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
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