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BFT2020

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Everything posted by BFT2020

  1. You might have a conflict. To assist further, I would need you to post your logfile from a recent game via paste.bin link
  2. @MrSamuelAdams Here you go, adds the weapons to the quest rewards (not the bundle packages though) https://github.com/BFT2020/A21IzayoShotgunQuestRewards.git @Izayo As always you are more than welcome to incorporate the code into your mod so users don't have to search for this modlet. In addition, you can use it as a baseline for your other weapon mods (copy and paste), just remember to change the items from the shotguns to your other modded weapons. Everything loaded on my end fine, but I am not able to test fully in game since I am working on my own mods. If anyone sees an issue with it, please let me know.
  3. Adding is fine, but I wouldn’t remove it from any saved games
  4. Not if you are trying to get more from your resources. If you are swimming in coal and nitrate, then do it in singles. But if you want to maximize your output, then stacks are best as you can simply have it crafting while you are out
  5. Garage boxes and Mo Power crates have a good chance of the vehicle crafting skill magazines. Interesting it is not part of the bonus loot group from loot chests (only salvage, harvest, repair, and workstations) that you can get items from in T3 or higher loot containers. Wonder if adding vehicle crafting mags to the bonus loot group would be a small increase in drop rates. I don't recall it being described as doubling the amount of magazines you could find, just that you increase the probability of finding them in loot. I do recall TFP talking about going to specific POIs and having a higher chance of getting the magazines you need, and that the perks would also increase the chance of finding any tied to that perk.
  6. I thought about that (even including it in my mod) but wasn't sure if I can specify a quality level of an item to consume. Also, would bloat out the recipe file if you have to have a unique recipe for each quality level now (compared to the current structure where you can just passively increase the resource count as quality goes up).
  7. I actually create an ammo crafting quest where you could unlock bulk arrow crafting by Day 1 if you collected enough feathers. Even if I was to get a forge early on, the other changes make iron more valuable to save for forged iron rather than going into arrow head production right away. I think I used stone arrows up to Day 8 before, once I had enough scrap iron that I could start producing iron arrows in bulk (and unlocked the bulk crafting recipe for them). For A21, I am going to create an ammo crafting magazine series and tie the arrows, bolts, and firearm ammo to it (and removing the unlocks from the perk books). I don't think it is him. This guys just gets off on causing pain to others, SnowDog gets off in a completely different manner 😏
  8. I am assuming you are talking about the crafting magazines, but in the specialty containers, the weapon perks and cooking perks won't fight against each other (so you are not going to find crafting magazines for weapons in a Shamway crate and no food crafting recipes in shotgun messiah crates). A different way you can also approach this is to have a crafting perk in each attribute tree and tie all those crafting magazines to that perk and remove them from the other perks. So for example, in Strength, have a strength crafting perk so spending points in there would increase find chances for magazines for sledgehammers, clubs, shotguns, armor, and cooking. That way, you can simply perk into Master Chef for improved cooking skills but not boost your rate of finding those magazines (instead just perking into say Agility crafting perk if you want to find magazines faster for the weapons in that tree). And if you want to max out Cooking skill but have a small chance of increasing strength crafting recipes, you can put a perk into the Strength crafting perk and max out, say Agility, so you are more likely to find a Deep Cuts magazine than a sledgehammer or club magazine. There are cons to doing it this way, but it is another way to look at this situation.
  9. so shovels...... Just a random thought from my brain - why not have distinctions between the quality levels, not simply an universal increase on all characteristics..... maybe something like Q1 - baseline, Q2 - buff to block damage, Q3 - same damage as Q2 but a buff to durability and stamina usage, Q4 - same as Q3 but buffed block damage, Q5 - same as Q4 but with buffs to durability and stamina usage, Q6 - buff to all critical attributes So pulling out the logic from my brain: Q1 - you learn to make a basic shovel Q2 - you improve on the blade design, lowering effort to damage blocks Q3 - you improve on the overall design, making it lighter and stronger Q4 - more improvements on blade design Q5 - more improvements to weight and usage Q6 - this is a shovel crafted by a shovel master Just something I thought of while you guys were discussing shovels
  10. No, I am actually chained up to a chair and there is this big burly guy with a livestock prodder behind me motivating me to keep working on mods. These posts are them being "nice" to me and giving me breaks 😏 I was about to say 1000 hours seems too much, then realized once you take into things like creating and testing modlets for others and rewriting old code to make it more efficient, I probably have broken the 1000 hour mark already.
  11. I can create a small modlet to add that as an option. I never thought of asking Izayo if he wanted them as a quest reward option when I was helping him with traders and loot drops.
  12. I think it is tied to the decoration in the biomes file <decoration type="prefab" name="deco_shale_vein" checkresource="-7" onslopes="true" prob=".00657" rotatemax="3"/> Try removing that and see if that removes the "rock" indication where the resource is. Each biomes has a specific group for the resources and each resource has a specific deco for that resource. Code could look something like <remove xpath="//decoration[@name='deco_shale_vein']"/> That should remove all deco_shale_vein regardless of which biome it is in. You would do the same thing with the other unique prefabs to get the other resource nodes.
  13. Yeah that was what I was thinking. Also I learned a lot just trying things out first.
  14. Are you running with EAC off? That might be a requirement for the mod.
  15. Is the quest suppose to spawn something at that location like the buried supply quests? I see you have it creating a quest marker at said location, but the rest of the quest is just to find the items and then craft something from it. If you are needing something to spawn in there, the buried supply quests have that part of it in a different area for those quests: <objective type="TreasureChest"> <property name="phase" value="3" /> <property name="block" value="cntBuriedFoodStashChest" param1="container"/> <property name="default_radius" value="5" param1="radius"/> <property name="container_type" value="Supplies"/> <property name="nav_object" value="treasure" /> <property name="direct_nav_object" value="treasure_direct" /> <property name="blocks_per_reduction" value="10" /> <property name="radius_reduction_sound" value="ui_radius_shrink" /> <property name="use_nearby" value="true" /> <property name="explosion_event" value="quest_treasure_explosion_horde" /> </objective>
  16. I picked option 1, but take it with a huge grain of salt. I would also put blocks down for items that were on stop of things I would harvesting so it wasn't floating anymore in the air....all because it wasn't realistic looking even though I would more than unlikely not enter that POI again unless I get a repeat mission 😏
  17. I answered #1 but should be taken with a grain of salt as I also mod the game to remove the ability to repair. I have to craft in order to keep working gear to use, so that is where my priority comes from in regards to crafting gear.
  18. I wonder if some of the zombie triggers happen because they design the POI first and assign a level, then try to fill it with the required zombies to meet the tier designation. So bigger POIs don't have that issue as they can spread them out further, but ones with a smaller footprint, they have to be creative to get those zombie counts up.
  19. I gladly say that my playstyle is nowhere near "normal". 😏
  20. Item bundles are great, they open up so many possibilities.
  21. This will probably get migrated to Discussion and Requests in the modding section, but to answer the first part <effect_group name="meleeWpnSpearT0StoneSpear"> <passive_effect name="ModSlots" operation="base_set" value="1,1,1,2,2,3" tier="1,2,3,4,5,6"/> </effect_group> What you will be looking for is any code that modifies the number of ModSlots. Using the stone spear as an example (and setting T0 gear to 1 slot only), you would need to have the code change value from 1,1,1,2,2,3 to 1,6 and tier to 1,1. You can also just leave tier alone and change value to 1,1,1,1,1,1. After those changes the stone spear would only have 1 slot regardless of quality level.
  22. You should get paid for every post that you make with this link 😏
  23. So I got this idea bouncing around in my head since A20, but haven't looked hard into it yet (did some preliminary research but nothing jumped out so far). I want to setup my game where the traders restock their vending machines on a different frequency than the ones out in the wild. For that, I know that I just need to create two new vending machine trader_infos (say 11 and 12) with a different restocking value. Then create two new blocks (copy the ones for drinks and food in the game already but with an unique block name for them) in the blocks.xml file and assign my new groups for them (#11 and #12). At that point, I would need to go into the POI editor for the trader POIs and change the default blocks now to my new vending machine blocks? I've only done XML editing so far, so this will be something new for me.
  24. Are you a politician in real life? 😏 Not necessary, I have opinions on things, but doesn't mean I would vote for it.
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