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BFT2020

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Everything posted by BFT2020

  1. I would recommend reading this and following the instructions if you want help
  2. FYI, just use the set command, not the append command. I think Riamus copied more than intended 😉 You might have already noted that, but I was at first "Why is Riamus appending blocks to change the color?".
  3. You need to use the csv structure and not append. Entity groups structured changed from A20 to A21. Go back to page 28 in this thread and the new method is explained in more detail.
  4. Entity groups file has changed format so remove doesn't work anymore, you need to use the csv commands in the xpath help topic Note, that this only removes from from the spawns that use entity groups, if they spawn in a POI they are handled differently. So if you remove them from entity class you will see errors when the POI tries to spawn them in. One thing you can do is to create a new entity class for the zombie you don't want, but replace it with a different model. For example, you could change the demo to a biker. Remove the demo entity from the entity class file and then insert new demo code in the file where you simply copied the biker but replaced the name with demo. Now anywhere the game calls for the demo to spawn, you get a biker instead.
  5. Problem with limiting Q6 to crafting only is that people that like to loot now have to expand their crafting skills, and once you craft that Q6 item, you don't have to craft it again. There are a lot of ways to make crafting more important if you are willing to mod the game and try out different things. List of what I did in A20 (and slowly working on my mod for A21) to make crafting more important in my playthroughs: Removed trader rewards Trader stock of items / weapons / armor Q6 only (thinking of limiting it to max of Q3 for A21) Removed the ability to repair items Added the ability to craft weapon parts (takes time to do so though) Removed food / drinks in loot and reduce trader stock - everything was reduced to basic stock and required crafting to use Reduced medical supplies in loot and limited in trader stock Changed mods from attachments (able to remove) to mods (once installed cannot remove) Added Q6 crafting Adding new mods to firearms to reduce degradation with use I think I captured a majority of the changes I made to affect crafting (I might be missing some). The last run I did in A20 before A21 dropped had me setting up a base eventually in the Wasteland and I was constantly having to replace gear, mods, craft food and supplies in addition to repairing my base and horde base. For some that might be too much, but I found it very exciting to constantly have to figure out what I needed and plan out what I needed to be crafting to stay ahead of the zombies. You still were able to loot and use the traders, but you couldn't use the to get to the best gear right away anymore and then cruise to the end of your playthrough and not require any additional work on your part.
  6. I think @meganothmissed all the references to alcohol in the game because he only plays it when he is drunk. Either that or he is the least observant player in 7 days to die history 😉
  7. If I was a betting man, that was probably your first attempt at it and you forgot the code was there
  8. That would be the first non-alcoholic beer that gives you a buzz that I have heard of. 😂
  9. That probably is it. I misunderstood your question (or my brain shutoff halfway through reading it). I was thinking how long it takes the weapon or tool to reload, not what you stated initially when you said they reload every 2 seconds like people tend to do in FPS games
  10. That's one game I got in my current rotation right now.
  11. Did you forget that beer is in the game? 😏
  12. Reload rates are typically handled by the items file.
  13. Another option is adding the filters as a possible loot item in loot containers like those utility carts. Make it a low chance so it doesn't become too common of a drop, but have it higher chance than those destroyed dew collectors we don't run across as much.
  14. Sorry for not providing feedback, but I looked at all of your pictures so far and think they are great. Did you ever show the images to Prime and Tem? I thought those were great and I bet they would have gotten a kick out of them
  15. To me, this reads that they were trying to craft in a crappy situation - aka bleeding and getting frustrated that it is not a smooth operation. I personally like it at the top. Yeah I know you can mis-click it if you are trying to craft a bandage while you are bleeding, but I like that because it punishes you for not being prepared. If you are prone to panicking, then craft them ahead of time so you don't have to worry.
  16. In vanilla, I found that I was constantly crafting items throughout my gameplays, but I don't fast track progression and don't go to higher biomes to boost my lootstage. I also dropped the rewards on the floor since I didn't like them advancing me too fast in progression. I removed the ability to repair items in my modded game. That seemed to balanced out finding items and crafting items since you will be having to constantly replace your items as they break. - also removed trader rewards completely.
  17. Couple of things 1) pinning recipes has been asked for so long now, so it isn’t going away 2) Don’t wait until you need first aid to craft first aid. Always have it on you, even a lowly bandage is going to be beneficial….not if you have to craft it first.
  18. Pimp dreams or General Discussion is where you want to do that. General Support is for players who have issues running the game and need answers to get it running properly. Balanced issues is something that is not part of General Support and probably wouldn't be seen by developers. FYI, this concern (Traders) has been brought up before so they are aware of players' concerns on them.
  19. Not part of this original thread, but I have been cleaning up the unused code myself when I mod items in the game. My OCD just can't stand the old code commented out when I copy an item to make a slightly less powerful repaired version. BFT2020 approves 👍
  20. You got mod load errors, not an error with base game itself. Undead Legacy has not been updated for A21 and thus will not work with A21.
  21. Not a general support question - this is how the game is development not a bug or issue. Should be in Pimp Dreams instead Best bet is to look for mods that affect traders
  22. I feel like if someone needs to mod in tin foil hats for you. Also look up confirmation bias and see if that applies in this situation.
  23. This <set xpath="/items/item/effect_group/passive_effect[contains(@name, 'ModSlots')][@value='1,1,2,2,3,4']/@value">2,3,4,5,6,7</set> should be <set xpath="//passive_effect[@name='ModSlots' and @value='1,1,2,2,3,4']/@value">2,3,4,5,6,7</set> This would direct your code only to change the lines that have both ModSlots as a passive effect and ones where the value is 1,1,2,2,3,4. The And is the operation you need to do that
  24. You need to understand that modders have lives so they can't answer you right away. You asked in the thread for the mod (which is the correct way of asking for assistance) yesterday and someone was able to answer your question today. That is a good turnaround. Also, you might want to tag properly as I noticed you linked the mod author's profile but didn't really tag them @dragonslayer770 is how you tag someone and they will get a notification that someone mentioned them.
  25. No doubt, there is always a balancing issue with or without mods. But the current discussion with glass jars is not that the mechanism itself is broken, but that it doesn't support playstyles that are not supported by the TFP development team. There are easy ways around it, but it seems like the push is that TFP should support every playstyle instead of the player realizing that they might need to do some thing (like mods) to make it work the way they want to. There are mods out there that bring back glass jars, along with the mod for the water buckets for crafting. There are mods out there that change the dew collectors (to increase stack sizes). There are mods out there that remove the magazine crafting system and goes back to the perk based system. We even got mods out there that brought back LBD. Personally, I support if a player wants to stay within 30 feet of their initial spawn point, not have any POIs or traders around. However, that doesn't mean the game in its vanilla state would support it unless the player makes the effort to modify the vanilla game to their playstyle.
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