (for an additional 40%). It's all about making a choice and living with the pros and cons of that choice. Choice 1 - Craft one at a time, best for people who don't want to spend any points into Physician and need it quickly, wastes resources Choice 2 - Craft into bundles, best for people who don't want to waste resources and not worried about time, gets more from your resources but takes time Choice 3 - Craft into bundles and perk into Physician, more from resources and faster crafting times, have to invest some perk points into Intellect tree At a minimum (using Nerdy glasses), would need to spend 6 perk points (for Level 2) - Int 5 with points, 6 with glasses, then 2 points into the perk If you want to mass produce gunpowder bundles, you can also invest in more chemistry stations. Then you can produce X times the amount in the same time period.
  23. If you can craft a level 3 steel pickaxe, why would you craft a level 4 stone axe? πŸ€” Those items were replaced with scrapped lead and scrapped brass.
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