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BFT2020

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Posts posted by BFT2020

  1. 4 hours ago, Hells_Janitor said:

    I didn't even think about any of this stuff 😂

     

    This is why I will do one off modlets and mods for other players.  They give me ideas to incorporate into my own mods.

  2. 7 minutes ago, Javabean867 said:

    There technically is cannibalism in the game already.  Hobo stew is made with the rotten flesh, 1 source of it being the dead bodies we carve up throughout  the game. 

     

    Don't forget cans of sham and sham chowder  😉 

  3. 1 hour ago, meganoth said:

     

    At what day would you have a full solar bank if you didn't care about highest quality?

     

     

     

    For me, solar cells won't have a chance to show up in the trader stock until around Day 45 to Day 50 if I average one level up per day for character and gotten to Tier 4 on the quests.  But the key word here is chance to be in trader stock.  Solar cells (in the Electrical group) only have a 1% chance of being picked and the general traders have 5 to 10 picks from that group.  Trader Bob has 10 to 20 picks from the electrical group.

     

    Since this group only picks unique items, your chance of getting the solar cells increase as an item is removed from the group as a choice, but even after 9 picks (and lets assume you got only items with a probability of 1 - best - to that point), your chance on the next pick is only 2% and you can get 1-3 solar cells.

     

    That group has 21 unique items in it and unlike other groups that phase out lower level items as you level up your trader stage, they never get phased out.  So even if you are at the highest tier for electrical items with the trader, solar cells are still competing (badly) with switches, trip wire posts, pressure plates, , relays, speakers, lanterns, and lights (all Tier 1 in trader stage).

     

    I have not yet gotten solar power up and running in any of my A21 playthroughs (and I prefer to eventually get to solar power).  I don't mind a challenge in getting something, but it feels like after doing a lot of work to advance with the trader, I don't have better odds on getting the solar cells if I just ignored all of their quests.

     

    Which is why I have added the ability to craft solar banks and cells if you get your electrician crafting skills up very high.  Still takes some work, but at that point, you have the option of crafting them if you are constantly seeking out those types of crafting magazines.

  4. 9 hours ago, fyiiamaheavy said:

    @Laz Man Any plans on making it where you can't read the same magazine twice I think we should only be allowed to read it once and then sale the others. Also is getting 2 crafting books of the same kind intentional when you have loot up to %200

    Yes if you have loot abundance set to 200% you get twice as much loot….you don’t get additional chances for different loot.

  5. 3 hours ago, Vibe said:

    Does anyone know if they’re looking into making it to where we can transfer our old worlds/data onto the new 7d2d2? I currently play on Ps5… I tried looking for a forum directly asking this question but couldn’t find one.  
    Thanks for any help!

     

    The game has advanced so much since the last console update, you won't be able to transfer saves.

  6. 2 hours ago, Crater Creator said:

    We’re doing the overflow thread again to maintain organization/topicality. This is directed at everyone: if the subject of your post isn't mentioned in the top post of the dev diary, or by a developer, then please find or create a more appropriate thread to discuss it. Where to draw that line can be tricky, so please mind where you’re posting so we don’t have to move your post.

     

    You might not have realize just how difficult it was for me in the A22 developer thread not to be smartass and kept responding to the OPs post about chatter with meaningless chatter  😅

  7. Added a fix for Izayo's weapon mod packs - 9mm, 5.56mm, and shotgun - Fixed the crafting display to indicate how many magazines to unlock

  8. Here is the fix for crafting displays - I will also post the link in my mods thread in case someone searches that way

     

    https://github.com/BFT2020/A21IzayoProgFix.git

     

    There are 3 files in there, one for each of Izayo's weapon mods (762 mod already has the fixes in it and doesn't need my help).  Install one or more of the mod files based on which one of Izayo's awesome weapon mods you have installed.

     

    I don't think it will hurt if you install all 3, but I can't make any guarantees.  I also cannot guarantee that this will work with an existing save file so use at your own risk.

     

    And in case anyone asks, no I will not make Izayo's mods work with other weapon mods or overhaul mods - Not going down that rabbit hole.

  9. Here is the fix for crafting displays - I will also post the link in my mods thread in case someone searches that way

     

    https://github.com/BFT2020/A21IzayoProgFix.git

     

    There are 3 files in there, one for each of Izayo's weapon mods (762 mod already has the fixes in it and doesn't need my help).  Install one or more of the mod files based on which one of Izayo's awesome weapon mods you have installed.

     

    I don't think it will hurt if you install all 3, but I can't make any guarantees.  I also cannot guarantee that this will work with an existing save file so use at your own risk.

     

    And in case anyone asks, no I will not make Izayo's mods work with other weapon mods or overhaul mods - Not going down that rabbit hole.

  10. Here is the fix - I will also post the link in my mods thread in case someone searches that way

     

    https://github.com/BFT2020/A21IzayoProgFix.git

     

    There are 3 files in there, one for each of Izayo's weapon mods (762 mod already has the fixes in it and doesn't need my help).  Install one or more of the mod files based on which one of Izayo's awesome weapon mods you have installed.

     

    I don't think it will hurt if you install all 3, but I can't make any guarantees.  I also cannot guarantee that this will work with an existing save file so use at your own risk.

     

    And in case anyone asks, no I will not make Izayo's mods work with other weapon mods or overhaul mods - Not going down that rabbit hole.

  11. Did you place additional land claim blocks down?  0 HP sounds like that is what happened.  Depending on your server settings, you can only place so many blocks down before it destroys a previous block that was placed.

  12. 3 hours ago, randomguy12345 said:

    help, everytime i download a gun pack mod, basically it doesn't show the skill level needed to craft them, it just shows "--" and i tried to delete other mods i had and put only this one but it's still the same problem so idk what to do

     

    There is an issue with the progression file.  I am going to try and assist Izayo with some updates this weekend so expect to see some patches rollout over the weekend.  I meant to do it earlier, but the boss at home had me working on furniture so I spent all day Sunday keeping her happy  😁

  13. 3 hours ago, Larson Stole said:

    it worked perfectly fine before the silent update last week

     

    That's a steam update, not a 7 Days to Die update.  I think those are called shader cache updates.  I just ignore them since they are usually small in size (kb) and happen frequently.  When I see a larger file size download, then I know it was a game patch.  I think you can turn them off in Settings.

  14. 5 hours ago, 128ms said:

    Im not playing wasteland haha. Its vanilla just with like 80 mods. I remember seeing something loading up in the console when i start loading into the game about some Loot.xml file in red text saying something was wrong but i just passed it off cus i didnt really understand it. Thanks for the help!

    Edit:
    Im stupid and im sorry for wasting your time. I found out i had two seperate vehicle mods that were included in Bdub's Vehicle mod so i removed them and now everything works. Thanks

     

    The log file or the console is great for troubleshooting issues.  Even if it can't tell you exactly what is going on, it gives you clues on where to look.

     

    Oh and as I tell anyone that I train at work - There are no stupid or silly questions.  Those questions inform others what you know and what you don't know.  Without those questions, one cannot help you on the right path.

  15. Just because one or more games out there give a partial set bonus for a few items (and not the complete set) doesn't mean that TFP need to do the same thing with their armor sets.

     

    Comparing the two games so far:

     

    • 7 Days to Die has 5 armor spots - Head, Chest, Arms, Legs, and Feet
    • Torchlight 2 has 10 spots - Helmets, Chest Armor, Shoulders, Gloves, Leggings, Boots, Shields, Belts, Necklaces, Rings

    Throw in the fact that Torchlight 2 has a wide variety of sets ranging from unique and rare to common items with tiers.  The common items don't contribute to the set bonuses themselves.  It is very complex system that they have setup for armor pieces which is based on the type of the game which is to consistently upgrade your gear to push your numbers higher.

     

    Since 7 days to die looks like it's armor system is going to be simpler than Torchlight's system is, having all the items equipped to get a set bonus seems fair.  You will get the same bonus if you have a lower quality T1 boot compared to the Q6 boot.  And you only have to obtain 5 pieces (compared to 10 if Torchlight 2 had the same requirement).

     

    In addition, 7 days to die has a higher chance that you can complete the entire set compared to Torchlight 2.  Even if you can't find the item in loot or at the trader, you can also craft the missing pieces of the set to complete it.

     

    If you don't want to wear that part of the armor set because you don't like flip flops or how it looks, then you decided that it is better for how your characters appears in game rather than any full set bonus you might get if you equipped all of the items.  I think choices like that are fine in the game.

  16. 18 hours ago, 128ms said:

    Can somebody help me? I recently installed the Bdub's Vehicles mod and i dropped it in the mod folder and booted up a brand new world ready for awesomeness, but then to my suprise, when i load into the game, i cant search anything, birdnests, mailboxes, luggage or just anything at all. This is ofc a huge problem for me, and ive tried checking if there are some mods its might be conflicting with, but with no luck. This is on vanilla with a fair bit of mods btw. Please help me anybody. I'll gladly send screenshots of anything!

     

    If you are unable to search containers, that is probably because something caused the loot.xml file to not load correctly.  When it doesn't load up correctly, it doesn't set the containers as lootable.  Your log file would indicated why that occurred.  If a mod changed a loot item but it wasn't loaded up correctly in the items file, that would kick out an error (likely to happen if you use overhaul mods with other mods as the overhaul mod would either override the other mod or prevent it from loading correctly - then when the loot file it updated, it can't find the new item being referenced and kicks out an error and fails to update the loot files correctly).

  17. 8 hours ago, ZuluBtw said:

    Hi all, I have a problem with custom loot regarding Buried Treasure.

    I am not really a modder by any means, but I wanted to buff what you could find inside the Buried Treasure (from the maps that randomly drop) due to them feeling lackluster compared to just.. farming quests or farming the mats for bullets (since these boxes basically just drop bullets and money)

     


    here is the loot.xml modlet I made:

     

     

    <append xpath="/lootcontainers/lootgroup[@name='groupBuriedTreasure']" >


            <!--SKILL BOOKS-->
            <item group="skillMagazines" count="2,4" prob="0.60" />
            <!--RARE FOOD/DRINK-->        
            <item group="groupDrinksRare" count="2,5" prob="0.75" />
            <item group="rareFoodDrink" count="2,5" prob="0.75" />    
            <!--IRON/STEEL AND FIBER-->
            <item group="groupCraftingRare" count="1,4" prob="0.85" />    
            <!--WEAPON MOD BUNDLES BOOKS-->
            <item name="questRewardT1MeleeModsBundle" count="1" prob="0.75" />
            <item name="questRewardT2MeleeModsBundle" count="1" prob="0.45" />
            <item name="questRewardT3MeleeModsBundle" count="1" prob="0.15" />
            <item name="questRewardT1RangedModsBundle" count="1" prob="0.75" />
            <item name="questRewardT2RangedModsBundle" count="1" prob="0.45" />
            <item name="questRewardT3RangedModsBundle" count="1" prob="0.15" />        
            <!--RARE TOOLS-->        
         
            <item name="meleeToolAxeT3Chainsaw" count="1" prob="0.02" />
            <!--RARE APPAREL-->
            <item name="apparelCoatJacketLetterZU" count="1" prob="0.3" />
            <item name="apparelRunningShoesHP" count="1" prob="0.3" />


    none of these percentages are finalized, I just wanted to see the functionality/see if I could get it working, and the items do spawn in these Treasure Chests, but they seem to spawn with 100% certainty, which I do not want. for example, I wanted the auger/chainsaw to have a very low drop chance (between 1-2% or static 2%) but after opening a few boxes, it seems to always drop everything. I think maybe I misread the function of the "prob" parameter as I thought that would limit the chance of it appearing in the chest.

     

     

    The reason that it is doing this is based on lootgroup for that container.  if you look at it, it states count="all".  Since it states all for count, that means when the game is trying to determine what goes into that container, it is going to pull at least once for each group (unless the individual group as a varied count). With the way you have it structured in your code, everything you added to the chest is a separate group...so even though you have lower percentages,  it has to pull at least once item from each group.

     

    There are two ways of addressing that.  One is putting all these items into a new group with a percentage of pulling from it.  For example,

     

    <lootgroup name="groupCustomRareItems">
        <item name="meleeToolPickT3Auger" count="1" prob="0.02"/>
        <item name="meleeToolAxeT3Chainsaw" count="1" prob="0.02"/>
        <item name="apparelCoatJacketLetterZU" count="1" prob="0.3"/>
        <item name="apparelRunningShoesHP" count="1" prob="0.3"/>
        <item name="casinoCoin" count="50,100" prob="0.6"/>
    </lootgroup>

     

    If this group was added to the lootcontainer group, then when it pulls one item from it, it will be based on the probability chances for each item (so rarely getting the Auger or Chainsaw, likely to get the jacket or shoes, and best chance of just getting coins).

     

    A simpler way is to force the game to use the probability.  Add this to each item you added to the loot group and it should not be a guaranteed pick:

     

    force_prob="true"

     

    So now this is what you should have

     

      <item name="meleeToolPickT3Auger" count="1" prob="0.02" force_prob="true"/>

     

     

  18. 10 hours ago, Gamida said:

     

    Wow, this must be serious.

    Snowdog making a post and there not being any sexual innuendo...

    Never thought I would see the day.

     

    Sometimes the BS is piled so high even he has to comment on it.

  19. 8 hours ago, CrimsonAlpha said:

    Could you please what you mean when you say to "rename the modinfo file"?  I've never done anything like this before.  I can open the file with Notepad++.  Am I just changing the name value?   If so, does it need to exactly match the name of the folder?  Sorry if I'm way off the mark.  Again, newbie.

    Sorry, you want to change the value in the file


     

    <?xml version="1.0" encoding="UTF-8"?>
    <xml>
        <Name value="BFT2020_CraftingModQ6" /><!-- Unique name for your modlet --> 
        <DisplayName value="Crafting changes for A21" />
        <Version value="21.0.1.002" compat="A21"/><!-- versioning number compat optional -->
        <Description value="Various crafting changes" /> <!-- (Optional) More text to show on UIs -->
        <Author value="BFT2020" />
        <Website value=""/> 
    </xml>
    

    In this case change where it says Name value

  20. 10 hours ago, CrimsonAlpha said:

    I am using a mod that increases the stack size of ammo but it doesn't appear to effect the special ammo types that your mods add.  Is there possibly an addon mod for this?  If not, is there a way to change the stack sizes myself?

     

    • Take the mod that modifies ammo stack sizes and make a copy. 
    • Rename it so that it is Alphabetically after Izayo's mod - I would do something like ZZZZ_Izayo_AmmoStacks.
    • Rename the modinfo file for the new name of the mod.
    • Remove all files except for items.xml and the modinfo file.
    • In items.xml file, remove all code and put in the following:

     

    <config>
    
    <set xpath="//item[contains(@name,'IZYammo')]/property[@name='Stacknumber']/@value">X</set>
    
    </config>

     

    Change X in the second line to the value you want.  Any ammo in the game that contains IZYammo will update the stack size to your number.

     

    If you want to only change specific ones, then you just need to change the following

     

    item[contains(@name,IZYammo')]

     

    to

     

    item(@name='IZYammo556mmBulletBall']

     

    Black_Wolf's method works also, but if you download any updates to the mod, you will lose those changes.  If you make a small modlet patch, it should always work as long as TFP don't change the variable names or code structure, or Izayo change's the name of the ammo.

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