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Jackelmyer

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Everything posted by Jackelmyer

  1. Jackelmyer

    Loot Behavior Change

    Actually the better example in the config's I pmed you is that Scrap is behaving the same way. And Medium Bases, scrap drops in Base Loot and in the Difficulty Loot 100% of the time, with 2 other Scrap entries in the Difficulty loot as well. The 100% drop chance of scrap in the Difficulty Loot isn't dropping all the time either. As I often get less than 100 scrap.
  2. Jackelmyer

    Loot Behavior Change

    Note: Moving this from Discussions. I'm getting loot in bases that don't match rbe generateloot. it seems. After running several of my Medium difficulty bases, I'm finding especially Sulfur (probably other things but that pops out) and Sulfur Ore isn't getting loaded into containers within the base. rbe generate loot demonstrates that about every other base I should see 3k-5k sulfur, rolled from probably base loot and the 2-3 Sulfur entries I have in my loot table. But in practice, I'm only seeing a few hundred Sulfur and a few hundred Sulfur Ore whenever I literally raid the bases. I think the issue comes in with the DivideLoot method that's not a part of the Generate Loot. But generally speaking, not sure how to handle the change in behavior or where I'm going wrong. I'm PMing you my config. General Loot Design: I'm trying to generate loot tables where the "min/max" amount of an item is not the sole decider on how loaded a base is. I was shooting for a mechanism that allows a base to get a % chance to have an item roll a little, a fair amount, or a lot of a specific item. Instead of just a range of "1-10,000", I was trying to do something like: 80% chance of a little of this item to load into the base. 20% chance of a fair amount of this item to load into the base. 5% chance of a whole lot of this item to load into the base. It was working in 2.7.4 where those 3 item entries of the same item with varying percentages and amounts were actually cumulative amounts. So a player could end up with a base that had... a little of this item. a fair amount of this item. a lot of this item. a little + a fair amount of this item. a little + a fair amount + a lot of this item, and any other combinations of the 3 amounts (little, fair, a lot). Now it seems like BaseLoot is causing the DifficultyLoot not to roll or not to get added. Or that duplicate items are being more honored? Also seems to be coming from the DivideLoot method as that's not mocked in the GenerateLoot command and the trail of code there does seem to remove items. I'm using Medium as my general example but this applies to all of my difficulties. Config/RaidableBases.json "Do Not Duplicate Base Loot": false, "Do Not Duplicate Difficulty Loot": false, "Do Not Duplicate Default Loot": false, "Use Stack Size Limit For Spawning Items": true Profile/Medium Bases.json "Allow Duplicate Items": false, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 100, "Amount Of Items To Spawn": 180, "Amount Of Items To Spawn Increased By Item Splits": true, "Divide Loot Into All Containers": true, "Empty All Containers Before Spawning Loot": true, "Loot Amount Multiplier": 1.0, "Always Spawn Base Loot Table": true Base_Loot/Medium Bases.json: { "shortname": "sulfur", "name": null, "amount": 300, "skin": 0, "amountMin": 150, "probability": 1.0, "stacksize": -1 } Difficulty_Loot/Medium.json: { "shortname": "sulfur", "name": null, "amount": 4000, "skin": 0, "amountMin": 1400, "probability": 0.75, "stacksize": -1 }, { "shortname": "sulfur", "name": null, "amount": 4500, "skin": 0, "amountMin": 2200, "probability": 0.2, "stacksize": -1 }, { "shortname": "sulfur", "name": null, "amount": 3500, "skin": 0, "amountMin": 2500, "probability": 0.02, "stacksize": -1 }
  3. Jackelmyer

    Raidable Bases

    moved this to support, please disregard.
  4. Jackelmyer

    Raidable Bases

    as a note of feedback there... lol. a command with no params usually pushes back a list of params to use with the command. /rbe with no params is REALLY dangerous. X-D Thanks Nivex! I'll see what happens. lol
  5. Jackelmyer

    Raidable Bases

    Ummm... I don't suppose there's a way to undo a base that spawned by typing /rbe in chat is there? Kinda spawned a base literally in the middle of my own base. X-D
  6. Nevermind. I've customizations and didn't update the fix from the latest update properly. Found the issue.
  7. Is anyone else noticing that NPC's are dropping their full kits now? They didn't used to. And the "CustomLoot config profile name" config isn't working.
  8. Jackelmyer

    Raidable Bases

    So... It it won't change the material tier (wood won't upgrade to stone). But will it apply a Brick skin to a Wood Tier wall? Or will the configurations only apply a skin if the material is compatible with the skin?
  9. Jackelmyer

    Raidable Bases

    Thanks! Not getting any errors from Raidable Bases so I don't know if there's a JSON error. I'm also using the Raidable Bases Tier 3 pack. Assuming those would have room for NPC's to spawn inside. I'll circle back to this once I work through some other stuff. Thank you!
  10. Jackelmyer

    Raidable Bases

    Eh sorry i didn't mean it like that. I was just confused by your response. Appreciate your help!
  11. Jackelmyer

    Raidable Bases

    So setting Enabled to False would enable spawning NPC's indoors? That sounds weird.
  12. Jackelmyer

    Raidable Bases

    Not following you. Was looking for pointed answers instead of I think what you're showing as example config, but I don't know what you're config is supposed to do. Still looking for more Yes or No answers and hopefully some elaboration on how those configs work.
  13. Jackelmyer

    Raidable Bases

    Can you explain how Spawn Inside Bases is supposed to be configured? I can't seem to get that to work. "Spawn Inside Bases": { "Sleepers": { "Enabled": true, "Unwakeable": true, "Spawn Kit In Corpses Inventory": false, "Spawn Loadout In Corpses Inventory": false }, "Spawn On Floors": true, "Spawn On Beds": true, "Spawn On Rugs": true, "Spawn On Rugs With Skin Only": 1, "Bed Health Multiplier": 1.0, "Rug Health Multiplier": 1.0, "Spawn Murderers Outside": true, "Spawn Scientists Outside": true, "Minimum Inside (-1 = ignore)": 1, "Maximum Inside (-1 = ignore)": 3 },
  14. Jackelmyer

    Raidable Bases

    Hey Nivex! For "Use Random Skin For Whole Base"... Will that setting change the building material? Say from wood to stone or wood to metal? Does that setting require the "Random Building Skin List"? And if so, do you know where we can find a list of building skin ID's?
  15. Jackelmyer

    NpcRaiders

    Nevermind... figured out the issue.
  16. You rock Nivex! Thank you!
  17. Jackelmyer

    Way to identify base name?

    Is there a way to identify a bases copy-paste file name by looking at the base? A command when looking at the base or something like that? If not, can beds and sleeping bags be labeled with the base name? Easiest thing I can think of to get the file name included with he base to see.
  18. Jackelmyer

    NpcRaiders

    Eh Razor, I submitted an update via DM for the plugin to you to allow setup of Door Campers. Not sure if you saw the message or not. But all code is included as well as change details. Also wanted to put in for a feature request. TC Depletion. I know the code example below is incomplete and not proper, but it convey's the idea I believe. Basically, this adds an element to a PVE NPC server that's really missing on PVE. Where resources are just "lost" due to raid attempts. TC Depletion: true/false (enable disable) TC Depletion Tick Rate Every X Seconds: 30 (range from 10 seconds to 5 minutes) TC Depletion Per Tick: 0.01 (recommended 1%-10%, ex: 0.01-0.10) If Enabled = True: For (EveryTCDepelectionSeconds) { TCDeplectionTickCalc(obj tc) { tc.HQM = tc.HQM - (config.DepletionPerTickRate * tc.HQM); tc.HQMOre = tc.HQMOre - (config.DepletionPerTickRate * tc.HQMOre); tc.MetalFrags = tc.MetalFrags - (config.DepletionPerTickRate * tc.MetalFrags); tc.MetalOre = tc.MetalOre - (config.DepletionPerTickRate * tc.MetalOre); tc.Stone = tc.Stone - (config.DepletionPerTickRate * tc.Stone); tc.Wood = tc.Wood - (config.DepletionPerTickRate * tc.Wood); } }
  19. Jackelmyer

    NpcRaiders

    I've found if a player builds on an Ice Lake and there's any kind of cliffs around, this happens a lot. Ice Lake's seem to break this so might be worth looking to see if you're running into the same thing.
  20. I identified the problem as my own fault. Dropped a config file that wasn't a BetterNpc config file, into the data/BetterNpc/Monuments folder. Removed the erroneous config file i put there and the problem was resolved.
  21. Disabled CH47 event and now the following error occurs. Takes about 5 minutes or less for this error to show after reloading BetterNPC.
  22. Getting the following errors.
  23. I wanted to find out if I can add a custom raid type. Specifically, I'd like to add an easy and medium door camper raid type. 0 rockets. 0 throwables. Two different levels of difficulty. And I'd like only those to be on the "raid timer". Ideally with no announcement for these either. so... * Can i add custom Random raid types? * Can i have the Raid Timer spawn only certain raid types? * Can i have the Raid Timer spawn only certain raid types, regardless of # of authed players on TC?
  24. I don't know if I'm missing it, but is there a way to enable/disable profiles used for Random Raid Timer? I don't want to randomly send nightmare or hard raids at people. But I would like to be able to use the Random Raid Timer. A simple "Enabled for Timer" at the profile level would be amazing if it exists. Or even a CSV at the main config level of just profile names to use for the Random Raid Timer to use.
  25. Jackelmyer

    Suggested Feature: Summary

    I'm finally on to play testing and balancing my Raidable Bases. Something that would be REALLY helpful is a summary screen. The important total I could use is "Total Guaranteed Items". Basically anything that will spawn in loot boxes 100% of the time. Reason this is important are the two Raidable Base settings found in each difficulty Profile. "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 40, "Amount Of Items To Spawn": 80, So, say I have 90 items that are guaranteed to spawn in a Raidable Base. But I'm configured with what's shown above, any other items I've configured with probabilities will probably never spawn and I may find the exact same loot in every base. Actual behavior of this scenario is unknown, but probably not desirable. Say another example is: "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 80, "Amount Of Items To Spawn": 150, Say I have 120 items that are guaranteed to spawn in a Raidable Base. But I have 500+ items configured. It's hard to see that I'm not likely to have much variety in the loot found within this Raidable Base because I've only got 30 out of a max 150 items that can be random. As the item lists get very long, it can be hard to keep track of what is really going on. Hence a summary or at least a count of total # of guaranteed items would be awesome. Would be even better if we were able to point at an oxide folder and this Editor then picks up not only the Item Config but the Profile config files if available and can give even better summary information on min items for the "easy" profile, max items for the "easy" profile, total guaranteed items per base (provided enough storage exists), and total number of random items that may drop. But just a count of "Total Number of Guaranteed Drops" and I guess "Total Number of Random Drops" would be great!
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