Jump to content

BFT2020

Members
  • Posts

    3,502
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by BFT2020

  1. It needs to be defined in the items file or the blocks file as an object. If you do have it, check the name as you might have it incorrectly in one of the two files. For example, just putting this in my recipes file will cause issues <recipe name="foodTunaNoddleCasserol" count="1" craft_area="campfire" craft_tool="toolCookingPot" tags="perkMasterChef,learnable"> <ingredient name="foodCanTuna" count="1"/> <ingredient name="foodCanPasta" count="1"/> <ingredient name="foodCropMushrooms" count="1"/> <ingredient name="foodCornMeal" count="1"/> <ingredient name="drinkJarBoiledWater" count="1"/> </recipe> unless I have this in the items file <item name="foodTunaNoddleCasserol"> <property name="Tags" value="food"/> <property name="HoldType" value="31"/> <property name="DisplayType" value="food"/> <property name="Meshfile" value="#Other/Items?Misc/parcelPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="Mplants"/> <property name="CustomIcon" value="foodSpaghetti"/> <property name="CustomIconTint" value="ff0000"/> <property name="Material" value="Mplants"/> <property name="Stacknumber" value="10"/> <!-- STK resource --> <property name="EconomicValue" value="250"/> <property name="EconomicBundleSize" value="1"/> <property name="CraftingIngredientTime" value="10"/> <property class="Action0"> <property name="Class" value="Eat"/> <property name="Delay" value="1.0"/> <property name="Use_time" value="..."/> <property name="Sound_start" value="player_eating"/> </property> <property name="Group" value="Food/Cooking,CFFood/Cooking"/> <effect_group tiered="false" name="Food Tier 2"> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="$foodAmountAdd" operation="add" value="40"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar="foodHealthAmount" operation="add" value="15"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="ModifyCVar" cvar=".foodStaminaBonusAdd" operation="add" value="20"/> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AddBuff" buff="buffProcessConsumables"/> </effect_group> </item>
  2. If I don't have the parts in my inventory and I can't craft it without a workbench, I wait until I go back to my base and craft it overnight.
  3. Why do you think I been discussing the correct definition of screw vs bolt in this thread? 😆
  4. you can call it a purple nurple if you want to, it really doesn’t bother me. Get a funny smirk from me, but I deal with people using the incorrect terms all the time. Important thing is that you use the correct fastener, whether it is a “screw” or a wheel bolt. As long as that “screw” looks like those wheel bolts in the second picture.
  5. FYI, I just verified that there are no conflicts with both of those mods on the same game.
  6. Thanks for the feedback. Let me know if you see any issues with the traders offering too good of loot. I didn't adjust the trader tables, but they should only offer Q1 or Q2 gear which I thought was enough of a trader debuff (along with removing quality gear being offered as a reward).
  7. Thanks for the feedback. I am probably going to combine this mod with my no-repair / Q6 crafting mod that I personally play with as I like how it changes the looting process up even more. With repairing items not being an option, it makes you have to craft even into the late game. The only drawback right now (and it is more on me than anything) is that any gear found in loot that isn't broken would have to be repaired to be used. I have not gone down the rabbit hole yet into C# coding to make it so any Q6 spawn in loot has full durability.
  8. Do any of the mods that you are loading up affect Better Barter or the barter system itself? For example, this is the vanilla code for Better Barter: <passive_effect name="BarteringBuying" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> <passive_effect name="BarteringSelling" operation="base_add" level="1,2,3,4,5" value=".05,.1,.15,.2,.25"/> If those numbers are adjusted too much, you can see a situation where all the purchase costs become negative.
  9. Those are all custom items, did you assign them a value in the items.xml file? <property name="EconomicValue" value="175"/>
  10. Did you change the first line in the trader xml file that changes the sale and buy prices based on the value prices in the items file?
  11. The legacy note about modinfo is letting mod creators know that in a future alpha, it needs to be updated to the new format. It doesn’t affect anything right now in A21
  12. As both a mechanical engineer and working for a major Automotive OEM, you would never want to use a screw to fasten your wheels to the vehicle as screws do not have the necessary retention force needed for the application at hand. The first picture is the lug nut style fastening system used in primary American vehicles. The second picture are wheel bolts as an alternative to the lug nut style fastening system (example I know German vehicles use this system). Both are "bolt" system type of fasteners, though the wheel stud is more of a threaded shaft that is pressed into the hub while the wheel bolts fall under the traditional bolt category. Neither of those examples are screws though. I do know of two instances where screw is used around tires - one being a screw in type wheel stud and the second being rim screws used to secure the tires to the rims (typically in drag racing situations). Easiest thing to say is just wheel fasteners as that covers both styles above. And yes, I do have a copy of The Machinery’s Handbook at my desk. One issue I have with the link provided is that they state the difference between screws and bolts in the US is more of a legal definition. That is not correct. Bolts by the nature of their design have a significant higher clamping force compared to screws. That is one of the reasons they are used to fasten wheels to vehicles (another reason are bolts / nuts are easier to assemble and disassemble which is necessary for wheels as you will be removing and reinstalling them as you maintain your vehicle). If any engineer out there tells you that they are simply interchangeable, no...just no..... A bolt used where a screw would be sufficient would be okay, but using a screw where a bolt is required - I would be extremely worried about the fastener holding up to the task. I just went into a detailed response on this subject, I am not one to judge 😏
  13. I think a lot of it depends on how many residential POI's one loots. I tend to hit those hard, especially early game or if I got time to do some light looting late game.
  14. Uh those are typically nuts / bolts, not screws. You don't screw a tire onto a vehicle, you attached it to the studs and drive a nut down to keep it in place. Remind me to never allow meganoth to work on any of my vehicles 🤪 I mean, you can use screws instead of bolts if that is your desire, but I would recommend nobody ride with you in your 4x4😁
  15. I can create a mod for you to do exactly that 😉 J/K, I like jars being removed and not really interested in that little side project 🤪
  16. Not a mistake. Note I said Skyrim and Fallout. Bethesda published both of them. Fallout 1 and 2 were from a different developer who was okay with kids being killed in their games. Also note those games were not as graphically advanced as Fallout 3+ / Skyrim. Would the the F1/2 developers be okay with kids being killed in their games if they had the same graphics / gore system? We don't know, but it was their choice to have that option while Bethesda choose not to go that route. Because I didn't feel that mission added anything to the game and the thought of mowing down innocent people (even though they are fictional and virtual) was too much. I also don't put thralls on the wheel of pain and do any of the sorcerer sacrifices in Conan Exiles - I just admin that stuff in. If TFP make a complete 180 and add zombie kids so you can maim them to your heart's delight, then that is a choice they can make. If they do, I will promptly mod them out. On the other hand, if they stay the course and not put them in the game, then that is also their choice. For those that want zombie kids in the game, ask around and maybe someone will make a mod for you.
  17. Yes. If you didn’t do anything with your save files, it is gone now.
  18. Only if you start doing c# coding - I think The scout function is part of the game manager so you are getting into the base code of the game. As far as I know, the things you can change via xml are what model is referenced when it calls for ZombieScreamer (so swap Joe with the screamer for example) or what entities are in the various screamer spawn groups in the EntityGroups file. I recall seeing a mod in the past that created an object that would spawn screamer hordes, but can't recall the mod name or how they did it.
  19. @Old Crow is correct, screamers in POIs are not the same as Screamer scouts. They are just another zombie model at that point. Similar to if you were to mod in screamers as a variant in the blood moon hordes or a wandering horde. The screamers that spawn in other zombie entities are when the game manager spawns in a scout to investigate some heat activity. So in the case of POIs, they are functioning correctly.
  20. If you got a quest to cook meat in the campfire, you got a mod running. Vanilla 7D2D only has you craft one and place the campfire.
  21. I was close on the POI name (in-game at least) - Garage 1st Construction
  22. The reason they ask you to fill out the bug report is that only you have all the details of this issue occurring in your playthrough. It is also a standardized form that they created to ensure the right questions are asked and the right information is provided back. Without it, they could spin their wheels trying to create a situation that may only be unique on your setup. There was a bug report for Bell Lake POI, but that had to do with the name of the POI in the trader dialog. There hasn't been any reported issues with the quest marker. Even some online videos I saw showed the quest marker working fine in other players' games for this POI Most people want to assist in tracking down bugs in the game and point the QA testers / Development team in the right direction without having to be compensated for it.
  23. Yes it is still in game. Can't think of the exact name of it right now. It was updated also so a bit bigger. I think the name is something like Garage First or such.
×
×
  • Create New...