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BFT2020

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Everything posted by BFT2020

  1. I think you proven out the OP's question very well, and your discussion on probability overall will help me when I go back into my loot changes to figure out how to make things drop less frequently.
  2. No, solar banks in the wild do not give you solar panels.
  3. In the loot.xml, this is the line that seems to affect POI bonuses <loot_settings poi_tier_mod="0.05,0.1,0.15,0.2,0.25" poi_tier_bonus="3,6,9,12,15" /> For biomes, it is in the biomes.xml file <biome name="wasteland" topsoil_block="terrDestroyedStone" biomemapcolor="#ffa800" lootstage_modifier = "1.5" lootstage_bonus="30"> The modifier is the percentage while the bonus is a flat addition
  4. I have seen beakers many times in trader stock, even saw one on Day 1 in a playthrough.
  5. Make sure all mods are deleted too and only install mods that that been confirmed to work with Alpha 20. If a previous mod changed loot items, that can cause an issue during the loading stage (you will see a red warning about unable to load up loot) and that messes up the looting containers. I seen that on my end when I forgot a slash somewhere in my files.
  6. I been giving myself first aid kits and bandages from the CM on my last two playthroughs, though these have been for playtesting changes I am making with my mod as I don't want to keep dying and restarting over if I am trying to find bugs with it or weird looting issues. One of these days though I am going to just turn off zombies, give myself farm plots and seeds, and just play the TFP farming simulator 😉
  7. That is why I always setup turrets when I am mining (either the junk or placing a generator down with shotgun turrets). At that point, I don't care how many screamers the game generates as I don't have to deal with them.
  8. One thing to consider is how they determine loot probability in parties.... The system is setup where the loot inside (and probability) is determine by the person who opened the bag, which is determined by that person's loot stage. The loot stage is already modified based on POI and biome before you even open any containers. The containers themselves are not checked for location to determine the loot stage, they just have loot groups to reference back to. So in game, if you were able to pick up the zombie goody bags without opening them up, the loot stage would be based on your loot stage when you opened it up. However, I can't think of any loot container that you can pick up and move in this game; and what should happen doesn't always happen, so I am more than willing to volunteer theFlu to test this out 😉
  9. I always try to pick up trash / rocks around the traders even though it won't let me I tend to eventually have a complex storage system (mechanical parts vs electrical parts vs vehicle parts for example; another cooking raw materials vs drinks raw materials vs finished meals vs finished drinks.....) I constantly stop to check nests and break down tree stumps as I travel from location A to location B I save everything, even if I got multiple stacks of it back at my base. I would rather build a dump chest outside the POI I am working on then leaving something behind. I do scrap down lead, iron, and glass items once I have enough materials (pipes, jars, etc) at home base
  10. Not sure why theFlu said he was guessing, they are affected by lootstage so dropped bags in the Wastelands will be rolled against different probability tables compared to ones opened in the pine forest. For example, there is a possibility of finding a weapon in the bag which is tied to the Tier probability tables (T0 to T3) depending on your loot stage. So you will have a higher change of finding a higher tier weapon if you open a bag in the wasteland compared to my survivor opening one in the pine forest.
  11. Yes I know what I said about farming but I was also responding to your comment (that you stated as fact) The only BS is that you didn't even have an understanding of how the mechanism was working. At max Perk level, you get a minimum of 6 crops back per plant with a 50 percent chance of a 7th crop. You also have a 50 percent chance of getting a seed back. At the highest level of LoTL perk, you will get back a minimum of 1-2 crops plus seed if your harvest fails to generate a seed (this assumes you took 5 of the new crops to make a new seed to replace). When you have a large farm (say 10+ of each crop), the numbers are going to shoot up when you max out the perk as you will get be getting back some seeds. Even if you have the worst random luck out there, you are going to harvest 10-20 plants each harvest after you have to convert crops to seeds to replant your 10 plot farm. Also, just because you say something doesn't make it objectively bad. You don't like the new farming mechanism, that's your subjective opinion. Just like my opinion that I like the new farming mechanism is my subjective opinion. And our definitions of working hard is definitely not the same. When you create a farm and harvest it, you just have to punch the crops to harvest them (fairly easy task and quick to do). Check your inventory and see how many seeds you have, craft up the number of seeds you need to replant all the existing plots (again, easy task to do); then just put those seeds into your hotbar and quickly go down the row planting seeds until you run out. Switch seeds and repeat. None of that is really that hard to do; and based on growing cycles, not something you have to do everyday.
  12. Your numbers are not totally correct: Wild corn plants LoTL 1: 2 ears of corn LoTL 2: 2 ears of corn with 50% chance of 1 extra Once you convert 5 ears into a seed, it now becomes a planted crop and these are the correct numbers: LoTL 1: 4 ears of corn with 50% chance of a seed return LoTL 2: 4 ears of corn with 50% chance of 1 extra, plus the seed chance Personally, I would recommend just planting and harvesting at LoTL 0 and 1, and not start converting plants into seeds until LoTL 2/3. I tend to hold off on any farming / harvesting until I got LoTL to the first rank at least so I am harvesting 2 for each wild plant and 4 for each planted crop I do.
  13. I didn't confirm anything such. What I confirmed was that your methodology was incorrect (basing the perk on wild plants and not on planted plants) and confirmed my suspicion that you have not actually played with the new mechanics, just complaining about something that you either incorrectly read in patch notes or wasn't paying attention while watching someone else farm in the game. FYI, I like the new farming mechanism in 7D2D. It now makes you have to work at it in order to get a self sustaining farm instead of the old method of just planting one seed and punching crops until you have a farm.
  14. No worries. I wish I could say I never make that kind of mistake, but I just spent the past half hour trying to figure out why some coding I was working on for work was not doing anything only to realize I was checking a variable to itself so it always came back true 🤪
  15. Sorry, I missed that. Meatloaf and Cheese pizza should be name not group (I am assuming that you defined Meatload and Cheese Pizza in the items.xml file. so <item name="Meatloaf" count="1" prob="0.1"/>
  16. Try this instead <!-- Oven --> <append xpath="/lootcontainers/lootgroup[@name='groupOven01']"> <item group="Meatloaf" count="1" prob="0.1"/> <item group="Cheese Pizza" count="1" prob="0.02"/> </append> Change lootcontainer to lootgroup. The oven container looks for item group groupOven which groupOven01 is part of. The yellow warning was telling you that while your syntax was correct, the game could not find the location you would calling for the change.
  17. Copy some of your code here and I will look it over. It's better if I see what you are trying to do and I can make adjustments to get it working correctly.
  18. Those are wild plants. With LoTL, you can only get a max of 3 ears per stalk at level 3 (plus a chance of grabbing a 4th one every now and then). Also you can't get seeds back from wild plants as you didn't plant them, that only applies to seeds you planted yourself. Planted seeds will give you 2x, 4x with a 50% change of one extra, and 6x ears of corn with 50% change of extra based on LoTL level; and they have a 50% chance to give back one seed. So: Wild - No chance of getting seeds when harvested LoTL0 - 1 Ear of corn LoTL1 - 2 Ears of corn LoTL2 - 2 Ears of corn plus chance for extra LoTL3 - 3 ears of corn plus chance for extra Survivor planted - 50% chance of getting a seed back LoTL0 - 2 Ear of corn LoTL1 - 4 Ears of corn LoTL2 - 4 Ears of corn plus chance for extra LoTL3 - 6 ears of corn plus chance for extra
  19. Did your mod use IDs for loot containers? That was probably the biggest change to loot.xml and number one reason Alpha 19 mods don’t work. Loot containers are now referenced by name (ignore the ID variable)
  20. One of the conditions OP is talking about is Rage mode.
  21. Have you tried this out in game? Maybe enable God mod so you can see HP bars and try chucking a few spears at Arlene (When I need a test subject, I usually spawn here in as she is the first normal zombie I come across in the list). Might be faster than searching in the files 😉
  22. I thought it was reduced to 7 Did you do multiple quests in one day? If you rush quests, the trader will eventually not offer anymore until they reset the next day. Also we can’t help you much because you haven’t provided any logs for someone to look through….hint read the pinned thread in this subforum on how to report an issue
  23. Someone is getting to your bacon and eggs first. I see 4 strips of bacon there. Someone is snatching one off of your plate 😉
  24. If the log content is too big to be pasted on pastebin.com, try https://justpaste.it/ or attach the log file to the thread. That is from ST's sticky on reporting the issue.
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