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Thread: Stallionsden Mods & Modlets

  1. #31
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    Quote Originally Posted by LuckyStar View Post
    Thanks.

    Once I've gotten a little sleep I'll have a look and see if I can't figure this all out.

    Since making POI's in the editor atm is out of the question, may as well get modding A17.
    Might even restart my server for people with anxiety.
    [I know right? Let's play a survival game. No stress there.]
    Ha xpath is a learning curve but it damn well is a great way to mod a game many benefits. Did ya get yaself a discord

  2. #32
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    Looks like the new patch is conflicting with the pallets mod. Id 108 is now used by the new ammo piles.

  3. #33
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    Quote Originally Posted by Dragonsblade71uk View Post
    Looks like the new patch is conflicting with the pallets mod. Id 108 is now used by the new ammo piles.
    I havent had a look at the new release yet lol sorry will get on it. Will make the lootcontainer a higher number to

  4. #34
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    UPDATE TIME

    Updated Pallets Mod

    Changes - changed lootcontainer id's to start at 200 - 217 to avoid any future id conflicts

    Updated Home Brewery

    Changes - changed lootcontainer id's to avoid future id conflicts

  5. #35
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    Quote Originally Posted by stallionsden View Post


    Combine Feature Return - brings back the windows combine feature and is in your backpack so you can combine on the run
    Im not sure what this does.

  6. #36
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    Quote Originally Posted by wolverine576 View Post
    Im not sure what this does.
    The combine tool windows that was in the workbench.
    Repairs and upgrades the tool.


    @stallionsden: Homebrew goes to pallet download.

  7. #37
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    Quote Originally Posted by Akzyra View Post
    The combine tool windows that was in the workbench.
    Repairs and upgrades the tool.


    @stallionsden: Homebrew goes to pallet download.
    Thank you Akzyra should be fixed now :-)

  8. #38
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    Quote Originally Posted by stallionsden View Post
    yeh I agree with you however i have lowered the counts to 1 or 2 items however it seems to be doubling the amount each time. it happens with other things to. I wanted at first like one or 2 maybe 3 random items appear but seems more are appearing in them, I will tinker with it some more hopefully i have succes

    here is a snipet of the pallet code -

    <lootgroup name="palletWhiteBagsBaseStash" count="2">
    <item name="terrStone" count="1,15" prob="0.05" />
    <item name="terrSidewalk" count="1,15" prob="0.05" />
    <item name="terrDirt" count="1,15" prob="0.05" />
    <item name="terrSand" count="1,15" prob="0.05" />
    <item name="terrSandStone" count="1,15" prob="0.05" />
    <item name="terrGravel" count="1,15" prob="0.05" />
    <item name="terrAsphalt" count="1,15" prob="0.05" />
    <item name="terrConcrete" count="1,15" prob="0.05" />
    </lootgroup>

    edit the count -

    <lootgroup name="palletWhiteBagsBaseStash" count="1">
    <item name="terrStone" count="1,15" prob="0.05" />
    <item name="terrSidewalk" count="1,15" prob="0.05" />
    <item name="terrDirt" count="1,15" prob="0.05" />
    <item name="terrSand" count="1,15" prob="0.05" />
    <item name="terrSandStone" count="1,15" prob="0.05" />
    <item name="terrGravel" count="1,15" prob="0.05" />
    <item name="terrAsphalt" count="1,15" prob="0.05" />
    <item name="terrConcrete" count="1,15" prob="0.05" />
    </lootgroup>

    change all those counts.

    then go to loot.xml and go to the lootcontainers 108 onwards and add this after the container that group is calling - prob=".5"

    so each container should look like this -

    <lootcontainer id="108" count="1" size="11,17" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    <item group="palletWhiteBagsBaseStash" prob=".05" />
    </lootcontainer>

    hopefully that will reduce the amount that spawns in the pallets.

    I will update also after some testing
    Tested your additional code. So far it seems to be working well. I have the loot container set to (0,2)
    Added the prob="0.05". I'm not getting the rare items as easily. It seems with the prob="0.05". It reduces the loot rate by at least half.

  9. #39
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    Quote Originally Posted by kronons View Post
    Tested your additional code. So far it seems to be working well. I have the loot container set to (0,2)
    Added the prob="0.05". I'm not getting the rare items as easily. It seems with the prob="0.05". It reduces the loot rate by at least half.
    where did you put the 0,2 may i ask lol

    ANd that is good progress will fix that and re upload

  10. #40
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    Quote Originally Posted by stallionsden View Post
    where did you put the 0,2 may i ask lol

    ANd that is good progress will fix that and re upload
    i am not sure where he put it, but i was playing with putting it on all the lootcontainers and am playing with the 0,1 or 0,2 to give 0 or 1 or 2 passes through the loot list and then going in to all the loot groups and changing the count at the top of each of them to either 1 or 1,2
    Code:
    		<lootcontainer id="200" count="0,1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    			<item group="palletWhiteBagsBaseStash" />
    		</lootcontainer>
    I may also pad the lists with mostly junk (like zombies used to drop) by adding this to the top of each group
    Code:
    		<lootgroup name="palletWhiteBagsBaseStash" count="1">
    			<item group="junk" prob="1"/>
    			<item name="terrStone" count="1,15" prob="0.05" />
    			<item name="terrSidewalk" count="1,15" prob="0.05" />
    			<item name="terrDirt" count="1,15" prob="0.05" />
    			<item name="terrSand" count="1,15" prob="0.05" />
    			<item name="terrSandStone" count="1,15" prob="0.05" />
    			<item name="terrGravel" count="1,15" prob="0.05" />
    			<item name="terrAsphalt" count="1,15" prob="0.05" />
    			<item name="terrConcrete" count="1,15" prob="0.05" />
    		</lootgroup>

  11. #41
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    Quote Originally Posted by Dracos99 View Post
    i am not sure where he put it, but i was playing with putting it on all the lootcontainers and am playing with the 0,1 or 0,2 to give 0 or 1 or 2 passes through the loot list and then going in to all the loot groups and changing the count at the top of each of them to either 1 or 1,2
    Code:
    		<lootcontainer id="200" count="0,1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    			<item group="palletWhiteBagsBaseStash" />
    		</lootcontainer>
    I may also pad the lists with mostly junk (like zombies used to drop) by adding this to the top of each group
    Code:
    		<lootgroup name="palletWhiteBagsBaseStash" count="1">
    			<item group="junk" prob="1"/>
    			<item name="terrStone" count="1,15" prob="0.05" />
    			<item name="terrSidewalk" count="1,15" prob="0.05" />
    			<item name="terrDirt" count="1,15" prob="0.05" />
    			<item name="terrSand" count="1,15" prob="0.05" />
    			<item name="terrSandStone" count="1,15" prob="0.05" />
    			<item name="terrGravel" count="1,15" prob="0.05" />
    			<item name="terrAsphalt" count="1,15" prob="0.05" />
    			<item name="terrConcrete" count="1,15" prob="0.05" />
    		</lootgroup>
    oh haha i always thought the

    Code:
    		<lootcontainer id="200" count="0,1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    			<item group="palletWhiteBagsBaseStash" />
    		</lootcontainer>
    count="0,1" in the lootcontainers was like 1 or 2 of that item lol didnt think it was the way you said haha good to know ok thanks will change it now

  12. #42
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    UPDATE AGAIN

    Small update to hopefully fix and lower the loot find in the mods. thanks to Kronons and Dracos99

  13. #43
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    Quote Originally Posted by stallionsden View Post
    where did you put the 0,2 may i ask lol

    ANd that is good progress will fix that and re upload
    Code:
    <lootgroup name="palletWhiteBagsBaseStash" count="0,2">
    			<item name="terrStone" count="1,15" prob="0.05" />
    			<item name="terrSidewalk" count="1,15" prob="0.05" />
    			<item name="terrDirt" count="1,15" prob="0.05" />
    			<item name="terrSand" count="1,15" prob="0.05" />
    			<item name="terrSandStone" count="1,15" prob="0.05" />
    			<item name="terrGravel" count="1,15" prob="0.05" />
    			<item name="terrAsphalt" count="1,15" prob="0.05" />
    			<item name="terrConcrete" count="1,15" prob="0.05" />
    		</lootgroup>
    Code:
    <lootcontainer id="200" count="1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    			<item group="palletWhiteBagsBaseStash" prob="0.5"/>
    		</lootcontainer>
    This is what I changed.

    My thought process on this code is as follows.

    You have the lootcontainer contains the lootgroup. So I thought by setting the loot container to 0.05 like you did would reduce the overall chance to spawn.

    By setting the lootgroup to (0,2) it gives a random spawn of 0 items, 1 item, and 2 items.

    In my testing I looted the pallets and got 0 items, 1 items, and 2 items. They were also random and didn't get the gun spawn as much.

    I think there is much tweaking and testing to be done. As I have a hunch the 'prob' variable is probably conflicting or overlapping by defining so many overlapping containers.

  14. #44
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    Quote Originally Posted by kronons View Post
    Code:
    <lootgroup name="palletWhiteBagsBaseStash" count="0,2">
    			<item name="terrStone" count="1,15" prob="0.05" />
    			<item name="terrSidewalk" count="1,15" prob="0.05" />
    			<item name="terrDirt" count="1,15" prob="0.05" />
    			<item name="terrSand" count="1,15" prob="0.05" />
    			<item name="terrSandStone" count="1,15" prob="0.05" />
    			<item name="terrGravel" count="1,15" prob="0.05" />
    			<item name="terrAsphalt" count="1,15" prob="0.05" />
    			<item name="terrConcrete" count="1,15" prob="0.05" />
    		</lootgroup>
    Code:
    <lootcontainer id="200" count="1" size="8,9" sound_open="UseActions/open_fridge" sound_close="UseActions/close_fridge" loot_quality_template="treasureTemplate">
    			<item group="palletWhiteBagsBaseStash" prob="0.5"/>
    		</lootcontainer>
    This is what I changed.

    My thought process on this code is as follows.

    You have the lootcontainer contains the lootgroup. So I thought by setting the loot container to 0.05 like you did would reduce the overall chance to spawn.

    By setting the lootgroup to (0,2) it gives a random spawn of 0 items, 1 item, and 2 items.

    In my testing I looted the pallets and got 0 items, 1 items, and 2 items. They were also random and didn't get the gun spawn as much.

    I think there is much tweaking and testing to be done. As I have a hunch the 'prob' variable is probably conflicting or overlapping by defining so many overlapping containers.
    Be interesting to find out

  15. #45
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    Handcrafted

    I have spent a couple of days balancing the pallet mod and I am happy at where I am at now.

    Each of the covered pallets now is guaranteed to have some semi-junk packaging materials,
    Bicycles can be found occasionally, but only parts of other vehicles, and no chasis of 4x4 or 'copter.
    The possible loot for each is sorted into common, uncommon, rare and legendary
    The Brick pallets only contain stone, bricks, flagstones, cobblestones, concrete, rconcrete and 2 glass type cubes
    Sacks only contain powders; coal, cementmix, potasium, sand, clay etc
    Boxes and tarps contain the widest varieties
    Tarps can have many different 'furniture' items e.g. ovens, slide, barstool
    Boxes can have more common goods and food items.
    Both can draw from a massive pool of potential loot.
    NO SCHEMATICS. But rare chance for actual mods.

    End result is that overpowered items no longer drop, but each pallet is still visually rewarding to loot.

    Gameplay wise, it makes sense too. Going to build a base? Need bricks? Where do you raid? A construction site of course!


    Blocks.xml:
    Spoiler: 
    Code:
    <configs>
    
    <!-- LOOTABLE PALLET INSERTION START -->
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsBase']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsTile']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsTop']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsPartial1']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsPartial2']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletWhiteBagsLoose']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="208" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBrownBoxesBase']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="209" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBrownBoxesTile']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="209" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBrownBoxesTop']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="209" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBrownBoxesLoose']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="209" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksBase']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksTile']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksTop']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksPartial1']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksPartial2']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBricksLoose']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="210" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBlueTarpBase']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="211" />
    	</append>
    
    	<append xpath="/blocks/block[@name='palletBlueTarpTile']">
    		<property name="Class" value="Loot" />
    		<property name="LootList" value="211" />
    	</append>
    
    <!-- LOOTABLE PALLET INSERTION END -->
    
    </configs>

    loot next post

    Please consider my changes.

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