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Craft magazines, fast plant growth, less wasteland rubble and more (updated for 1.0)

Seems like the warning messages are fixed.

Add modlets previously downloaded will have to re-downloaded.

Sorry about that.

- Pahbi

 
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?

 
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?


Apologies, I will update the readme to clear up the confusion.

I updated the modlet, if you re-download it, the books, schematics and magazines should show up under the science tab.  At least it does on single player, I'm not sure about server, but I suspect it will work.  Give it a try and let me know.

Sorry about the confusion.   :doh:

- Pahbi

 
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Added modlet to craft water from filled water bucket.

For those folks who live near lakes and rivers you can now once again carry a bucket of water to a campfire and boil it.  :)

 
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I have one idea make mod for dew collector that its work anytime even if its filled up those 3 slots example: make more stacks for those water now its like when those 3 slots are fill its stop working untill you pick them up

 
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.


pahbi 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.

 
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@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.


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.

 
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.
Thank you again for the quick update.

Unfortunately the adjustment I suggested worsened things. The same happened when I implemented in my game by editing the progression file.
To explain more in details, I tested the spear progression, and up to level 13, it did unlock quality 6 of the spear, but on passing to level 14, it locks it back to quality 1, and progressed instead with the iron spear quality, and so forth.

I hope it's not a dead end from the game code itself, dammit.

 
I was able to recreate the issue, so thats progress.  :)


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.

 
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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.
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.
Well, thank you regardless for all the time you put into this, much appreciated ;) .

 
I'm not throwing in the towel just yet.  :)
My dude, I think it's done!

Finally found a way around it, without any of the bugs, like tier 7, or going back to level one once pass the required magazine level.

Here is an example from the edited progression file:

Vanilla

            <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,100" value="1,2,3,4,4" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/>
            <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,100" value="1,2,3,4,4" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/>
            <passive_effect name="CraftingTier" operation="base_add" level="35,43,51,59,100" value="1,2,3,4,4" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/>
            <passive_effect name="CraftingTier" operation="base_add" level="70,80,90,100" value="1,2,3,4" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/>



Edited

            <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,13,100" value="1,2,3,4,5,5" tags="meleeToolRepairT0StoneAxe,meleeToolShovelT0StoneShovel"/>
            <passive_effect name="CraftingTier" operation="base_add" level="14,18,22,26,30,100" value="1,2,3,4,5,5" tags="meleeToolPickT1IronPickaxe,meleeToolShovelT1IronShovel,meleeToolAxeT1IronFireaxe"/>
            <passive_effect name="CraftingTier" operation="base_add" level="35,43,51,59,67,100" value="1,2,3,4,5,5" tags="meleeToolPickT2SteelPickaxe,meleeToolShovelT2SteelShovel,meleeToolAxeT2SteelAxe"/>
            <passive_effect name="CraftingTier" operation="base_add" level="60,70,80,90,100" value="1,2,3,4,5" tags="meleeToolPickT3Auger,meleeToolAxeT3Chainsaw"/>

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 .

 
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 .


That's basically what you have to do.  To expand on Drazil's post:

            <passive_effect name="CraftingTier" operation="base_add" level="3,5,7,10,100" value="1,2,3,4,4" tags="gunHandgunT0PipePistol"/>

The first 4 levels are for Q2-5 (Q1 is obtained when you unlock the recipe which is defined in the recipe unlock section above this).  The last level (100) makes sure that you don't lose the ability to craft the highest quality level possible toward the end of the crafting tier.

Some other things to consider:

You can change the total number of magazines required for that crafting skill via the first node in that crafting skill:

    <crafting_skill name="craftingHandguns" max_level="100" parent="attCrafting" name_key="craftingHandgunsName" desc_key="craftingHandgunsDesc" long_desc_key="craftingHandgunsLongDesc" icon="ui_game_symbol_pistol">




The attribute max_level defines how many magazines you need to finish it up.  You can easily add more or remove magazines as you adjust those levels.

Display entry line is what you will see in-game

        <display_entry item="gunHandgunT0PipePistol" unlock_level="1,3,5,7,10" />




In Drazil's example, you would need to add 13 at the end for the stone axe to show Q6 unlocking at level 13.

 
Much better explanation @BFT2020 , thank you. It finally all makes a decent amount of sense.

I was tired of having to rely on simple luck to have those rare quality 6 military stealth boots, and on top of that I would now actually care of storing scrap parts for crafting. Till now I had only been selling them, waiting instead to get quality 6 stuff by random chance.

 
Before I say anything, I just throw out a huge thanks for helping me with this.

I'm barely a armchair quarterback hack at this, so I'm super greatful for the help.

I will start working up the file, it sounds like at a minimum I need xpaths for level, value and unlock_level.  

At this point, I think it would be easier and better for me to start from scratch, there are a lot of edits and so many numbers that I just end up making typos.

 
That's great you got it sorted but I'd thought I'd share what I changed and have been using on your previous upload.

<configs>
<!-- HARVESTING_TOOL_SKILLS -->
<set xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[5][@name='CraftingTier' and @value='1,2,3,4,4']/@value">1,2,3,4,5</set>
<set xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[6][@name='CraftingTier' and @value='1,2,3,4,4']/@value">1,2,3,4,5</set>
<set xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[7][@name='CraftingTier' and @value='1,2,3,4,4']/@value">1,2,3,4,5</set>
<set xpath="/progression/crafting_skills/crafting_skill[@name='craftingHarvestingTools']/effect_group/passive_effect[8][@name='CraftingTier' and @value='1,2,3,4']/@value">2,3,4,5</set>

 
I think the thing that got me confused the most was when I thought something was right but in reality there was a typo somewhere that made it not work.

 
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