Darelius Posted September 13 Share Posted September 13 Hello, everyone. After many years i want to start modding this awesome game, but i didnt get it so far. My "goal": Craftable Solar Cells Level 1-6 at Electrician Skill 51, 60, 70, 80, 90, 100 Game Version: Latest Experimental (actial 1.1 (b4) This is my "code" progression.xml <configs> <insertafter xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@icon='carBattery']"> <display_entry icon="solarCell" name_key="electricianT3" has_quality="true" unlock_level="51,60,70,80,90,100" > <unlock_entry item="solarCell" unlock_tier="1" /> </display_entry> </insertafter> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="51,100" value="1" tags="solarCell"/> <passive_effect name="CraftingTier" operation="base_add" level="51,60,70,80,90,100" value="1,2,3,4,5,6" tags="solarCell" /> </append> </configs> recipes.xml <configs> <append xpath="/recipes"> <recipe name="solarCell" count="1" area="workbench" material_based="false" tags="learnable,workbenchCrafting" craft_time="600"> <ingredient name="resourceScrapLead" count="180"/> <ingredient name="resourceAcid" count="1"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceLegendaryParts" count="0"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="2,6" operation="perc_add" value="1,5" tags="resourceScrapLead,resourceAcid,resourceScrapPolymers"/> <passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/> </effect_group> </recipe> </append> </configs> i can craft Solar Cell levvel 1 at start in the workbench. But at level 100 Elexctrician "level 11" solar cells with cost of level 1. When "reducing" lebvel, level 1-6 is normal and i cant go "up" again over level 6.. But how i can make it neccesary to have electrician level 51 and only craft level 6 at the end? ...DX Link to comment Share on other sites More sharing options...
BFT2020 Posted September 13 Share Posted September 13 (edited) 32 minutes ago, Darelius said: Hello, everyone. After many years i want to start modding this awesome game, but i didnt get it so far. My "goal": Craftable Solar Cells Level 1-6 at Electrician Skill 51, 60, 70, 80, 90, 100 Game Version: Latest Experimental (actial 1.1 (b4) This is my "code" progression.xml <configs> <insertafter xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@icon='carBattery']"> <display_entry icon="solarCell" name_key="electricianT3" has_quality="true" unlock_level="51,60,70,80,90,100" > <unlock_entry item="solarCell" unlock_tier="1" /> </display_entry> </insertafter> <append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group"> <passive_effect name="RecipeTagUnlocked" operation="base_set" level="51,100" value="1" tags="solarCell"/> <passive_effect name="CraftingTier" operation="base_add" level="51,60,70,80,90,100" value="1,2,3,4,5,6" tags="solarCell" /> </append> </configs> recipes.xml <configs> <append xpath="/recipes"> <recipe name="solarCell" count="1" area="workbench" material_based="false" tags="learnable,workbenchCrafting" craft_time="600"> <ingredient name="resourceScrapLead" count="180"/> <ingredient name="resourceAcid" count="1"/> <ingredient name="resourceScrapPolymers" count="10"/> <ingredient name="resourceLegendaryParts" count="0"/> <effect_group> <passive_effect name="CraftingIngredientCount" level="2,6" operation="perc_add" value="1,5" tags="resourceScrapLead,resourceAcid,resourceScrapPolymers"/> <passive_effect name="CraftingIngredientCount" level="6" operation="base_add" value="1" tags="resourceLegendaryParts"/> </effect_group> </recipe> </append> </configs> i can craft Solar Cell levvel 1 at start in the workbench. But at level 100 Elexctrician "level 11" solar cells with cost of level 1. When "reducing" lebvel, level 1-6 is normal and i cant go "up" again over level 6.. But how i can make it neccesary to have electrician level 51 and only craft level 6 at the end? ...DX Note that the tier line has the operation base_add. This means for items that have quality, when you unlock the ability to craft them, they start at level 1. So when you have 6 in your values, you are stating that there is a QL of 7 (1+6) in the game (vanilla there are only 6 quality levels). What the tier crafting line should show is this: <passive_effect name="CraftingTier" operation="base_add" level="60,70,80,90,100" value="1,2,3,4,5" tags="solarCell" /> Note, I removed the 51 level since you unlock it at 51 with QL 1 automatically. Then I adjusted it so that it has +5 added to QL at 100. So with this code you should see: 51 - Quality Level 1 60 - Quality Level 2 70 - Quality Level 3 80 - Quality Level 4 90 - Quality Level 5 100 - Quality Level 6 Edited September 13 by BFT2020 (see edit history) Link to comment Share on other sites More sharing options...
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