ApexAlphaGaming Posted April 12, 2022 Share Posted April 12, 2022 The current scrapping system is horrible and underutilized, not to mention a nightmare to learn and modify. It would be far superior to have the game simply check the item's recipe that you wish to scrap, verify the items used in the crafting process, and return a percentage of those items back to the player. It would literally be the exact same system that is already in place, (crafting), but in reverse. Is it possible to modify the game in a way that changes the scrapping mechanic altogether? The crafting system currently in place could, theoretically, already handle it, if someone could manage to create a system that can refer to the "recipes.xml", search for and find the item being requested to be scrapped, find all required items, and return a percentage of those items back to the player, based on a skill/stat that determines scrapping efficiency. Link to comment Share on other sites More sharing options...
ApexAlphaGaming Posted April 22, 2022 Author Share Posted April 22, 2022 <property class="Action0"> <property name="Create_item" value="farmPlotBlockVariantHelper"/> <property name="Create_item_count" value="3"/> <property name="Random_item" value="plantedMushroom1,plantedYucca1,plantedCotton1,plantedGoldenrod1,plantedChrysanthemum1,plantedCoffee1"/> <property name="Random_item_count" value="1,1,1"/> <property name="Random_count" value="3"/> <property name="Unique_random_only" value="true"/> </property> Found this code in the Bundles section of the items.xml Does anyone know if this can be adopted into a better, more accurate Scrapping Mod Overhaul? Link to comment Share on other sites More sharing options...
BFT2020 Posted April 22, 2022 Share Posted April 22, 2022 Scrapping is based on weight and tied into the c# code. You can change it, but it is going to take more work than just modifying xml files. Link to comment Share on other sites More sharing options...
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