Sneakypeek Posted February 12, 2016 Share Posted February 12, 2016 I just found the minibike book and can craft the handlebars, seat etc but I cannot find the chassis recipe at all. Anyone else had this issue? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 12, 2016 Author Share Posted February 12, 2016 I just found the minibike book and can craft the handlebars, seat etc but I cannot find the chassis recipe at all. Anyone else had this issue? go to the forge and craft the chassis. Link to comment Share on other sites More sharing options...
Sneakypeek Posted February 12, 2016 Share Posted February 12, 2016 go to the forge and craft the chassis. Ah! Thanks! Now I feel dumb!!! Link to comment Share on other sites More sharing options...
LewZephyr Posted February 12, 2016 Share Posted February 12, 2016 Ah! Thanks! Now I feel dumb!!! Don't. You're not the first it's happened to. And it's not super intuitive on that front. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 12, 2016 Author Share Posted February 12, 2016 Don't. You're not the first it's happened to. And it's not super intuitive on that front. This! Link to comment Share on other sites More sharing options...
Merida Posted February 15, 2016 Share Posted February 15, 2016 Hi Clockwork Any reason why crafting a simple Stone would take so long? I'd like to hear Gazz's tought on this one too. Next item is: Book (blank) --> Recipe = 20 papers and takes 1 second Any book/schematic --> Scrap = 15 papers but takes 15 seconds Big difference on time taken between those two. If you find a bunch of useless books, it can take a while to scrap because you have to wait for queue to make room. Maybe a overall 5 second timer for both to strike a good balance? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 15, 2016 Author Share Posted February 15, 2016 Maybe that is just the way TFP want it to be, and it is not really a big deal anyways, also this can be modded to be changed and would not be an actual fix anyways. Link to comment Share on other sites More sharing options...
LewZephyr Posted February 15, 2016 Share Posted February 15, 2016 Merida, I am just guessing, but I bet it is to give you a moment to cancel the scrap process before you waste a possible valuable item. Who cares about a blank book, but those books can be rare. Who here hasn't accidentally scrapped a stack of something when they were just trying to do something else. Link to comment Share on other sites More sharing options...
StompyNZ Posted February 19, 2016 Share Posted February 19, 2016 Did some testing and found a possible issue with the groups setting on some vanilla blocks and items. Test Info Essentially the groups.xml file and the groups data in misc.xml both seem to be irrelevant These 2 groups are not used in any way that I can see =1,0&filter[items]=%2C%2C%2C%2CMiscellaneous%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C"]Miscellaneous =1,0&filter[items]=%2C%2C%2C%2CSpecial%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C"]Special Items Although I can see a case for leaving the Special Items for all the recipe books, the Miscellaneous group which is set for Paper, Book, Femur should be changed to Decor/Miscellaneous group. (book and paper can only be found by using search or context menu) Link to comment Share on other sites More sharing options...
Numberz Posted February 19, 2016 Share Posted February 19, 2016 Did some testing and found a possible issue with the groups setting on some vanilla blocks and items. Test Info Essentially the groups.xml file and the groups data in misc.xml both seem to be irrelevant These 2 groups are not used in any way that I can see =1,0&filter[items]=%2C%2C%2C%2CMiscellaneous%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C"]Miscellaneous =1,0&filter[items]=%2C%2C%2C%2CSpecial%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C%2C"]Special Items Although I can see a case for leaving the Special Items for all the recipe books, the Miscellaneous group which is set for Paper, Book, Femur should be changed to Decor/Miscellaneous group. (book and paper can only be found by using search or context menu) Yes, this is correct. The only valid Groups are: Basics Building Resources Ammo/Weapons Tools/Traps Food/Cooking Medicine Clothing Decor/Miscellaneous Chemicals (Campfire Only) Special Items (Schematics Only) Using anything other than these will result in the item not showing up in the crafting menu in game and can only be found using the "search" feature. That being said, you can also use multiple groups so that the item can appear under multiple menus. Other than the menu listings and organization, these seem to have no impact on gameplay. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 19, 2016 Author Share Posted February 19, 2016 In my mod I have recipes for the schematics to be made at a workstation and they show up in the list without using the search function. And I have fixed the three Miscellaneous ones, thanks for posting! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 19, 2016 Author Share Posted February 19, 2016 Update (2/19/16) Version 1.16 +Items paper: Fixed group <property name="Group" value="Decor/Miscellaneous" /> from Miscellaneous book: Fixed group <property name="Group" value="Decor/Miscellaneous" /> from Miscellaneous femur: Fixed group <property name="Group" value="Decor/Miscellaneous" /> from Miscellaneous Link to comment Share on other sites More sharing options...
StompyNZ Posted February 19, 2016 Share Posted February 19, 2016 In my mod I have recipes for the schematics to be made at a workstation and they show up in the list without using the search function. And I have fixed the three Miscellaneous ones, thanks for posting! Is there a button for special items that shows up, or is it under an 'All' tab like in the forge? Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 19, 2016 Author Share Posted February 19, 2016 Yeah it shows up under the "All" tab. Link to comment Share on other sites More sharing options...
schwanz9000 Posted February 21, 2016 Share Posted February 21, 2016 I've got another one for you Clockwork! pufferCoatBlack is not in the loot table because pufferCoat is listed twice. <lootgroup name="clothes"> ... ... <item name="skullCapBrown"/> <item name="leatherDuster"/> <item name="[color="#FF0000"][b]pufferCoat[/b][/color]"/> <item name="pufferCoatRed"/> <item name="pufferCoatGreen"/> <item name="pufferCoatBrown"/> <item name="[color="#FF0000"][b]pufferCoat[/b][/color]"/> </lootgroup> Link to comment Share on other sites More sharing options...
schwanz9000 Posted February 21, 2016 Share Posted February 21, 2016 plaidShirtBlue is missing as well Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 21, 2016 Author Share Posted February 21, 2016 plaidShirtBlue is missing as well I also noticed that the black paid shirt is missing as well, and even more of the color variations are missing from warm clothes loot group and sports bag loot group. The issue with adding more of these color variants to those other loot groups is that it makes other items less likely to show up. So i have fixed this by only adding them to the regular clothes loot group. Thanks for posting! - - - Updated - - - Update (2/21/16) Version 1.17 +Loot pufferCoatBlack: Added missing item to clothes loot group plaidShirtBlue: Added missing item to clothes loot group plaidShirtBlack: Added missing item to clothes loot group Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 21, 2016 Author Share Posted February 21, 2016 The proper way to fix this issue with the missing color variations of clothing for each loot group would be to create separate loot groups containing each color variant then adding that loot group to the subsequent loot groups. For eg. <lootgroup name="allPlaidShirts"> <item name="plaidShirt"/> <item name="plaidShirtRed"/> <item name="plaidShirtGreen"/> <item name="plaidShirtBrown"/> <item name="plaidShirtBlue"/> <item name="plaidShirtBlack"/> </lootgroup> Then adding that loot group to any subsequent lootgroup that should spawn a plaid shirt: <lootgroup name="clothes"> <item group="allPlaidShirts" /> etc... or: <lootgroup name="warmClothes"> <item group="allPlaidShirts" /> etc... Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 21, 2016 Author Share Posted February 21, 2016 Here is the full proper fix for this issue: Added loot groups <lootgroup name="allDenimPants"> <item name="denimPants"/> <item name="blackDenimPants"/> <item name="redDenimPants"/> <item name="brownDenimPants"/> </lootgroup> <lootgroup name="allSkullCaps"> <item name="skullCap"/> <item name="skullCapRed"/> <item name="skullCapGreen"/> <item name="skullCapBlue"/> <item name="skullCapBrown"/> <item name="skullCapBlack"/> </lootgroup> <lootgroup name="allTankTops"> <item name="tankTopWhite"/> <item name="tankTopRed"/> <item name="tankTopPurple"/> <item name="tankTopGreen"/> <item name="tankTopBlue"/> </lootgroup> <lootgroup name="allPlaidShirts"> <item name="plaidShirt"/> <item name="plaidShirtRed"/> <item name="plaidShirtGreen"/> <item name="plaidShirtBrown"/> <item name="plaidShirtBlue"/> <item name="plaidShirtBlack"/> </lootgroup> <lootgroup name="allPufferCoats"> <item name="pufferCoat"/> <item name="pufferCoatRed"/> <item name="pufferCoatGreen"/> <item name="pufferCoatBrown"/> <item name="pufferCoatBlack"/> </lootgroup> <lootgroup name="allCowboyHats"> <item name="cowboyHat"/> <item name="blackCowboyHat"/> </lootgroup> <lootgroup name="allBandanas"> <item name="bandana"/> <item name="bandanaRed"/> <item name="bandanaBlue"/> <item name="bandanaGreen"/> <item name="bandanaBrown"/> <item name="bandanaBlack"/> </lootgroup> Changed loot groups <lootgroup name="hats"> <item group="allCowboyHats"/> <item group="allSkullCaps"/> <item name="ballCap"/> <item name="miningHelmet"/> <item name="clothHat"/> <item name="footballHelmet"/> </lootgroup> <lootgroup name="clothes"> <item group="allDenimPants"/> <item group="allCowboyHats"/> <item name="ballCap"/> <item name="miningHelmet"/> <item name="denimJacket"/> <item group="allTankTops"/> <item name="wornBoots"/> <item group="allBandanas"/> <item name="shades"/> <item name="aviatorGoggles"/> <item group="allPlaidShirts"/> <item name="footballHelmet"/> <item group="allSkullCaps"/> <item name="leatherDuster"/> <item group="allPufferCoats"/> </lootgroup> <lootgroup name="warmClothes"> <item group="allDenimPants"/> <item name="denimJacket"/> <item name="wornBoots"/> <item name="shades"/> <item group="allPlaidShirts"/> <item group="allSkullCaps"/> <item name="leatherDuster"/> </lootgroup> <lootgroup name="sportingGoods" count="1"> <item name="flashlight02"/> <item name="huntingKnife"/> <item name="gunPowder" count="20,50"/> <item name="bulletCasing" count="20,50"/> <item name="bulletTip" count="20,50"/> <item name="cookingGrill"/> <item name="leather"/> <item name="goggles"/> <item name="nightvisionGoggles"/> <item name="firstAidKit"/> <item name="padlock"/> <item name="bedRoll01_1"/> <item group="allSkullCaps"/> <item name="ballCap"/> <item group="allDenimPants"/> <item name="denimJacket"/> <item name="wornBoots"/> <item group="allBandanas"/> <item name="shades"/> <item group="allPlaidShirts"/> <item name="footballHelmet"/> <item name="steelArrowHead"/> </lootgroup> Link to comment Share on other sites More sharing options...
LewZephyr Posted February 22, 2016 Share Posted February 22, 2016 @ClockworkOrange, Thats a great idea and thought process to allow for variety in the various item groups without limiting the real percentage chance of drop of different types of items. Are you planning on adding that change to the unofficial fixes or in hopes that TFP will implement that? Thanks for all that you do. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 22, 2016 Author Share Posted February 22, 2016 @ClockworkOrange, Thats a great idea and thought process to allow for variety in the various item groups without limiting the real percentage chance of drop of different types of items. Are you planning on adding that change to the unofficial fixes or in hopes that TFP will implement that? Thanks for all that you do. I am hoping TFP will implement it of course, I can add this fix to these files I was just a bit hesitant because it adds and changes things a fair bit and I also had not tested it. I will test it today to make sure I didn't make any mistakes and then I can implement them. You are welcome! Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 22, 2016 Author Share Posted February 22, 2016 Update (2/22/16) Version 1.18 +Loot Fixed added missing color variants for all clothing Added loot groups <lootgroup name="allDenimPants"> <item name="denimPants"/> <item name="blackDenimPants"/> <item name="redDenimPants"/> <item name="brownDenimPants"/> </lootgroup> <lootgroup name="allSkullCaps"> <item name="skullCap"/> <item name="skullCapRed"/> <item name="skullCapGreen"/> <item name="skullCapBlue"/> <item name="skullCapBrown"/> <item name="skullCapBlack"/> </lootgroup> <lootgroup name="allTankTops"> <item name="tankTopWhite"/> <item name="tankTopRed"/> <item name="tankTopPurple"/> <item name="tankTopGreen"/> <item name="tankTopBlue"/> </lootgroup> <lootgroup name="allPlaidShirts"> <item name="plaidShirt"/> <item name="plaidShirtRed"/> <item name="plaidShirtGreen"/> <item name="plaidShirtBrown"/> <item name="plaidShirtBlue"/> <item name="plaidShirtBlack"/> </lootgroup> <lootgroup name="allPufferCoats"> <item name="pufferCoat"/> <item name="pufferCoatRed"/> <item name="pufferCoatGreen"/> <item name="pufferCoatBrown"/> <item name="pufferCoatBlack"/> </lootgroup> <lootgroup name="allCowboyHats"> <item name="cowboyHat"/> <item name="blackCowboyHat"/> </lootgroup> <lootgroup name="allBandanas"> <item name="bandana"/> <item name="bandanaRed"/> <item name="bandanaBlue"/> <item name="bandanaGreen"/> <item name="bandanaBrown"/> <item name="bandanaBlack"/> </lootgroup> Changed loot groups <lootgroup name="hats"> <item group="allCowboyHats"/> <item group="allSkullCaps"/> <item name="ballCap"/> <item name="miningHelmet"/> <item name="clothHat"/> <item name="footballHelmet"/> </lootgroup> <lootgroup name="clothes"> <item group="allDenimPants"/> <item group="allCowboyHats"/> <item name="ballCap"/> <item name="miningHelmet"/> <item name="denimJacket"/> <item group="allTankTops"/> <item name="wornBoots"/> <item group="allBandanas"/> <item name="shades"/> <item name="aviatorGoggles"/> <item group="allPlaidShirts"/> <item name="footballHelmet"/> <item group="allSkullCaps"/> <item name="leatherDuster"/> <item group="allPufferCoats"/> </lootgroup> <lootgroup name="warmClothes"> <item group="allDenimPants"/> <item name="denimJacket"/> <item name="wornBoots"/> <item name="shades"/> <item group="allPlaidShirts"/> <item group="allSkullCaps"/> <item name="leatherDuster"/> </lootgroup> <lootgroup name="sportingGoods" count="1"> <item name="flashlight02"/> <item name="huntingKnife"/> <item name="gunPowder" count="20,50"/> <item name="bulletCasing" count="20,50"/> <item name="bulletTip" count="20,50"/> <item name="cookingGrill"/> <item name="leather"/> <item name="goggles"/> <item name="nightvisionGoggles"/> <item name="firstAidKit"/> <item name="padlock"/> <item name="bedRoll01_1"/> <item group="allSkullCaps"/> <item name="ballCap"/> <item group="allDenimPants"/> <item name="denimJacket"/> <item name="wornBoots"/> <item group="allBandanas"/> <item name="shades"/> <item group="allPlaidShirts"/> <item name="footballHelmet"/> <item name="steelArrowHead"/> </lootgroup> Link to comment Share on other sites More sharing options...
Clockwork Orange Posted February 26, 2016 Author Share Posted February 26, 2016 Update (2/26/16) Version 1.19 +Blocks WindowPlug06: Fixed added upgrade path to concreteBarrier Sorry about that, when I originally fixed the upgrade path of the window to concrete barrier I thought the barrier was the one that used to exist in the parkade. Link to comment Share on other sites More sharing options...
Zipcore Posted March 1, 2016 Share Posted March 1, 2016 Here is another bug which should be fixed. When you place a safe on a wood frame you can remove the frame and you have a 75% chance to get a lootable safe. Check other loot containers aswell. Link to comment Share on other sites More sharing options...
Clockwork Orange Posted March 1, 2016 Author Share Posted March 1, 2016 Here is another bug which should be fixed. When you place a safe on a wood frame you can remove the frame and you have a 75% chance to get a lootable safe. Check other loot containers aswell. I will fix it for A14 if it needs it. Are you referring to the deskSafe or the secureGunSafe? I think it was fixed for the secureGunSafe already and only happens with the deskSafe atm. Link to comment Share on other sites More sharing options...
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