I can not for the life of me figure out why the craft-books mod does not work on my host havoc server but works fine in SP. The readme says... Set parameters in recipies.xml to allow players to craft recipe and skill books. Where the F do i set the parameters? And what should it look like?
Drazil said:Hi,
I am a big fan of your mods, so before everything else, thank you for your work and for keeping them updated.
The reason I am contacting you is because the "Craft tier 6" mod, needs the amount of magazines needed for the tier 6 of every tech level to be adjusted.
The value to change I think is the last number after "level=", which is currently 75 for both stone and iron, rather than following a progression of 3 units for stone, and 7 for iron.
This is how vanilla is
<passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,75" value="1,2,3,4,4" tags="meleeWpnSpearT0StoneSpear"/>
<passive_effect name="CraftingTier" operation="base_add" level="17,24,31,38,75" value="1,2,3,4,4" tags="meleeWpnSpearT1IronSpear"/>
<passive_effect name="CraftingTier" operation="base_add" level="48,57,66,75" value="1,2,3,4" tags="meleeWpnSpearT3SteelSpear"/>
This is how it should be after your updated mod would be applied
<passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,13" value="1,2,3,4,5" tags="meleeWpnSpearT0StoneSpear"/>
<passive_effect name="CraftingTier" operation="base_add" level="17,24,31,38,45" value="1,2,3,4,5" tags="meleeWpnSpearT1IronSpear"/>
<passive_effect name="CraftingTier" operation="base_add" level="48,57,66,75" value="2,3,4,5" tags="meleeWpnSpearT3SteelSpear"/>
And that should be all.
Thanks again and wish you a pleasant day.
@pahbipahbi said:Appreciate the heads up.
Could you put this in the main thread, its easier for me to follow it there.
I think there is something glitched about craft tier 6, because I noticed that after I read all the drone magazines, I couldn't craft a drone, it was locked out.
If we pick just one line to look at:
<passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,75" value="1,2,3,4,4" tags="meleeWpnSpearT0StoneSpear"/>
vs
<passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,13" value="1,2,3,4,5" tags="meleeWpnSpearT0StoneSpear"/>
Does this mean the material cost will progress after 13 magazines read?
@pahbi
So, I actually tried making the changes I suggested to my game, but my exm editing knowledge is pretty limited (I am not sure how to edit two values on the same string), and I haven't been able to make it work even by editing the game files themselves.
There is definitively something else to consider regarding tier 6.
I did notice though, how there may be another value to edit, like the level in the "passive_effect" 1 and 2, as it also refers to the max level (75), but once again, editing it made things worse, so I am not sure.
Another thing to consider, is the message that says how "X item - quality X has been unlocked" that would need to be added, and triggered, for tier 6 when reading the right amount of magazines.
I hope this is of any help, because as it is, it looks like a headache to figure out instead, lol.
Thank you again for the quick update.Don't sweat it, I'm just a hack at it as well, and a lot of it is greek to me.
I need to setup a new test game to try and recreate what your seeing so I can see how to fix it.
I did update the file though with the new level information, try that out and see if it helps.
I was able to recreate the issue, so thats progress.![]()
I see, damn... TFP sure made a mess of the quality system.. wouldn't be surprised if it was made like this on purpose, in order to bother even modders.Crafting tier 6 is *KINDA* fixed. It works, the skill progressions don't glitch out, but the items are limited to tier 5 until you finish all the skill magazines, at which time, you can then craft tier 6 everything.
I was able to get everything to progress and craft tier 6, but then when I finished the skill magazines, everything clicked over to crafting tier 7. Which is kind hysterical on its own, and I might put it back that way. I mean, the intent for these modlets is to make life easier for ultra mega casual noobs like myself.
Anyways, this is either a xml issue I don't understand (highly likely) or something thats hard coded into the game.
I'll poke around more as I get time and see if I can figure out it.
Neither am I to be honest. It feels @%$#y, but it also feel like there is a way around it that we are missing. We'll see.I'm not throwing in the towel just yet.![]()
My dude, I think it's done!I'm not throwing in the towel just yet.![]()
I basically added a double "level 5" so that when it reached max level, it's still tier 6, and also added an extra trigger level to each tool type. In some cases the last level of one tool overlap with the first, or first couple, or the next tool, but I don't see that much of a problem.
If it bothers though, it can still be fixed by adjusting how many magazines are needed between each trigger, so that they all fit neatly in the limit amount, which is from 50 to 100, depending on the category.
I hope any of this is clear, as it kinda confused myself as well. I'd use the excuse "English is not my first language", but truth is, I wouldn't be any better in my main language either, explaining this kind of stuff XD .