M1cromanagement Posted September 16, 2020 Share Posted September 16, 2020 If I set for example the unit_clay count to 1 , i become still 5 ... <recipe name="resourceClayLump" count="1" material_based="true" craft_area="forge" craft_time="1" craft_exp_gain="0" always_unlocked="true" use_ingredient_modifier="false"> <ingredient name="unit_clay" count="1"/> </recipe> where do i have to look ? Link to comment Share on other sites More sharing options...
M1cromanagement Posted September 16, 2020 Author Share Posted September 16, 2020 can someone give me some information ? Link to comment Share on other sites More sharing options...
Gouki Posted September 17, 2020 Share Posted September 17, 2020 11 hours ago, M1cromanagement said: can someone give me some information ? Hi M1cromanagement What you are doing is just a recipe to obtain the clay, it will ask you for 1 unit of clay to make 1 of resourceClayLump. So yes, it will continue to give you 5 clay in the forge when melting it, if what you want is to give yourself more unit_clay, edit the part where it says Weight = 5 to Weight = 10 or 20 depending on what you want, you find it in resourceClayLump in items.xml, good luck. Link to comment Share on other sites More sharing options...
M1cromanagement Posted September 17, 2020 Author Share Posted September 17, 2020 Thank You Gouki!!! So Weight is for the Forge, got it ! Any chance to adding "weight" or to adding more value with a perk for example ? i mean from outside the forge, into... not the opposite.. for example standard is 1 to 1 with perk 1/5 1 to 2 2/5 1 to 3 3/5 1 to 4 4/5 1 to 5 5/5 1 to 6 ----- i just found this line in buffs.xml <triggered_effect trigger="onSelfBuffStart" action="AddBuff" fireOneBuff="true" buff="buffLegBroken,buffArmBroken" weights="45,55"/> so i try could this work ? In Progression.xml <perk name="perkTest" parent="attWeaponMaster" name_key="perkTest" desc_key="perkTestDesc" icon="ui_game_symbol_gunslinger" min_level="0" max_level="5" base_skill_point_cost="6" cost_multiplier_per_level="1" max_level_ratio_to_parent="5"> <level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attWeaponMaster" operation="GTE" value="2" desc_key="reqWeaponMasterLevel02"/></level_requirements> <level_requirements level="2"><requirement name="ProgressionLevel" progression_name="attWeaponMaster" operation="GTE" value="4" desc_key="reqWeaponMasterLevel04"/></level_requirements> <level_requirements level="3"><requirement name="ProgressionLevel" progression_name="attWeaponMaster" operation="GTE" value="6" desc_key="reqWeaponMasterLevel06"/></level_requirements> <level_requirements level="4"><requirement name="ProgressionLevel" progression_name="attWeaponMaster" operation="GTE" value="8" desc_key="reqWeaponMasterLevel08"/></level_requirements> <level_requirements level="5"><requirement name="ProgressionLevel" progression_name="attWeaponMaster" operation="GTE" value="10" desc_key="reqWeaponMasterLevel10"/></level_requirements> <effect_group> <passive_effect name="weights" operation="base_add" level="1,2,3,4,5" value="1,2,3,4,5" tags="perkTest"/> </effect_group> <effect_group> <effect_description level="1" desc_key="perkTestRank1Desc" long_desc_key="perkTestRank1LongDesc"/> <effect_description level="2" desc_key="perkTestRank2Desc" long_desc_key="perkTestRank2LongDesc"/> <effect_description level="3" desc_key="perkTestRank3Desc" long_desc_key="perkTestRank3LongDesc"/> <effect_description level="4" desc_key="perkTestRank4Desc" long_desc_key="perkTestRank4LongDesc"/> <effect_description level="5" desc_key="perkTestRank5Desc" long_desc_key="perkTestRank5LongDesc"/> </effect_group> </perk> In Items.xml Spoiler <item name="resourceClayLump"> <property name="Tags" value="perkTest"/> <property name="HoldType" value="45"/> <property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <property name="Material" value="MresourceClayLump"/> <property name="Weight" value="1"/> <property name="Stacknumber" value="6000"/> <!-- STK resource --> <property name="EconomicValue" value="6"/> <property name="EconomicBundleSize" value="150"/> <property name="Group" value="Resources"/> <property name="CraftingIngredientTime" value=".5"/> </item> but now i dont know what i should doing next, or is this all scrap what i try to do ? EDIT says : error or can "CraftingOutputCount" helps me here ? if yes how i setup the script ? Link to comment Share on other sites More sharing options...
M1cromanagement Posted September 18, 2020 Author Share Posted September 18, 2020 Hey Guys, after 5 hours of losing sanity i m half happy, i actually made 1:1 trade with(out of the forge -> into ,melting ) and i actually did the "CraftingOutputCount" working in a half an hour... but its a pain in the ass with "CraftingIngredientCount",wtf im realy upset i give up, i cant do nothing anymore, i dont get it wtf hell is this ...^^ i try so many things, but the hud in the forge didnt let me lesser as 5 unit_clay Link to comment Share on other sites More sharing options...
stample Posted September 21, 2020 Share Posted September 21, 2020 I don't think you can do it that way. First off, the weight you found in buffs.xml is weighting the chance to get a broken arm vs broken leg. Has nothing to do with this. If you look at progression.xml for Adv Engineering, you'll see how higher levels reduce the amount of materials used when crafting a recipe. But queueing the item is tied to your character, and the perk is modifying the recipes. Smelting is entirely in the forge and isn't tied to your character. If there is 100 brass smelting, the forge doesn't know if you added it originally, or someone else did and you just looked at it, etc. It only knows that "now I need to smelt 1 more brass here." Nothing ties back to you once its "in" a container (or crafting station). So I don't think this is possible. You need to go the opposite side, like TFP did, and have the perk reduce materials used by the recipe. Link to comment Share on other sites More sharing options...
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