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Numberz

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Numberz last won the day on February 21 2019

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  • Birthday 01/22/1971

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  1. FYI, I believe that the additions to the windows and xui files are unnecessary here. Only the new block should be needed - seems to work with only the block for me. My understanding is that the dew collector ui cannot be modified as it is hard coded at this time. Only the ConvertToItem and some of the other block properties can be changed.
  2. I think it would be interesting if the player could choose the quest tier from the trader from day 1 instead of only being able to select quests at or below the current tier. The obvious benefit would be avoiding having to slog through lower tier quests when finding a new trader after having completed some tiers at the "home" or other traders already. Conversely, to balance this and to discourage taking quests that are above the player's capability, implement some kind of reputation system where failing a quest brings about some moderately punishing trader-related consequences (eg. higher prices ? TBD).
  3. Hello, Are there any plans to increase the block limit from 32K before gold? With all of the added shapes into the shapes menu, I was able to reach 32K pretty quickly just adding a few new "shapes" types/textures.
  4. Fixed: Workbench crafting tool mod dupe Does this mean workstations can now have more than 3 crafting tools without creating a dupe issue or does this refer to something entirely different?
  5. If you want to adjust the crafting time for the entire workstation, look at how the AdvancedEngineering perk handles the cementMixerCrafting tag or workbenchCrafting tag and add a similar line for your unique workstation . Don't forget to add that tag to your workstation recipes. <passive_effect name="CraftingTime" operation="perc_add" level="4,5" value="-0.1,-0.2" tags="cementMixerCrafting"/> Another way would be to add a tool to your workstation and copy how the toolAnvil adjusts crafting time for all recipes. <effect_group tiered="false"> <requirement name="!HoldingItemHasTags" tags="toolAnvil"/> <passive_effect name="CraftingTime" operation="perc_add" value="-.333"/> <display_value name="dCraftingTime" value=".5"/> </effect_group>
  6. Unfortunately, negative on both of these. Specifying the actual shape names has no effect. You still get "All" as the result. The categories seem to only apply to where they display in the UI. Tried anyway but had no effect. Suspect this feature may only be partially coded.
  7. I don't think it will pull in the EntityDamage value from an item such as this. Look at how this is done on "drinkJarGrandpasMoonshine" to see how you can manually pass the value.
  8. Does anyone happen to know the syntax behind the block shapes? <block name="woodShapes" shapes="All"> Does anyone have any insight into the possible options for the "shapes" attribute on these blocks beside the "All" choice? I'm looking to try to define some block shapes which either only encompass a subset of shapes or exclude some shapes from the set. Any insight would be appreciated.
  9. Having run a dedicated server with a form of learn by looting for the past year, what I have observed is that people still tend toward specialization. Most, but certainly not all, players that group into parties will dedicate into specific skills. Or or two will try to max vehicles, one of two in building and construction, one or two in weapons, etc. The magazines which are brought back to be shared are typically only done so after those who have specialized have already maxxed out the skill. If I can make a suggestion, if each skill had multiple tiers of magazines such that tier 1 magazines are of no benefit to a player who has already achieved a certain skill level and so on, it may go some way to promoting the type of equitable play style that you are describing.
  10. Summary: RepairItems "resourceForgedIronIron" referenced 6 times in blocks.xml Game Version: A20.3 Platform: PC OS/Version: Windows CPU Model: Intel i7 System Memory: 16 GB GPU Model and VRAM: nVidia GTX 1070 8 GB Screen Resolution: 1920 x 1280 Video Settings: Custom Game mode: SP Did you wipe old saves? Yes Did you start a new game? Yes Did you validate your files? Yes Are you using any mods? No EAC on or off? Off Status: NEW Bug Description: RepairItems "resourceForgedIronIron" referenced 6 times in blocks.xml. No such item. blocks: decoClawFootBathTub cntCashRegisterEmpty cashRegisterConveyorMiddle cntToolBoxOpen cntToolBoxOffsetOpen decoHandTruck
  11. Yes, it is certainly possible to do this using player level. You will need to use a perk to manage the recipe unlocks and the scaling of the ammo cost. Look at how the tags="perkAdvancedEngineering" is used in both the progression and recipes files to see how the cost scaling is done. Set up the perk with a base_skill_point_cost="0" and use level requirements similar to the below: <level_requirements level="5"><requirement name="PlayerLevel" operation="GTE" value="25" desc_key="reqPlayerLevel25"/></level_requirements> You can then use a buff the automatically increment the perk level when the player level reaches the right number. Use the following example in the buffStatusCheck01 to see how you can trigger a small buff to run that will increment your perk based on player level change: <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" buff="buffLevelUpTracking"> <requirement name="PlayerLevel" operation="GT" value="@$LastPlayerLevel"/> </triggered_effect>
  12. I think you need to add <property name="Material" value="M44MagnumParts"/> to this item.
  13. Roland, while I would agree that your compromise sounds reasonable, you and I both know that it will be ridiculed as a sharp stick and will never, ever be allowed to happen.
  14. I took the liberty of condensing your post. No offense intended. 1/2. Of course it is more performant. You are taking what some of us find to be a valuable time sink and reducing it into nothing more than base decoration. Don't we already have enough workstations that offer nothing in terms of gameplay? It may be hard to believe but some of us enjoy the early parts of the game and all of the quirky mechanics and time sinks much more than the late game FPS aspects. I usually quit and start over once vehicles beyond minibikes are unlocked and tier 3 weapons appear. 3. Bandits and NPCs? Truthfully, do you really think that the AI for these will offer any real challenge or even interest beyond a few hours? I'm not too sure. Frankly, I think TFP would be better served to forget NPCs and bandits beyond a very rudimentary implementation and focus more on PvP. I just don't think there is any way that we can ever agree... and that is ok. You want a pure looter-shooter. I came to the game more for survival-crafting. The issue is just that it is the survival-crafting that is always getting stepped on to the point that much of the character or, as some may put it, flavor is being excised from the game. The problem with simplification is that it tends to go too far and the baby gets thrown out with the bath water. For instance, this is why we no longer have a thoughtful repair system in the game. For that matter, why is item degradation still in the game? Repair kits are now irrelevant, so isn't degradation now pointless too? On a positive note, the new shape menu sounds great.
  15. This would be an absolute travesty. Please reconsider this.
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